anchor.diff:          fNodes[fPolygons[I].Indices[1]].Loc.X,
           fNodes[fPolygons[I].Indices[1]].Loc.Y,
           fNodes[fPolygons[I].Indices[2]].Loc.X,
  -        fNodes[fPolygons[I].Indices[2]].Loc.Y, $60FF0000);
  +        fNodes[fPolygons[I].Indices[2]].Loc.Y, $60FF0000);//}
   
     //NavMesh edges
     if OVERLAY_NAVMESH then
  
positive.code:     //Add more points along edges to get even density
      SizeX := gTerrain.MapX-1;
      SizeY := gTerrain.MapY-1;
      MeshDensityX := SizeX div 15; //once per 15 tiles
      MeshDensityY := SizeY div 15;
      for I := 0 to MeshDensityY do
      for K := 0 to MeshDensityX do
      if (I = 0) or (I = MeshDensityY) or (K = 0) or (K = MeshDensityX) then
  
negative.code:     procedure Paint(aRect: TKMRect);
    end;
  
  const
    NAVMESH_DENSITY = 3; // Density of NavMesh (affect count and size of points)
  
  
  implementation
  uses
  