Commit Graph
11 Commits
Author SHA1 Message Date
FoxyzandClaude Opus 5.5 0bddcf4517 Jump: hold right A to charge (legs bend), release to jump
Tap hops ~0.16 m, full charge ~0.68 m, a real crouch charges too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:15:32 +03:00
Foxyz 537e72c207 Merge branch 'worktree-agent-a220f513d68e27a82' 2026-10-02 20:14:11 +03:00
FoxyzandClaude Opus 5.5 2d986d08ac Ground under the body: sphere footprint, clamber by pressure (Nimso), physics objects climbable, arms keep colliding
- Ground = centre ray + stance-wide sphere cast (face normal from a ray inside the contact):
  planks and lips keep support.
- Higher ground is stood on when the hips are over it and the body presses onto it (hands
  braced, a just-finished press, legs tucked over it, or airborne) - no hips-well-above rule.
- Bracing counts heavy/frozen physics objects (>= 15 kg), not what the hand carries.
- Knee up: braced + hips held back tucks the legs collider.
- Support goal capped at straight legs (tiptoe/over-tall head floated the body).
- Arms never get collision exceptions with held objects (they disabled whole crag rocks).
- Spike: heavy-box mantle, 15 cm plank, chest-high ledge two hands yes / one hand no.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:14:11 +03:00
FoxyzandClaude Opus 5.5 df7a2c5a89 Maps are editor-built scenes: [Tool] Playground/Crag, headless rebuild for agents
scenes/maps/playground.tscn and crag.tscn are generated by the map scripts' Rebuild (inspector
button, or godot-mono --headless --path . tools/rebuild_maps.tscn) and loaded as saved by the game,
so hand edits stick. The crag route is saved as Marker3D nodes and crag_spike checks the saved
scene. Layout verified identical to the code-built one (tools/map_dump.tscn).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:10:10 +03:00
FoxyzandClaude Opus 5.5 e821728fba Body step 2.6: landing dip, jump, stick crouch, no flip looking down, smooth view
- Look-down flip: body facing from BodyMath.HeadFacing (visor + crown), robust past vertical;
  stick direction uses it too; crouch lean pitch measured against the facing.
- Landing: falling legs touch down only within their reach, so leg strength stops the body
  below its stance (dip scales with impact, big falls fold the legs). Rise eased so gravity
  can stop it at the stance; legs untuck speed-limited. Fixed the vertical play-space
  correction leaking into ground control's feed-forward (a bounce).
- Jump on right A: countermovement dip + leg push over the stroke (crouch = higher).
- Stick crouch on right stick Y (RagdollDriver.StickCrouch: virtual floor offset).
- Menu summon on left X only.
- XR origin drawn with the bodies' physics interpolation (camera/body desync).
- RagdollSpike: landing/fall/jump/look-down/stick-crouch phases, `-- only=` filter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:25:15 +03:00
FoxyzandClaude Opus 5.5 84df772f38 Body step 2.5: the camera always rides the body
- one 3D view-follow rule (2 cm deadzone, hard 4 cm limit), no separate
  floor-follow; play-space-relative targets mean no feedback loop
- head guide drives the character's eye to the HMD while on your feet
- slow floor re-centering; Braced ignores the floor; anatomical head box

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:38:14 +03:00
FoxyzandClaude Opus 5.5 0b8f2131c1 Body step 2.4: landing, movable ground, playground fixes
- legs brake landings at 4.5 g; vertical support is a rate-limited servo
  (no launch when stepping onto a mantled ledge)
- ground control pushes back on movable ground (seesaw tips under the player)
- playground hinges use absolute paths (joint paths resolve from the joint)
- big props grabbable via surface query; Reset props keeps playground pieces
- spike: landing, seesaw, playground joints/grab, person-like wall climb

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:10:38 +03:00
FoxyzandClaude Opus 5.5 b5f598aae9 Body step 2.3: view rides the body, mantling and climbing work
- view follows the body (deadzone, smoothed, hard 8 cm limit); no drift over
  six held poses; hanging keeps the view on the character's head
- hold-back measured at the hips, capped leg push while held, stiffer balance
- sticky legs tuck with free-space check (fixes the mantle shove loop)
- strength asymmetric by direction; structural guide strength push-only
- limb/torso friction set before AddChild (Box3D reads it only at creation)
- new phases: pose hold, hang, human-motion mantle, hand-over-hand wall climb

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 09:25:47 +03:00
FoxyzandClaude Opus 5.5 6006c5de98 Body step 2.2: fix the 2.1 headset instabilities
Spike now runs real input (90 Hz sample-and-hold tracking + jitter under 144 Hz
physics), which reproduced the playtest. Root causes fixed:
- PoseFilter/RagdollDriver: timestamped extrapolation of tracking, one tick
  pipeline shared by PlayerRig and the spike
- low-pass all feed-forwards (ground control amplified jitter by body mass)
- arm muscles back to local targets (physical-frame aim fed chest rotation back)
- structural hand strength only when braced or holding
- no free-path view chasing while grounded (8 m crouch slide); stick hold-back
- explicit inertia for the Legs body (shape-less tuck tumbled the pelvis)
- world grab: Box3D shape queries return a null collider, use collider_id
- new crouch-hold phases; world-grab detection asserted

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:37:56 +03:00
FoxyzandClaude Opus 5.5 2aff2b61da 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>
2026-10-02 07:56:08 +03:00
FoxyzandClaude Opus 5.5 d83273dd2f Body step 2: the player is a muscle-driven ragdoll (Project TX)
PlayerRagdoll: 9 bodies, spine/neck ball joints, shoulder drives (girdle + muscle),
elbow hinges, torque-capped motor PDs toward the True Body, chest->hand guides,
implicit balance motor, mass-scaled ground control. PlayerRig: XR driver with
stick move / snap turn and Bonelab-style push-back (eye->camera sphere sweep).
Replaces the chase bodies in main.tscn; RagdollSpike regression (14 phases).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 06:43:52 +03:00