Body step 2.4: landing, movable ground, playground fixes
- legs brake landings at 4.5 g; vertical support is a rate-limited servo (no launch when stepping onto a mantled ledge) - ground control pushes back on movable ground (seesaw tips under the player) - playground hinges use absolute paths (joint paths resolve from the joint) - big props grabbable via surface query; Reset props keeps playground pieces - spike: landing, seesaw, playground joints/grab, person-like wall climb Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -186,8 +186,8 @@ public partial class Playground : Node3D
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HingeJoint3D pivot = new()
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{
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Transform = new Transform3D(new Basis(Vector3.Right, Vector3.Up, Vector3.Back), new Vector3(-8.5f, 0.48f, -1.5f)),
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NodeA = GetPathTo(GetNode("SeesawPivot")),
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NodeB = GetPathTo(seesaw),
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NodeA = GetNode<Node>("SeesawPivot").GetPath(), // absolute: joint paths resolve relative to the joint
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NodeB = seesaw.GetPath(),
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};
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AddChild(pivot);
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Sign("Seesaw", new Vector3(-8.5f, 1.3f, -1.5f));
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@@ -200,8 +200,8 @@ public partial class Playground : Node3D
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HingeJoint3D swing = new()
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{
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Transform = new Transform3D(new Basis(Vector3.Back, Vector3.Up, Vector3.Left), new Vector3(-6f, 2.35f, 1.5f)),
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NodeA = GetPathTo(beam),
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NodeB = GetPathTo(board),
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NodeA = beam.GetPath(),
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NodeB = board.GetPath(),
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};
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AddChild(swing);
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Sign("Hanging board", new Vector3(-6f, 2.9f, 1.5f));
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