hi, i implemented your solution and it is definitely a huge improvement to Godot's wonky Navigation2D system! i however wondered if there is a easy way to check for impossible paths as shown in the second picture:
Hi, thanks for the feedback, and also for this finding. I'm going to push an update very soon, considering impossible paths.
Update pushed. Impossible tiles are now treated like not walkable tiles. This means the current path simply doesn't change. Therefore pathfollowing can also continue, if it is processing.