I’m curious about the shape of player/NPC collision hulls. GMod and other Source 1 games used rectangular axis-aligned hulls, but this had the unfortunate side effect of not allowing characters to pass through thin passages (e.g. realistically sized doorways) that aren’t aligned to the world axes:
This still seems to be the case in HL:A, judging by the movement in non-VR mode (although the hull is much thinner, so it’s not as much of an issue). A cylinder or capsule shaped hull like in Unity/Unreal sounds like it would be an ideal solution, but I imagine it could be difficult to switch to that when it’s not used in Source 2 by default.
Have any plans or decisions been made about the shape and size of character hulls? It’d be nice to be able to rely on realistic measurements when mapping, especially if VR support is coming at some point.