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>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 10:10:38 +03:00
1 parent b5f598aae9
commit 0b8f2131c1
6 files changed
+208 -42

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@@ -34,8 +34,11 @@ public partial class PropShop : Node3D
public void Respawn()
{
foreach (Node node in GetTree().GetNodesInGroup("prop"))
node.QueueFree();
// Only the table's own props (the playground's dynamic pieces are props too — they reset
// in place via Playground.Reset).
foreach (Node node in GetChildren())
if (node is RigidBody3D && node.IsInGroup("prop"))
node.QueueFree();
foreach (PropSpec spec in Specs)
SpawnProp(spec);
GD.Print("PropShop: table reset");