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>