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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@@ -58,6 +58,9 @@ public partial class CollapseSpike : Node3D
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public override void _Ready()
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{
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// Legacy chase bodies (PhysicsHands/Torso/Arms) were tuned at 90 Hz; the project runs 144 Hz
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// since body step 2, so this regression pins their design rate.
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Engine.PhysicsTicksPerSecond = 90;
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// A real profile is measured standing once (T-pose) and does not shrink when seated:
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// every scenario, seated or not, uses the same standing 1.65 m-eye profile.
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BodyProfile.Current = BodyProfile.Estimate(1.65f);
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