Flatten diagonal wall QA/WS floordata collision to the exposed triangle#1208
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Flatten diagonal wall QA/WS floordata collision to the exposed triangle#1208Copilot wants to merge 4 commits into
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Agent-Logs-Url: https://github.com/TombEngine/Tomb-Editor/sessions/acc3a340-27a1-4994-ab9d-5ac59068b078 Co-authored-by: Nickelony <20436882+Nickelony@users.noreply.github.com>
Agent-Logs-Url: https://github.com/TombEngine/Tomb-Editor/sessions/acc3a340-27a1-4994-ab9d-5ac59068b078 Co-authored-by: Nickelony <20436882+Nickelony@users.noreply.github.com>
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[WIP] Fix diagonal walls to prevent Lara from sliding into void
Flatten diagonal wall QA/WS floordata collision to the exposed triangle
Apr 20, 2026
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@copilot What about the classic, legacy compiler? You seem to have only fixed the TEN compiler. |
Agent-Logs-Url: https://github.com/TombEngine/Tomb-Editor/sessions/42f7e77a-8155-49bf-a37d-1e8232bf44c3 Co-authored-by: Nickelony <20436882+Nickelony@users.noreply.github.com>
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Handled in 8bf2b29. The classic/legacy compiler had the same diagonal wall QA/WS collision shape issue, so I applied the same flattening there and extended the regression tests to cover both classic and TEN. |
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Tilting the QA side of a diagonal wall could leak its slope into the nominally flat lower triangle, producing invalid wall collision and letting Lara slide into void space. The same compiler path also affected the WS side, so both floor and ceiling diagonal-wall collision needed to preserve the flat exposed half.
Compiler collision shape
LevelCompilerTombEngine.RoomSectorShapefor diagonal wall sectors so QA/WS collision is flattened to the visible flat triangle.LevelCompilerClassicTR.RoomSectorShapethe same way so the legacy/classic floordata compiler no longer carries the hidden sloped half into collision.Documented engine/editor mismatch
Regression coverage