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Add steep slope limiting to prevent terrain clipping
Added slope normal checking to reject surfaces too steep to walk. Prevents character/mount from clipping through steep terrain. Changes: - Added MIN_WALKABLE_NORMAL threshold (0.7 = ~45° max slope) - WMO collision: query surface normal, reject if normalZ < 0.7 - M2 collision: query surface normal, reject if normalZ < 0.7 - Updated M2Renderer::getFloorHeight to output surface normal - M2 already had internal 0.35 check (~70°), new 0.7 is more restrictive Steep slopes now block movement instead of allowing clipping.
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3 changed files with 30 additions and 5 deletions
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@ -286,7 +286,7 @@ public:
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* @param glY World Y
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* @param glZ Query/reference Z (used to ignore unreachable tops)
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*/
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std::optional<float> getFloorHeight(float glX, float glY, float glZ) const;
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std::optional<float> getFloorHeight(float glX, float glY, float glZ, float* outNormalZ = nullptr) const;
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/**
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* Raycast against M2 bounding boxes for camera collision
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