World: collision-fidelity pass — fit walls/cover/landmarks to visuals + solid sweep
Phase 1.5 stabilize #2 (gate-approved incl. missing-collider adds + the 07-09 height/solid-sweep directive). New ColliderFitTools (Editor, audit/apply, idempotent) refits the subscene Environment colliders to the Game.unity render meshes: - Boundary rings rebuilt 16/24/24 -> 54/82/82 segments (~3.5-4 u arcs) around the DESIGN radii (30/52 - fitting from the current segments ratchets inward on re-runs), inner faces fitted to ankle-band (0.45-2.5) cliff vertices so the wall stops the player before any visibly rising skirt. - 8 room cover boxes -> convex MeshColliders of the actual CoverRock_* meshes (needed Read/Write on 2 PNB rock meshes: a MeshCollider bakes ONLY if the mesh is readable - InvalidOperationException per bake, classic scene view still shows the collider). - 11 landmarks: hint-matched claim-once OBB fits (cabin/tent walk-into fixed; well/sign/artefact invisible walls removed). - 85 adds: generic solid sweep (>=0.5 u tall, non-flora, walk-band geometry, gated by the LOCAL fitted wall radius) - cacti, succulents, boulders, bone piles, small rocks, craters (full set-piece blocks), crates, tree trunk, turbine poles, dish, solar rigs. Collider tops pinned to the visual top (cap 3): nothing solid-looking is walk-through or walk-over. Elevated-only geometry (rotors, panels) excluded - no phantom ground walls. Verified: baked-CollisionWorld probes (ring closure 32/32/region, 10/10 solidity samples across base + both room slots, open ground free, server==client parity at 323 static bodies), enemy backstop live smoke (enemy embedded in the new crater block depenetrated out and re-engaged across ~12 u; 4 others converged normally through ~40 obstacles), 466/466 EditMode, console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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