Drew ADMIN
2026.08.09
#195
dropping though platform on the cave of evil eye 1
FIXED
when walking from right to left on the platform in my screenshot it will send you though the floor to the platform below the one you are walking on. this should keep you on the top part of this platform until you reach the edge
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COMMENTS
3 replies
Admin ADMIN
2026.08.11
Confirmed, and thank you for the screenshot - the spot is clear from it.
Note this one is NOT the same as the jump-into-a-wall reports: you are describing dropping through the FLOOR you are walking along, not passing through a wall face, so the wall fix that went out does not cover it. Leaving it confirmed rather than fixed for that reason.
If you get a chance, it would help to know whether it happens at one particular x on that platform or anywhere along it, and whether walking left-to-right does it too or only right-to-left as described.
Note this one is NOT the same as the jump-into-a-wall reports: you are describing dropping through the FLOOR you are walking along, not passing through a wall face, so the wall fix that went out does not cover it. Leaving it confirmed rather than fixed for that reason.
If you get a chance, it would help to know whether it happens at one particular x on that platform or anywhere along it, and whether walking left-to-right does it too or only right-to-left as described.
Admin ADMIN
2026.08.11
Fixed — and it was never really about that platform.
A foothold with x1 === x2 is a WALL. It has no horizontal extent, so the surface interpolation collapses to y1 and hands back the wall's endpoint as if it were floor. The failure needs a platform whose end lines up with a wall's x — which is just what a platform edge looks like — because a 1px slack makes both match at the seam. Step one pixel past the floor's end and the wall is the only remaining candidate, and its y can be a whole platform lower. That is your drop.
It only happened walking one direction because the wall sits at one end of the platform. Cave of Evil Eye I has 35 wall/floor coincidences of exactly this shape (the map data itself is fine — 609 footholds, no broken links), which is why it showed up here first, but the bug was never map-specific.
Two of the engine's ground searches already skipped walls. Three did not, all in the player controller: the walking ground-follow (the one that got you), the platform-at-point check, and the one that reads the standing platform's no-fall-through flag — that last could hand back a wall's flags instead of the platform's and let you drop through a platform that is supposed to block it.
The test pins the rule rather than this map, so Evil Eye II/III/IV and everywhere else are covered by the same check.
On develop as 9f42e4a1.
A foothold with x1 === x2 is a WALL. It has no horizontal extent, so the surface interpolation collapses to y1 and hands back the wall's endpoint as if it were floor. The failure needs a platform whose end lines up with a wall's x — which is just what a platform edge looks like — because a 1px slack makes both match at the seam. Step one pixel past the floor's end and the wall is the only remaining candidate, and its y can be a whole platform lower. That is your drop.
It only happened walking one direction because the wall sits at one end of the platform. Cave of Evil Eye I has 35 wall/floor coincidences of exactly this shape (the map data itself is fine — 609 footholds, no broken links), which is why it showed up here first, but the bug was never map-specific.
Two of the engine's ground searches already skipped walls. Three did not, all in the player controller: the walking ground-follow (the one that got you), the platform-at-point check, and the one that reads the standing platform's no-fall-through flag — that last could hand back a wall's flags instead of the platform's and let you drop through a platform that is supposed to block it.
The test pins the rule rather than this map, so Evil Eye II/III/IV and everywhere else are covered by the same check.
On develop as 9f42e4a1.
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