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Nav: door-seam fallback links no longer cross fences and walls - #49
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The door stitcher's slot-starved fallback wires an ExtraLinks hop between every pair of near-door local components that are not already adjacent, picking the nearest centroid pair with only a 1.0u Y gate. A wooden fence piece (t_grs01_fence_generic_wood-*) has a floor strip on each side of its Ignored boards; its strips weld to the neighbouring tiles, so every door off it fell through to the fallback and tied one side of the fence to the other. In multiplayer_world town_center (the co-op start in Elddim) that was 30 of 31 fence floor-pair crossings — players walked straight through the pig-pen fence, and through blacksmith/house walls (4-6u hops). Each candidate hop is now tested, best-first, against the Ignored nav edges of both door snodes and their door neighbours; an edge standing 0.25..2.0u above the hop at the crossing is a barrier. A hop with no barrier-free pair is deferred and only restored when dropping it would split the mesh, so connectivity is unchanged: raw component counts and biggest-component sizes are identical before/after on all 81 World.dsmap and 70 MpWorld.dsmap regions, while ~15.5k / ~16.5k redundant barrier-crossing hops are dropped. Host and client build the same mesh, so both are fixed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 048d7dc61819877a29d9dfdfa9c8e7275da8ac86)
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Split out of #36 (one fix per PR, as suggested there).
StitchSnoDoorSeams's fallback linked any nearby unconnected walkable patches by nearest centroid with only a height gate, so the two floor strips of at_grs01_fence_generic_wood-*tile (and house walls) got linked straight through the boards.World.dsmapand 70MpWorld.dsmapregions; ~15.5k (SP) / ~16.5k (MP) wall- and fence-crossing links drop; Elddim's pig-pen fence goes from 30 crossings to 0.Checks: rebased on
main(bef1f38);dotnet build SiegeFX.sln -c Release -warnaserrorclean;dotnet testpasses (newNavFenceSeamTests, data-free). Play-tested: the pig-pen fence near the Elddim start blocks.🤖 Generated with Claude Code