Tighten WMO collision detection when inside buildings

When inside a WMO, use:
- Smaller sweep step size (0.20 vs 0.35) for more frequent collision checks
- Tighter player radius (0.45 vs 0.50) for less claustrophobic corridors
- Stronger push response (0.12 vs 0.08 max) for more responsive walls

Prevents clipping through walls in tight indoor spaces while keeping
outdoor movement smooth.
This commit is contained in:
Kelsi 2026-02-08 20:20:37 -08:00
parent d49b69a3a8
commit b48802855b
3 changed files with 13 additions and 7 deletions

View file

@ -201,9 +201,10 @@ public:
* @param from Starting position
* @param to Desired position
* @param adjustedPos Output adjusted position (pushed away from walls)
* @param insideWMO If true, use tighter collision for indoor precision
* @return true if collision occurred
*/
bool checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos) const;
bool checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos, bool insideWMO = false) const;
/**
* Check if a position is inside any WMO