That's not a bug, I just haven't put pathfinding into HomeMovementGenerator.
This update fixes the some things in recast, most notably the crash that occurred when building Kalimdor with liquids enabled.
Current state:
* Terrain types work
* If a complete path is found, creature will follow path
* If a complete path is not found, default to old movement behavior (run through things)
Otherwise, the creature would just stand there instead of switch targets or evade. Pathfinding during aggro/threat logic will fix this.
* Deleted some simple optimization attempts which, upon further study, could possibly make invalid or unoptimal paths.
* VC90 update will be here in the next couple days, just need to get my work computer up to date.
* Probably need someone to help with automake stuff, since I have no way to test it
You don't need to re-extract maps. Liquids work now, but because of #3 above they don't work in all cases.