Register static entities into terrain cells during streaming.
Transition system queries nearby objects and runs BSP collision.
Player can no longer walk through trees and buildings.
- ShadowObjectRegistry: 24m×24m cell index, Register/Deregister/
RemoveLandblock/GetNearbyObjects matching retail AC's approach
- PhysicsEngine: ShadowObjects property + DataCache wiring point;
RemoveLandblock now also clears shadow objects; TryGetLandblockContext
helper lets Transition resolve landblock id+offset for a world pos
- Transition.FindObjCollisions: queries registry, broad-phase sphere test,
narrow-phase BSPQuery.SphereIntersectsPoly in object-local space,
returns Slid on hit to redirect movement along the surface
- GameWindow.ApplyLoadedTerrainLocked: registers each static entity after
physics BSP data is cached; selects radius from BSP bounding sphere or
Setup.Radius; wires PhysicsDataCache into engine on OnLoad
- 16 new ShadowObjectRegistry unit tests, all 361 tests green
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>