Describe
Tiles used to make the edge of houses are not consistently marked solid or blocking, letting the player stand in places that look odd or get blocked from places it looks like they should be able to walk.
Expected behavior
I'd expect consistent flagging of tiles other than the barrel, either the corner of the house should also be solid or the tiles with greenery, the path to the door, and the other corner should be non-solid (assuming this one was a workaround for rendering issues).
The right corner is non-solid and non-blocking, this should be solid and blocking to match the rest of the tiles on this side of the house.
The line of shadow on this house is marked as solid, either the half-shadow on the corner should also be solid or the shadow tiles should be non-solid.
Same thing for the barmaids house.
And for the beggar.
The tile southeast of the barrels at the tavern is visually clear, should probably be non-solid (again suspect this was a workaround for rendering issues given the tile has greenery on it).
The tile northeast of pepins door is marked as solid, probably to prevent rendering issues again.
The northwest part of the cathedral garden (where the light shines out of the windows) is a complete mess for pathing as well. Most of the illuminated tiles are marked as solid, I guess so that they didn't have to mimic casting light on the player character. I didn't bother with screenshots since it's so far out of the way.
Additional context
Honestly not sure if this is desirable to change, it'd require modifying the solid table after loading the SOL file from the MPQ.
Actually don't rely on debug data when it comes to houses - it might be inaccurate - use "grid" command to see where the grid is missing, no data is being displayed there at all
Important information Vanilla Diablo/Hellfire
Describe Tiles used to make the edge of houses are not consistently marked solid or blocking, letting the player stand in places that look odd or get blocked from places it looks like they should be able to walk.
Expected behavior I'd expect consistent flagging of tiles other than the barrel, either the corner of the house should also be solid or the tiles with greenery, the path to the door, and the other corner should be non-solid (assuming this one was a workaround for rendering issues).
The right corner is non-solid and non-blocking, this should be solid and blocking to match the rest of the tiles on this side of the house.
The line of shadow on this house is marked as solid, either the half-shadow on the corner should also be solid or the shadow tiles should be non-solid.
Same thing for the barmaids house.
And for the beggar.
The tile southeast of the barrels at the tavern is visually clear, should probably be non-solid (again suspect this was a workaround for rendering issues given the tile has greenery on it).
The tile northeast of pepins door is marked as solid, probably to prevent rendering issues again.
The northwest part of the cathedral garden (where the light shines out of the windows) is a complete mess for pathing as well. Most of the illuminated tiles are marked as solid, I guess so that they didn't have to mimic casting light on the player character. I didn't bother with screenshots since it's so far out of the way.
Additional context Honestly not sure if this is desirable to change, it'd require modifying the solid table after loading the SOL file from the MPQ.