This is what I mean (the yellow dot is the debug drawer registering a contact point):

I have a few theories on the source of the problem, but I'm not really familiar with debugging 3D physics:
- Each sub-block is represented as a child shape in a larger compound shape. There are two compound shapes in this scene, one for the "box" and one for the (entire) terrain. I know there's a performance hit for having the terrain all in a single shape (since the AABB is huge), but I'll deal with that later. However I'm not sure if compound shapes this large cause issues.
- The inertia for the "box" is calculated by just calling calculateLocalInertia with a mass of 150. This is being calculated as (312, 250, 162), and I don't remember enough from physics in uni to know if that value makes sense.