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>