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>
This commit is contained in:
FoxyzandClaude Opus 5.5 committed 2026-10-02 07:56:08 +03:00
1 parent d83273dd2f
commit 2aff2b61da
26 files changed
+1243 -70

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@@ -53,6 +53,9 @@ public partial class BodySpike : Node3D
public override void _Ready()
{
// Legacy chase bodies (PhysicsHands/Torso/Arms) were tuned at 90 Hz; the project runs 144 Hz
// since body step 2, so this regression pins their design rate.
Engine.PhysicsTicksPerSecond = 90;
BuildWorld();
_head = new Node3D { Position = new Vector3(0f, 1.6f, 0f) };
AddChild(_head);