Body step 2.1: climbing, mantling, crawling, legs, playground, 144 Hz
- Step rule + lower-body collider: no walking onto tables, steps <= 0.35 m - Structural hand strength: two-hand mantle/pull-up works, one hand can't - Arms aim from the physical shoulder horizontally, keep True Body pose vertically - Crawl pose, crawl carry, 35 deg slope limit, ground feed-forward ignores play-space corrections (fixes a runaway feedback loop) - Grab static world (climbing), procedural visual legs - Playground sandbox; menu strength slider, spectator (old drag) and turn toggles - Physics 144 Hz with interpolation; legacy chase-body spikes pin 90 Hz - RagdollSpike: 27 phases incl. mantle, pull-up, crawl, ledge drop, ramps Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,7 +1,12 @@
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using Godot;
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// The old grab-the-air movement. Since the ragdoll player (body step 2) it is only the SPECTATOR
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// mode (menu → Player → Spectator), where there is no body; off by default. Known issues kept as-is
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// (owner, 2026-10-02): two-hand turning isn't 2-anchor based, simultaneous two-hand moves act weird.
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public partial class AnchorMoveMode : Node
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{
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public static bool Enabled;
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private const float GripThreshold = 0.6f;
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private XROrigin3D _origin;
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@@ -25,6 +30,13 @@ public partial class AnchorMoveMode : Node
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public override void _Process(double delta)
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{
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if (!Enabled)
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{
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_wasTwoHand = false;
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_leftPrev = _left.Position;
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_rightPrev = _right.Position;
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return;
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}
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bool leftGrip = _left.GetFloat("grip") > GripThreshold && !PropGrabber.IsGrabbing(_left);
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bool rightGrip = _right.GetFloat("grip") > GripThreshold && !PropGrabber.IsGrabbing(_right);
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