Project TX video extractions into hugs research; dedupe AGENTS.md grab item; close research phase

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Foxyz1302 committed 2026-10-01 22:09:21 +03:00
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@@ -210,20 +210,14 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
snap — SUSPENDED for a hand while it grips, HAND ghosts > 10 cm lag). Collision layers:
1 = world, 2 = UI (panel mask 0 — props pass through even when shown); layers live on
CollisionObject3D, NOT CollisionShape3D. Panel = prop-UI prototype (ax_button summon,
contact-press knobs, Reset). Research reports live in `research/` (arm IK, IK
stability/deep, grabbing, two-handed grab/Box3D internals, addon weld patch) — READ before
re-researching or changing grab/IK. Stink-O's box3d-godot (custom components) = documented
plan-B. Laser/distant grab REMOVED (user never knew it existed); grab = palm-proximity only,
per-hand palm-face offset (left +X, right −X — taste). Box3D PinJoint quirks: anchors are
CAPTURED AT CREATION; the joint node's position is READ EVERY TICK (keep it on the palm =
hand-following pivot); break must measure the prop-local anchor vs the palm point. Headless
regression tests: `scenes/physics_spike.tscn` AND `scenes/grab_spike.tscn` — both must print
overall PASS. `PhysicsHands.cs`: physical palm bodies (0.4 kg, 90 N chase, rotation lock,
stuck-safety snap, HAND ghosts > 10 cm lag). Collision layers: 1 = world, 2 = UI (panel mask
0 — props pass through even when shown); layers live on CollisionObject3D, NOT
CollisionShape3D. Panel = prop-UI prototype (ax_button summon, contact-press knobs, Reset).
Research reports live in `research/` (arm IK, IK stability/deep, grabbing,
two-handed grab/Box3D joint internals) — READ before re-researching or changing grab/IK.
contact-press knobs, Reset). Laser/distant grab REMOVED (user never knew it existed);
grab = palm-proximity only, per-hand palm-face offset (left +X, right −X — taste).
PinJoint quirks (anchors captured at creation; joint node position READ every tick;
break measures the prop-local anchor vs the palm point) apply to the v5.0–5.2 PIN path
only — the weld does not share the pivot behavior. Research reports live in `research/`
(arm IK, IK stability/deep, grabbing, two-handed grab/Box3D internals, addon weld patch,
body physics hugs, body physics Godot facts) — READ before re-researching or changing
grab/IK/body. Stink-O's box3d-godot (custom components) = documented plan-B.
7. **Getting a body (rig) — placeholder v1.2 (cube character, agent-built).** `BodyRig.cs`:
all-BOX primitives (owner preference) — head 0.15³ behind the eyes, slim torso retracted,
wrist-anchored 2-bone arms. **Soft IK applied**: shoulder→hand distance clamped to