Nightly 2026.06.20.1
- Fixed walking while aiming, can now walk and aim always.
- Invisible wall collisions while running should be greatly reduced, let me know if they still happen frequently.
Next: Still working on aspect ratio fixes and fine tuning PGXP. Everything else mentioned coming after those.
There are a lot of bugs that I am aware of and still working on, will post a github issue for consolidation.
Claude noise:
- collision: [WALLSTOP] probe ΓÇö capture the ACTUAL invisible-wall block
- collision: [WALLSTOP] v2 ΓÇö same-frame wrap/chunk/world capture
- collision: [WALLSTOP] kind=4 ΓÇö capture chara-vs-chara (NPC) blocks
- collision: [WALLSTOP] kind=5 ΓÇö static obstacle block; complete path coverage
- collvis: draw the actual blocking obstacle as a RED box (any chunk)
- collision: disable ptr_18 round-obstacle solid collision (invisible-wall fix)
- collvis: draw near ptr_18 obstacles red even when collision is OFF
- collvis panel: show Harry's animation-driven collision cylinder offset
- collision: [WALLEDGE] latched diagnostic for the wall-edge bump reaction
- collvis panel: move WALLEDGE readout to the top (was cut off bottom)
- collision: ROOT FIX invisible walls at full speed ΓÇö cap spurious slope factor (#42)
- Player: fix can't-start-walking-while-aiming (aim-state sites the prior fix missed)
- collision: raise slope-alpha cutoff 0.5->0.8 (walk-speed floor-as-wall spots)
- collision: reject phantom floor above Harry's head (indoor invisible-wall)
- Bump PsyCross: re-apply 4:3 display-aspect fix (Harry-too-wide)
- Player: stop spurious "run into wall" hands-up on open ground (root cause)
- Revert aspect 4:3 re-apply ΓÇö was applied without approval