improving path quality on tiled meshes: multiple issues

in the old code, when a new polygon is found a single 3D position is associated with it. This position is used even when arriving at the tile from a different side (at which point the opint is far).
The new code allows multiple nodes for border polygons based on entrance side.
Long answer...
I didn't want to use more bits than are actually necessary. That way people who want to extend it have bits to use without worrying about consequences.
I don't think one need a 27 bits index. Indices are used sequentially by the searcher and each entry taks 32 bytes (asuming 8 byte allginment). So, if you happen to use all of the 24 bits you are using 0.5GB just by the searcher. Since each one corresponds to a node (more memory) , on a 32 bits machine you can't really have more than 2^24 indices. And, of course, the run time would be extremely large. Long before it you should think about HPA or similar solution
Note: The same is true for pidx (being an index to the same array) One can probably set it to 24 bits as well. I started with a small change and it kind of grew...
As for what to do wit the reserve bits, I was planning tio add it to the state. If you look at the forum questions every once in a while there are people who need to contrain the path in some way. This allows it to be done easily (think of directional path finding where the state include node+direction and turning is limited).
Of couorse Mikko can always merge and sets the number of bits as he sees fit.