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	<id>https://ukikipedia.net/wiki/history/Floor_cucking?feed=atom</id>
	<title>Floor cucking - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://ukikipedia.net/wiki/history/Floor_cucking?feed=atom"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/history/Floor_cucking"/>
	<updated>2026-10-05T10:04:27Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19266&amp;oldid=prev</id>
		<title>Icecream17: paragraphs</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19266&amp;oldid=prev"/>
		<updated>2024-05-19T14:11:54Z</updated>

		<summary type="html">&lt;p&gt;paragraphs&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:11, 19 May 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{rewrite}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{rewrite}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Cucking&amp;#039;&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039;, is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Triangles &lt;/del&gt;are prioritized by the height of their first vertex&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. This means that&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for example, 2 floors can overlap each other, with the &lt;/del&gt;first &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being on average much higher than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second; however, if the first &lt;/del&gt;vertex &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the second floor &lt;/del&gt;is higher than &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the first &lt;/del&gt;vertex of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first floor&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game will decide that the second floor &lt;/del&gt;is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) &lt;/del&gt;This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadows the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs above the big house in Rainbow Ride&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=a__Zw3xVrfs &amp;quot;SM64 Obscure RR Region Difference&amp;quot; by 1ted59]&amp;lt;/ref&amp;gt;, where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Cucking&amp;#039;&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039;, is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As a result, one surface is prioritized despite being lower; this causes the upper surface to be practically intangible above the lower surface.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Specifically, sufrace triangles &lt;/ins&gt;are prioritized by the height of their first vertex, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but this &amp;quot;first vertex&amp;quot; is just which vertex arbitrarily comes &lt;/ins&gt;first &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;code. As long as that one particular &lt;/ins&gt;vertex is higher than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that one particular &lt;/ins&gt;vertex of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another surface, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another sufrace is considered lower and is overshadowed&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another surface &lt;/ins&gt;is higher &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at all points&lt;/ins&gt;. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadows the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs above the big house in Rainbow Ride&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=a__Zw3xVrfs &amp;quot;SM64 Obscure RR Region Difference&amp;quot; by 1ted59]&amp;lt;/ref&amp;gt;, where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==References==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19227&amp;oldid=prev</id>
		<title>ChouxZi3 at 03:32, 15 April 2024</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19227&amp;oldid=prev"/>
		<updated>2024-04-15T03:32:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:32, 15 April 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{rewrite}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{rewrite}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Cucking&amp;#039;&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039;, is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overshadow &lt;/del&gt;the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;above the big house in Rainbow Ride&lt;/del&gt;], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Cucking&amp;#039;&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039;, is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overshadows &lt;/ins&gt;the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;above the big house in Rainbow Ride&amp;lt;ref&amp;gt;&lt;/ins&gt;[https://www.youtube.com/watch?v=a__Zw3xVrfs &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;quot;SM64 Obscure RR Region Difference&amp;quot; by 1ted59&lt;/ins&gt;]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/ref&amp;gt;&lt;/ins&gt;, where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==References==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;references /&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Mechanics]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ChouxZi3</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19226&amp;oldid=prev</id>
		<title>ChouxZi3 at 03:05, 15 April 2024</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19226&amp;oldid=prev"/>
		<updated>2024-04-15T03:05:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:05, 15 April 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}{{rewrite}}[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overshadowing&lt;/del&gt;&amp;#039;&amp;#039;&amp;#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or &lt;/del&gt;&amp;#039;&amp;#039;&amp;#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Surface &lt;/del&gt;Overshadowing&amp;#039;&amp;#039;&amp;#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, sometimes also referred to as &lt;/del&gt;&amp;#039;&amp;#039;&amp;#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Floor Cucking,&lt;/del&gt;&amp;#039;&amp;#039;&amp;#039; is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadow the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{rewrite}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cucking&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, also known as &lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Floor &lt;/ins&gt;Overshadowing&amp;#039;&amp;#039;&amp;#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or &lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Surface Overshadowing&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadow the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ChouxZi3</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19222&amp;oldid=prev</id>
		<title>SuperM789: SuperM789 moved page Floor overshadowing to Floor cucking over redirect: the previous page move was not done in good faith</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19222&amp;oldid=prev"/>
		<updated>2024-04-14T05:29:01Z</updated>

		<summary type="html">&lt;p&gt;SuperM789 moved page &lt;a href=&quot;/wiki/Floor_overshadowing&quot; class=&quot;mw-redirect&quot; title=&quot;Floor overshadowing&quot;&gt;Floor overshadowing&lt;/a&gt; to &lt;a href=&quot;/wiki/Floor_cucking&quot; title=&quot;Floor cucking&quot;&gt;Floor cucking&lt;/a&gt; over redirect: the previous page move was not done in good faith&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:29, 14 April 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>SuperM789</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19220&amp;oldid=prev</id>
		<title>AGuy271: grammar and added cleanup because this page is written very oddly</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19220&amp;oldid=prev"/>
		<updated>2024-04-14T01:06:10Z</updated>

		<summary type="html">&lt;p&gt;grammar and added cleanup because this page is written very oddly&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:06, 14 April 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{rewrite}}&lt;/ins&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039;, sometimes also referred &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;as &amp;#039;&amp;#039;&amp;#039;Floor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cucking,&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039; is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadow the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039;, sometimes also referred as &amp;#039;&amp;#039;&amp;#039;Floor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cucking&lt;/del&gt;&amp;#039;&amp;#039;&amp;#039; is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadow the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AGuy271</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19219&amp;oldid=prev</id>
		<title>ChouxZi3 at 00:20, 14 April 2024</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19219&amp;oldid=prev"/>
		<updated>2024-04-14T00:20:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:20, 14 April 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can overshadow the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039; is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadow the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039;, sometimes also referred as &amp;#039;&amp;#039;&amp;#039;Floor cucking&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039; is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will overshadow the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor overshadow the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>ChouxZi3</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19217&amp;oldid=prev</id>
		<title>Zyon: Zyon moved page Floor cucking to Floor overshadowing</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19217&amp;oldid=prev"/>
		<updated>2024-04-13T21:13:13Z</updated>

		<summary type="html">&lt;p&gt;Zyon moved page &lt;a href=&quot;/wiki/Floor_cucking&quot; title=&quot;Floor cucking&quot;&gt;Floor cucking&lt;/a&gt; to &lt;a href=&quot;/wiki/Floor_overshadowing&quot; class=&quot;mw-redirect&quot; title=&quot;Floor overshadowing&quot;&gt;Floor overshadowing&lt;/a&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:13, 13 April 2024&lt;/td&gt;
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&lt;/table&gt;</summary>
		<author><name>Zyon</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19213&amp;oldid=prev</id>
		<title>Zyon: It was never called floor cucking, it was always called floor overshadowing</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=19213&amp;oldid=prev"/>
		<updated>2024-04-13T21:07:52Z</updated>

		<summary type="html">&lt;p&gt;It was never called floor cucking, it was always called floor overshadowing&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:07, 13 April 2024&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cuck &lt;/del&gt;the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overshadow &lt;/ins&gt;the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cucking&lt;/del&gt;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cucking&amp;#039;&amp;#039;&amp;#039; (a.k.a. &amp;#039;&amp;#039;&amp;#039;Floor &lt;/del&gt;Overshadowing&amp;#039;&amp;#039;&amp;#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) &lt;/del&gt;is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cuck &lt;/del&gt;the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cucks &lt;/del&gt;the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Overshadowing&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Overshadowing&amp;#039;&amp;#039;&amp;#039; is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overshadow &lt;/ins&gt;the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overshadow &lt;/ins&gt;the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Zyon</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=14151&amp;oldid=prev</id>
		<title>MMMMMMMMMMMMM: MMMMMMMMMMMMM moved page Floor Cucking to Floor cucking over redirect: Sentence casify the wiki</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=14151&amp;oldid=prev"/>
		<updated>2021-05-11T01:35:22Z</updated>

		<summary type="html">&lt;p&gt;MMMMMMMMMMMMM moved page &lt;a href=&quot;/wiki/Floor_Cucking&quot; class=&quot;mw-redirect&quot; title=&quot;Floor Cucking&quot;&gt;Floor Cucking&lt;/a&gt; to &lt;a href=&quot;/wiki/Floor_cucking&quot; title=&quot;Floor cucking&quot;&gt;Floor cucking&lt;/a&gt; over redirect: Sentence casify the wiki&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:35, 11 May 2021&lt;/td&gt;
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		<author><name>MMMMMMMMMMMMM</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=11167&amp;oldid=prev</id>
		<title>Galoomba: name</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=11167&amp;oldid=prev"/>
		<updated>2020-04-15T23:07:08Z</updated>

		<summary type="html">&lt;p&gt;name&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:07, 15 April 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{stub}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can cuck the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can cuck the floor above it.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Cucking&amp;#039;&amp;#039;&amp;#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(&lt;/del&gt;or &amp;#039;&amp;#039;&amp;#039;Surface Cucking&amp;#039;&amp;#039;&amp;#039;) is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will cuck the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor cucks the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Floor Cucking&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Surface Cucking&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039; (a.k.a. &amp;#039;&amp;#039;&amp;#039;Floor Overshadowing&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039;) is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will cuck the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor cucks the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
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