Allow avatars to walk under furniture items placed at a configurable height threshold (default 1.5). When a blocking item is elevated enough above the walk surface, the tile is treated as walkable.
Changes:
- RoomLayout: add UNDERPASS_HEIGHT static field (default 1.5)
- PluginManager: load pathfinder.underpass.height from emulator config
- RoomTileManager: add getUnderpassWalkHeight() method and underpass checks in tile state calculation, stack height, and canWalkAt()
- RoomItemManager: add getWalkableItemAt() method that returns the correct walkable item considering underpass clearance
- RoomUnit: use getWalkableItemAt() in movement cycle for accurate item resolution when walking under elevated furniture
Co-Authored-By: medievalshell <medievalshell@users.noreply.github.com>
-- Rebug Football Physics
-- To use rebug football physics on a ball, set its interaction_type to 'rebug_football'.
-- The default 'football' interaction uses the standard physics.
--
-- Example: Change all footballs to use rebug physics:
-- UPDATE items_base SET interaction_type = 'rebug_football' WHERE interaction_type = 'football';
--
-- Example: Change a specific ball item to use rebug physics:
-- UPDATE items_base SET interaction_type = 'rebug_football' WHERE id = <item_base_id>;
--
-- To revert back to default physics:
-- UPDATE items_base SET interaction_type = 'football' WHERE interaction_type = 'rebug_football';
the signal sender can only be a max of 25 in a room
the signal receiver can only be a max of 5 in a room
one signal receiver can only accept a max of 5 senders (you can select the receivers with the senders)
Why : otherwise you can flood the rooms and let you CPU go 🍌