Shrink clearance for dungeon doors (#14656)

* Shrink clearance for dungeon doors

I tried adjusting it on engine but it was leading to test assertions on content which scared me.

* a

* comment
This commit is contained in:
metalgearsloth
2023-03-27 04:07:49 +11:00
committed by GitHub
parent a8130f177f
commit d2cf1b8d5d

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@@ -501,9 +501,11 @@ public sealed partial class DungeonJob
if (!dungeon.RoomTiles.Contains(neighbor))
continue;
foreach (var ent in _lookup.GetEntitiesIntersecting(_gridUid, neighbor, flags))
// Shrink by 0.01 to avoid polygon overlap from neighboring tiles.
foreach (var ent in _lookup.GetEntitiesIntersecting(_gridUid, new Box2(neighbor * grid.TileSize, (neighbor + 1) * grid.TileSize).Enlarged(-0.1f), flags))
{
if (!physicsQuery.TryGetComponent(ent, out var physics) ||
!physics.Hard ||
(CollisionMask & physics.CollisionLayer) == 0x0 &&
(CollisionLayer & physics.CollisionMask) == 0x0)
{