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Removed both persistent grid cache and per-frame dedup cache. Even the per-frame cache was causing issues when player Z changes between queries in the same frame (multi-sampling), returning stale floor heights and causing fall-through at stairs. Floor queries now always raycast fresh. |
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| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||