Describe the bug
When using slopes, the order of rendering can be wrong.
The rendering algorithm use the 3D ABBB of every isometric element to calculate what is behind what. This algorithm assumes that the AABB don't overlap. A slope is also represented with an AABB despite not being a cube. Therefore if a character need to go up or down, its AABB will overlap with the slope.
The physic engine is also not perfect and elements can overlap even if it's so small that it can't be seen on screen.
We need the algorithm to be able to handle such cases.
Screenshot

One of the tests made in one current branch return this result when we let a ball rolls on slopes.
Describe the bug
When using slopes, the order of rendering can be wrong.
The rendering algorithm use the 3D ABBB of every isometric element to calculate what is behind what. This algorithm assumes that the AABB don't overlap. A slope is also represented with an AABB despite not being a cube. Therefore if a character need to go up or down, its AABB will overlap with the slope.
The physic engine is also not perfect and elements can overlap even if it's so small that it can't be seen on screen.
We need the algorithm to be able to handle such cases.
Screenshot

One of the tests made in one current branch return this result when we let a ball rolls on slopes.