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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@@ -61,6 +61,7 @@ public partial class WorldPanel : Node3D
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_menu.ResetPropsRequested += () =>
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{
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_propShop.Respawn();
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GetNodeOrNull<Playground>("../../Playground")?.Reset();
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_menu.Log("Props reset");
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};
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_menu.PingRequested += () =>
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@@ -75,6 +76,9 @@ public partial class WorldPanel : Node3D
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_click = MakeTone(900f, 25, 0.35f, 1f);
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_ping = MakeTone(1320f, 4, 0.3f, 3f);
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_menu.ClickVolumeSlider.ValueChanged += v => _click.VolumeDb = Mathf.LinearToDb((float)v / 70f);
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_menu.StrengthChanged += v => PlayerRagdoll.Strength = v;
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_menu.SmoothTurnToggled += on => PlayerRig.SmoothTurn = on;
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_menu.SpectatorToggled += PlayerRig.SetSpectator;
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SetPanelActive(false);
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}
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