Shoulder range of motion: drive-mode angular limits in the Box3D fork
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -27,7 +27,8 @@ embodiment/view system in particular is theory until proven.
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(rebuild recipe + source in `.vendor/`, only the Linux binary is patched locally).
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Patches so far: ConeTwistJoint3D → rigid weld (`research/godot-box3d-weld.md`), Generic6DOFJoint3D →
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ball/weld/drive with torque-capped muscle motors (`research/godot-box3d-6dof.md`, regression
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`scenes/sixdof_spike.tscn`).
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`scenes/sixdof_spike.tscn`), drive-mode angular limits = anatomical shoulder range (fork branch
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`shoulder-cone-limit`, `.vendor/box3d-drive-angular-limits.patch`; a Box3D source patch applied by CMake).
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Jolt (built-in) is the fallback: reverting is
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the one project-setting line, and all gameplay code must stay standard-Godot-physics-node
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based so that flip is lossless.
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