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