From d2cf1b8d5d525b623f2519537253d309ab39a1ba Mon Sep 17 00:00:00 2001 From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Date: Mon, 27 Mar 2023 04:07:49 +1100 Subject: [PATCH] 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 --- Content.Server/Procedural/DungeonJob.PostGen.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Content.Server/Procedural/DungeonJob.PostGen.cs b/Content.Server/Procedural/DungeonJob.PostGen.cs index 9ee326ffb9..9f1e410a60 100644 --- a/Content.Server/Procedural/DungeonJob.PostGen.cs +++ b/Content.Server/Procedural/DungeonJob.PostGen.cs @@ -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) { -- 2.51.2