A movement-scouting overlay for STRAFTAT that marks climbable wall corners — the slightly-slanted convex edges you can repeat-vault up to scale a whole structure — with purple patches in the world near you. These corners aren't obvious by eye, which is exactly the point.
On certain tall corners you can climb the whole wall by repeatedly wall-jumping / vaulting up the convex edge ("look down + hold forward"). It only works when the corner's vertical edge leans (is slightly slanted): a leaning edge tilts out of the vault's head-clearance rays as you rise, so the move keeps re-firing up the edge. A perfectly vertical corner blocks its own head rays at every height and can't be climbed.
Edge Vision raycasts the area around you each tick (STRAFTAT's world geometry is non-readable mesh colliders, so a mod can't read their vertices — but a ray's hit normal works regardless, and rays hit invisible colliders too). For each near-vertical convex corner it finds the edge at several heights and measures its lean — the horizontal displacement per metre of height:
ClimbEdgeSlopeMin, ~0.15/m on real climb corners) is
marked purple. A leaning edge implies the corner is sloped, and both faces
share that one edge, so both get marked.Some non-climbable corners are sabotaged by non-local geometry — a ramp around the back, or an object embedded in the adjacent wall — that grounds you and breaks the climb while leaving the edge identical to a real one. A probe anchored at the edge can't see that far-side context, so a few such corners get marked anyway. Purple means "worth trying," not a guarantee.
EdgeVision.*)Active, ToggleKey (F9), TrainingGroundOnly, DebugLog.ShowClimbCorner, ClimbAngleMin / ClimbAngleMax (the corner
pre-filter band), ClimbEdgeSlopeMin (edge-lean threshold), ClimbRampCheck
(ground/ramp guard).Range, Directions, RefreshHz, PatchSize, CornerSearch (how
far sideways to look for the edge), OriginDrop.XRay (draw through walls), Alpha, ClimbCornerColor.