Hello everyone, and welcome back to another update! The past weeks been quite busy, but I am happy to announce I've made significant progress on the `CollisionHeightfield`, and a MVP is pretty much implemented! My next steps would be to finalize everything by extensively testing, adding documentation, and improving the collision tests. Right now `CollisionHeightfield` has collision tests for rays, spheres and boxes. One challenge I had this week was that different terrain renderers have different ways of generating triangles given a heightfield. I discussed this with my mentors and we decided to follow the tesselation order of ShaderTerrainMesh. I looked into ShaderTerrainMesh as will as Bullet's CollisionHeightfieldShape and I implemented a tesselation order that is more or less universal. I would like for it to be compatible with all the terrain renderers of Panda3D, which includes HeightfieldTesselator, GeoMipTerrain, and ShaderTerrainMesh. Currently I am using GeoMipTerrain to test it and it is looking great so far. Also, if time permits, I would like to create a sample case that showcases `CollisionHeightfield`, for example something like a character walking on uneven terrain. You can follow my progress of `CollisionHeightfield` by taking a look at my draft pull request: https://github.com/panda3d/panda3d/pulls/691. See you next week!