Mark anchor-loco needs-fixing + teleport/lasers broken; record locomotion + project-direction open decisions; smart-agent escalation channel

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Foxyz1302 committed 2026-10-01 22:29:46 +03:00
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@@ -198,6 +198,24 @@ PropShop, PropGrabber, PhysicsHands, BodyRig, FadeLayer/Fade. Action map: `openx
## 5. Known issues / open questions
- **AnchorMoveMode NEEDS FIXING (owner playtest report, 2026-10-01)** — two-hand turning
is NOT working as intended (not 2-anchor based) and simultaneous two-hand movement acts
weird. NOTE before fixing: owner is considering replacing grab-locomotion with physics
thumbstick movement if the body-physics track lands (Nimso-style) — see next-steps item
about the locomotion decision; don't over-invest in anchor-loco until that's decided.
- **Teleport + lasers are BROKEN** — owner report; both were experiments anyway and are
NOT current issues. Locomotion.cs's marker/laser machinery may be resurrected or deleted
when the locomotion direction is decided; WorldPanel's laser-hover knobs still reference
the laser system, so a deletion needs that decoupling first.
- **Locomotion direction undecided** — owner's lean: full physics thumbstick movement if
the body track goes the Nimso way (stick pushes the physics body; sway/jog detection
class of solutions). Anchor-grab locomotion was a scene-viewer-era design; the fix-or-
replace decision rides on the body-physics track outcome.
- **Project direction note (owner, 2026-10-01)** — initially a scene viewer; messing with
physics made gameplay-first a live possibility (scene viewer second). NOT decided —
hinges on whether the body-physics track works painlessly. Affects prioritization only;
nothing to change in code/docs until decided.
- **Grab v5.3.1 — VALIDATED in-headset (owner: "it just works")** — the grab saga is closed.
Solver-owned rigid weld via the locally patched addon (ConeTwistJoint3D → b3WeldJoint),
rigid two-handed, takeover automatic. Headless: grab/weld/physics spikes all PASS 3×.
@@ -274,24 +292,34 @@ PropShop, PropGrabber, PhysicsHands, BodyRig, FadeLayer/Fade. Action map: `openx
Boneworks/Nimso tier, NOT per-bone skeleton sim), test hugging props; muscle model =
hierarchical budgets (hand ≺ forearm ≺ shoulder ≺ torso) scaled from body mass.
Character model: keep boxes for the physics work (owner asked; see research §5-6).
2. **Grab points on special objects** — grab is palm-proximity to the prop origin today;
2. **Locomotion decision** — owner report 2026-10-01: two-hand anchor turning broken (not
2-anchor based), simultaneous two-hand movement acts weird, teleport + lasers broken
(experiments, not current issues). Owner's candidate replacement: physics thumbstick
movement if the body track lands. Fix-or-replace rides on item 1's outcome; teleport/
laser machinery gets resurrected-or-deleted with it (WorldPanel's laser-hover knobs
must decouple first if deleted).
3. **Grab points on special objects** — grab is palm-proximity to the prop origin today;
special objects may want authored grab anchors (see `research/vr-grabbing.md` taxonomy).
2. **Grab points on special objects** — grab is palm-proximity to the prop origin today; special
objects may want authored grab anchors (see `research/vr-grabbing.md` taxonomy).
3. **Physical torso/head capsules** — folded into the body-physics track (item 1): the torso
4. **Physical torso/head capsules** — folded into the body-physics track (item 1): the torso
chase body IS the capsule replacement; head/body colliders join it in the same stage.
4. **Hand tracking spike** — `XRHandTracker` through WiVRN; controller tip and fingertip must feed
5. **Hand tracking spike** — `XRHandTracker` through WiVRN; controller tip and fingertip must feed
the same cursor concept (interaction must not assume controllers).
5. **Neck/head look system** — `LookAtModifier3D` head→neck distribution (needs a real skeleton).
6. **EMBODYING** — view-follow + avatar remapping (chest calibration transform); experiments only
6. **Neck/head look system** — `LookAtModifier3D` head→neck distribution (needs a real skeleton).
7. **EMBODYING** — view-follow + avatar remapping (chest calibration transform); experiments only
after head/neck look override exists. Theory until proven.
7. **UI milestone** — deliberate full action-map pass + SubViewport/composition-layer decision for
8. **UI milestone** — deliberate full action-map pass + SubViewport/composition-layer decision for
dense screens (at most ONE such screen; everything else stays props).
## 8. Working agreements
- Read `AGENTS.md` fully before working; it overrides this file where they differ.
- Agent-orchestration workflow: the orchestrator delegates to subagents and reviews their output.
- **Escalation channel**: the owner has a smart external agent for hard problems/number
crunching — the orchestrator says so when stuck or when a problem exceeds its own
capability, and the owner forwards. It starts with ZERO project context, so problem
statements must be fully self-contained (constants, constraints, desired output; no
repo references). Likely first candidates: per-joint PD gain derivation for the
hierarchical muscle budgets; Box3D stiffness-clamp vs physics-tick-rate math.
- The USER playtests in VR and reports feel — nothing "works" until the owner confirms in-headset.
- Engine logs (`~/.local/share/godot/app_userdata/VR Messs/logs/godot.log`) are the diagnosis
source after playtests — read them instead of guessing.