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Set z_min to 0 for terrain collision checks
This allows us have different z_min for e2e checks
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@ -821,7 +821,8 @@ impl<'a> PhysicsData<'a> {
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// Additionally, multiply radius by 0.1 to make
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// the cylinder smaller to avoid lag.
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let radius = collider.bounding_radius() * scale * 0.1;
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let (z_min, z_max) = collider.get_z_limits(scale);
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let (_, z_max) = collider.get_z_limits(scale);
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let z_min = 0.0;
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let mut cpos = *pos;
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let cylinder = (radius, z_min, z_max);
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@ -844,7 +845,7 @@ impl<'a> PhysicsData<'a> {
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tgt_pos = cpos.0;
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},
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Collider::CapsulePrism {
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z_min,
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z_min: _,
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z_max,
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p0: _,
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p1: _,
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@ -852,7 +853,7 @@ impl<'a> PhysicsData<'a> {
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} => {
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// Scale collider
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let radius = collider.bounding_radius().min(0.45) * scale;
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let z_min = *z_min * scale;
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let z_min = 0.0;
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let z_max = z_max.clamped(1.2, 1.95) * scale;
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let cylinder = (radius, z_min, z_max);
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@ -1045,10 +1046,10 @@ impl<'a> PhysicsData<'a> {
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// TODO: extract point-terrain collision above to its own
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// function
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let radius = collider.bounding_radius();
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let (z_min, z_max) = collider.get_z_limits(1.0);
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let (_, z_max) = collider.get_z_limits(1.0);
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let radius = radius.min(0.45) * scale;
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let z_min = z_min * scale;
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let z_min = 0.0;
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let z_max = z_max.clamped(1.2, 1.95) * scale;
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if let Some(voxel_collider) =
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