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Take detail mesh into account for creating BV-tree (recastnavigation#231
) In U and A shaped terrain it was possible that polygons extruded their BV-tree nodes significantly. This happened because all points for the polygon (when excluding the detail mesh) were either on the high-level terrain, or on the low-level terrain. This fixes the long-standing todo about this. As a result of this change, findNearestPoly and queryPolygons should return more accurate results. Fix recastnavigation#230
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