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feat(engine): variable ceilings + window gaps (upper wall slices) #374

Description

@Chemaclass

Phase 3 of the variable floor heights epic #375. Tracking issue - this was the largest phase, now decomposed into shippable sub-issues per its own "split when picked up" note. Each is behavior-neutral on existing (flat-ceiling) levels and merges independently.

Motivation

Phase 1 raises floors but keeps the ceiling fixed at z=1. Real DOOM rooms also vary ceiling height: lowered ceilings, doorframe lintels, and window gaps you can see (and shoot) through but not walk through. A cell with raised fz and lowered cz becomes a window gap.

Sub-issues (order)

Order: 385 -> 386 -> 387 -> 388. Data/cast/render/physics-combat land separately.

Global acceptance

Dependencies

#370 (span painter). Independent of #372/#373.

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    enhancementNew feature or requestraycasterRaycaster / 3D projectionrenderingRendering pipeline

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