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There was a bug in resolving wall collisions with fixCollisionBugsRoundedCorners enabled. Due to the way a check was written, it would often ignore walls when it shouldn't have. I've also added gLevelValues.floorNormalMinY and gLevelValues.ceilNormalMaxY These will values will be used to determine which surfaces will become a wall, floor, or ceiling Co-authored-by: MysterD <myster@d> |
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