fix(physics): #32 L.2c precipice edge-slide context
Port the first retail precipice-slide slice from named retail/ACE: terrain and BSP walkable hits now preserve polygon vertices, failed step-down edges back-probe to rediscover the walkable polygon, and edge-slide can run precipice/cliff slide instead of only hard-stopping. Adds pseudocode anchors plus regression coverage for terrain polygon context and loaded-terrain boundary edge-slide. Co-authored-by: Codex <codex@openai.com>
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@ -118,6 +118,13 @@ precipices.
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edge, walkable, and collision rules; jumping clears `OnWalkable` and only
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succeeds when the airborne path actually clears geometry.
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Current shipped slice (2026-04-30): wall-adjacent `step_up_slide` feels
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acceptable in live testing; player/remote movers pass `EdgeSlide`; terrain and
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BSP step-down/find-walkable now preserve walkable polygon vertices; failed
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step-down edge cases perform the retail back-probe before
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`SPHEREPATH::precipice_slide`. Remaining L.2c work is real-DAT building-edge
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fixtures, fuller `cliff_slide` coverage, and `NegPolyHit` dispatch.
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### L.2d - Shape Fidelity: Sphere / CylSphere / Building Objects
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Goal: object collisions use retail shape semantics, not one simplified
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