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