neon-sprawl/client/scripts/random_floor_bump_collision...

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extends RefCounted
## Shared **`CylinderShape3D.radius`** fudge vs mesh for procedural **random floor QA bumps** (`random_floor_bumps.gd`).
## Used by **`player.gd`** (idle lip escape). Change here only.
## (Movement/step validation UX was originally tracked in Jira **NS-19** — not part of this scripts name.)
## **`MeshInstance3D.add_to_group`** for spawned bumps; **`player.gd`** queries this for proximity escape.
const RANDOM_FLOOR_BUMP_MESH_GROUP: String = "random_floor_bump_mesh"
const COLLISION_RADIUS_EXTRA: float = 0.105
const COLLISION_RADIUS_MAX: float = 0.82