* 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
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)
{