The culling is there to optimize the path.
Without culling you can get situations were the nearest node to the destination (e.g. to the player who a mob has aggroed on) will cause the aggroed mob to run past the player to that last path node, then run back to the player.
Similar issues can occur at the start of a path without culling, i.e. a mob runs away from it's target to the nearest path node before beginning to traverse the node path.
The culling was an attempt to stop that happening.
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