diff --git a/src/rendering/wmo_renderer.cpp b/src/rendering/wmo_renderer.cpp index 2a688464..414661ec 100644 --- a/src/rendering/wmo_renderer.cpp +++ b/src/rendering/wmo_renderer.cpp @@ -2058,7 +2058,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to, float absNz = std::abs(normal.z); if (absNz >= 0.45f) continue; - const float SKIN = 0.007f; // small separation so we don’t re-collide immediately + const float SKIN = 0.005f; // small separation so we don’t re-collide immediately const float MAX_PUSH = 0.08f; // cap per triangle contact (tune 0.10–0.25) float penetration = (PLAYER_RADIUS - horizDist); float pushDist = glm::clamp(penetration + SKIN, 0.0f, MAX_PUSH);