After trying out everything you said, checking the weird cylinder I realized that my sprite origin for the cylinder object was at 0,0 instead of in the middle center, fixing that seems to have solved this ... so I guess the sprite's offset somehow messes up the cylinder's collision boundary? Sorry, that was my bad! 😭(I'm still learning how this collision-checking grid works... :P)
I also have a question in regard to the player hitboxes - when I change the hitbox_radius variable in the player object, it doesn't change how close I can get to the terrain model, I can still kind of clip through it a bit (it stops at the player's exact x/y coordinate). How would I expand this to cover my entire bird character's model?
I'm working off of the OpenWorld project since that one is more up-to-date and includes extra stuff like the WMHM and footstep sounds, but since it uses a 2D flat sprite for the character, I want to bring back the 3D model collision that the legacy version uses. Did it use a 3D AABB/cylinder for Super Maria? How did you make sure that it avoided clipping through terrain?

