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Parse bounding vertices, triangles, and normals from M2 files and use them for proper triangle-level collision instead of AABB heuristics. Spatial grid bucketing for efficient queries, closest-point wall push with soft clamping, and ray-triangle floor detection alongside existing AABB fallback. |
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| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| platform | ||
| rendering | ||
| ui | ||