e5a0ed37d59635a4b3a7e0e3036c49ddff27ab2e
Until now, only the physics at corners between solids worked. Corners between open space cubes (like sockets or platforms) did not work. Basically, those corners were treated as square cubes. Higher mip corners were worse, since they were treated as one square piece. To verify this, raise an aligned 16x16 field on an empty map, then make an 8x8 corner. Making the corner makes no difference for the physics... This patch fixes all kinds of corners. It uses code from the renderer to interpret the map geometry, so that the physics matches the visual. All corner types now work also with higher mips (for example 4x4 corners). Corner bounces are preferred in some cases, to prevent hitting hidden geometry (for mappers who make larger corners from several small corners). We lose some precision here, but it fixes the ancient drop bug. I also cleaned up some unused bs.
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