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#86 bots can float off the edge of the map and float in mid air next to the players walkable area FIXED
MEDIUM Monsters & NPCs 🍄reported by Drew · 2026.08.06 · updated 2026.08.06
when in henesys i noticed the bots would walk next to the walkable platform where there is nothing below them and float in the air
screenshot 1
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COMMENTS 2 replies
Admin ADMIN 2026.08.06
Confirmed - cause found, patch not written yet.

A bot only re-checks the ground beneath it after travelling 12px, and its wander routine parks it exactly at the end of its cycle - so it can stop over a ledge and hang there.

Moving it out of OPEN so the list reflects reality: this one is pinned down to exact files and lines, so what is left is writing and testing the change, not working out what is wrong.
Admin ADMIN 2026.08.06
Fixed in bd97779d - the same change as #73, because this is the other half of one missing constraint.

Cause: bots had no wall awareness, and their ground position was cached. The ground was only re-checked after 12px of travel, because the old ground scan walks every foothold on the map and is far too slow to run every frame. Meanwhile the wander model would park a bot at a point in its cycle where the floor had already ended - and with the stale cache still holding the old height, the bot hung in the air just off the edge of the walkable area.

Fix: bots are bound at spawn to the connected floor strip they are standing on, so the patrol cannot leave the floor in the first place, and the ground lookup now uses the fast foothold structure, so it can be trusted every frame instead of cached across 12px.

Retest: watch the map edges on the bot maps - Lith Harbor and Henesys are the clearest - and confirm nothing stands in mid-air.

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