_build_ridge() now picks each prop's real-world collision radius (shape radius * scale, same values as elsewhere in main.tscn) and places it so its hitbox is guaranteed to overlap the previous one's (border_overlap=0.8 of the combined radii), correcting the step iteratively since the facet is sloped so distance isn't purely radial. Lateral jitter shrunk to 0.05 so it can't itself exceed the smallest possible combined radius (two forest props) and break the guarantee. Verified headless by measuring actual 3D distance between every consecutive pair of props on one ridge against their combined radii: 83/83 pairs genuinely overlap, worst case still -0.13 units of overlap (no gap anywhere). 504 border props total across all 6 ridges (was 142 with the old fixed-spacing approach).
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