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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@@ -38,6 +38,21 @@ public partial class PlayerRig : Node
private bool _rebuild = true;
public PlayerRagdoll Ragdoll => _ragdoll;
public static bool Spectator { get; private set; }
// Spectator = no body (fly with the old grab-drag movement); leaving it rebuilds the body at
// the current pose.
public static void SetSpectator(bool on)
{
Spectator = on;
AnchorMoveMode.Enabled = on;
if (_instance == null)
return;
if (on)
_instance._ragdoll.Clear();
_instance._rebuild = true;
GD.Print($"PlayerRig: spectator {(on ? "on" : "off")}");
}
public static RigidBody3D GetHandBody(XRController3D controller)
{
@@ -46,7 +61,7 @@ public partial class PlayerRig : Node
return _instance._ragdoll.Hand(controller == _instance._left ? 0 : 1);
}
public static void SetHeld(XRController3D controller, RigidBody3D prop)
public static void SetHeld(XRController3D controller, PhysicsBody3D prop)
{
if (_instance != null)
_instance._ragdoll.SetHeld(controller == _instance._left ? 0 : 1, prop);
@@ -65,7 +80,9 @@ public partial class PlayerRig : Node
_trueBody.ExternallySolved = true;
TrueBody.ShowDebug = false;
}
_ragdoll = new PlayerRagdoll { Name = "Ragdoll" };
// PlayerRig itself is excluded from physics interpolation (ghosts follow controllers per
// frame); the body is simulated, so it interpolates.
_ragdoll = new PlayerRagdoll { Name = "Ragdoll", PhysicsInterpolationMode = PhysicsInterpolationModeEnum.On };
AddChild(_ragdoll);
BodyProfile.Changed += _ => _rebuild = true;
for (int i = 0; i < 2; i++)
@@ -93,8 +110,11 @@ public partial class PlayerRig : Node
{
float dt = (float)delta;
BodyProfile profile = BodyProfile.Current;
if (profile == null)
if (profile == null || Spectator)
{
_haveLastOrigin = false;
return;
}
// 1. Someone else moved the play space discretely: bring the body along.
Transform3D origin = _origin.GlobalTransform;