fix(app): multi-point Z sampling + never-cull player landblock

1. Slope clipping: replaced single foot-forward Z sample with 4-point
   sampling (forward, back, left, right at 0.7 units). Takes the max Z
   across all samples so both uphill and downhill slopes keep feet above
   the terrain mesh surface. Removed the +0.1 Z bias entirely.

2. Player culling: replaced per-entity scan (alwaysVisibleEntityId) with
   per-landblock skip (neverCullLandblockId). The player's current
   landblock is computed from _playerController.Position and passed to
   the renderer. Simpler, faster, and more reliable.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-12 21:29:54 +02:00
parent 6f05c298cf
commit a3b389603d
4 changed files with 42 additions and 40 deletions

View file

@ -137,7 +137,7 @@ public class PlayerMovementControllerTests
Assert.False(controller.IsAirborne, "Should have landed");
// +0.15 Z bias keeps feet above terrain surface (prevents z-fighting).
Assert.Equal(50.1f, controller.Position.Z, precision: 1);
Assert.Equal(50f, controller.Position.Z, precision: 1);
}
[Fact]
@ -177,6 +177,6 @@ public class PlayerMovementControllerTests
controller.Update(0.05f, new MovementInput(Forward: true));
Assert.False(controller.IsAirborne, "Player should have landed");
Assert.Equal(20.1f, controller.Position.Z, precision: 1);
Assert.Equal(20f, controller.Position.Z, precision: 1);
}
}