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

No files matched your search

+6 -1
View File
@@ -14,6 +14,8 @@ public partial class Main : Node3D
[Export]
public int MaximumRefreshRate { get; set; } = 90;
public const int PhysicsRate = 144;
private OpenXRInterface _xrInterface;
private bool _xrIsFocused;
@@ -70,7 +72,10 @@ public partial class Main : Node3D
currentRefreshRate = newRate;
}
Engine.PhysicsTicksPerSecond = (int)currentRefreshRate;
// Physics runs at a fixed PhysicsRate (the ragdoll's joints like small steps), decoupled from
// the display; physics interpolation smooths rendering (XR origin subtree excluded — the
// runtime and locomotion place it every frame).
Engine.PhysicsTicksPerSecond = PhysicsRate;
}
private void OnSessionVisible()