feat(physics+combat): window-gap passability + shoot-through#393
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📚 Description
The 4/4 sub-issue that completes epic #375 Phase 3 (variable ceilings): a lowered ceiling now blocks movement and shots, not just the eye. Behaviour-neutral on every shipped (flat-ceiling) level.
🔖 Changes
try-movegains a headroom gate: a cell is walk-through only when its openingceiling-z - floor-zclearsplayer-height(= onefz-step, 0.25). A pinched lintel blocks walking but stays see-through (upper slice still paints, feat(render): upper wall-slice painter + ceiling-cast row distance #387).player-height=fz-stepkeeps L2's fz-0.75 platform (opening 0.25) walkable.cast-shot-dist(gap-awarecast-ray): a floor cell whose ceiling dropped to/below the muzzle height (0.5 + player z) stops the shot; higher ceilings are shoot-through. Floor risers do not block shots, so tiered-floor levels are unchanged.Review: clean-code-reviewer approved, no blocking findings.
Closes #388