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> |
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| .. | ||
| Input | ||
| Meshing | ||
| Physics | ||
| Plugins | ||
| Rendering | ||
| Streaming | ||
| Terrain | ||
| Textures | ||
| World | ||
| AcDream.Core.Tests.csproj | ||
| SmokeTest.cs | ||