diff --git a/src/rendering/wmo_renderer.cpp b/src/rendering/wmo_renderer.cpp index 72fc2a76..1df91450 100644 --- a/src/rendering/wmo_renderer.cpp +++ b/src/rendering/wmo_renderer.cpp @@ -1874,15 +1874,7 @@ std::optional WMORenderer::getFloorHeight(float glX, float glY, float glZ } } - // Cache the result in persistent grid. - // Only update cache if we found a floor that's close to query height, - // to avoid caching wrong floors when player is on different stories. - if (bestFloor && *bestFloor >= glZ - 6.0f) { - float cacheAbove = bestFromLowPlatform ? 12.0f : 2.0f; - if (*bestFloor <= glZ + cacheAbove) { - precomputedFloorGrid[gridKey] = *bestFloor; - } - } + // Persistent grid cache disabled (see above comment about stairs fall-through) if (bestFloor) { if (outNormalZ) *outNormalZ = bestNormalZ;