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Fix stair approach fall-through and relax steep slope climbing
Relaxed walkable slope threshold from 0.40 to 0.35 (~70° max) for steeper stair climbing. Tightened WMO floor cache above-tolerance back to 0.25 units to prevent cached stair landing from overriding approach floor. Added M2 floor preference for ship decks to prevent falling through to water below.
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3 changed files with 14 additions and 10 deletions
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@ -718,7 +718,7 @@ void M2ModelGPU::CollisionMesh::build() {
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glm::vec3 normal = glm::cross(v1 - v0, v2 - v0);
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float normalLen = glm::length(normal);
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float absNz = (normalLen > 0.001f) ? std::abs(normal.z / normalLen) : 0.0f;
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bool isFloor = (absNz >= 0.40f); // ~66° max slope (relaxed for steep stairs)
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bool isFloor = (absNz >= 0.35f); // ~70° max slope (relaxed for steep stairs)
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bool isWall = (absNz < 0.65f);
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float triMinX = std::min({v0.x, v1.x, v2.x});
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@ -2573,7 +2573,7 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ)
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if (localN.z < 0.0f) localN = -localN;
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glm::vec3 worldN = glm::normalize(
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glm::vec3(instance.modelMatrix * glm::vec4(localN, 0.0f)));
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if (std::abs(worldN.z) < 0.40f) continue; // too steep (~66° max slope)
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if (std::abs(worldN.z) < 0.35f) continue; // too steep (~70° max slope)
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}
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if (hitZ <= localPos.z + 3.0f && hitZ > bestHitZ) {
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