Commit Graph
11 Commits
Author SHA1 Message Date
FoxyzandClaude Opus 5.5 ca9a299fe8 The crag: a 26 m box-rock cliff with a graded climbing route
North of the playground, facing spawn: bouldering blocks, a ladder to an 8 m rest ledge,
a jug wall, a 0.4 m traverse ledge, an overhang with monkey bars and a lip bar onto a
16 m rest ledge, a chimney to the 26 m summit with throwable props. A 'Crag' teleport
marker at the base is the way down; teleports now land the floor on the marker's height.
Floor widened to 80 m. Regression: scenes/crag_spike.tscn (reach, free space, overlaps,
height, line of sight).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:24:28 +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
Foxyz b5e7241ac1 Merge branch 'worktree-agent-a07f1b74ffe22c320'
# Conflicts:
#	HANDOFF.md
2026-10-02 05:52:00 +03:00
FoxyzandClaude Opus 5.5 661fe1089a In-VR menu: replace chunky prop-knob panel with Godot Control UI in a SubViewport
WorldPanel is now the project's one SubViewport screen: MainMenu (tabs Player /
World / System; Return to spawn, Recalibrate body, Reset props, Ping, click
volume slider, scrollable log, FPS, Close) rendered by MenuScreen into a
960x640 SubViewport on a thin 0.36x0.24 m panel.

Input = touch-first hybrid cursor injected as mouse events: both controller
rays are projected analytically onto the panel plane, converted to viewport
pixels and pushed via Viewport.PushInput (MouseMotion/MouseButton, wheel from
thumbstick). Stylus tip within 6 cm = touch cursor (press crossing 0.6 cm from
the front, release past 1.8 cm); farther = laser cursor with trigger edge. One
owning hand per viewport. Haptic tick + synthesized click on press.

Kept: ax_button summon/dismiss, XROrigin3D parenting, grip drag (direct/laser)
with head re-orient, IsBlocking/IsPanelCollider. Locomotion's beam now takes
its length from WorldPanel.TryGetLaserDistance (no beam while touching) and
starts at the stylus tip. Recalibrate calls Recalibrate() on the first node in
group "calibration" (disabled when absent).

New headless regression scenes/menu_spike.tscn ("MENU: overall PASS").

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 05:49:13 +03:00
FoxyzandClaude Opus 5.5 81a9b1fca2 Body step 1: one-time T-pose calibration (prefs.json, forced gate) + True Body solver + shared ArmSolver
- BodyProfile (Winter anthropometry, T-pose: arm = (span - shoulder width)/2 - 1.5 cm) and
  Prefs (gitignored prefs.json next to the executable / project folder in editor builds)
- Calibration node: loads prefs, else head-locked prompt + jitter-proof TPoseDetector; body
  systems wait for BodyProfile.Current; Recalibrate() in group "calibration"; recal rebuilds arms
- ArmSolver: PhysicsArms' elbow solve extracted (behaviour-identical) + min reach |U-F| fix
- TrueBody: derived real-body pose (neck, chest yaw + crouch lean at neck pivot, lagging pelvis,
  moving shoulder girdle with scapulohumeral shrug, arms) + debug skeleton
- PhysicsArms/PhysicsTorso/BodyRig now profile-driven (arm length no longer from head height)
- TrueBodySpike PASS x3; all spikes PASS x3 (arm spike thresholds re-based for correct 0.57 m arms;
  CollapseSpike uses a fixed standing profile)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 05:47:20 +03:00
FoxyzandClaude Opus 5.5 3a990c6dbe Body rebuild step 0: Generic6DOFJoint3D on Box3D (fork patch 2) — ball w/ cone/twist + torque-capped muscle motor, weld, drive
- addons/godot-box3d/bin/libgodot-box3d.so rebuilt from fork branch generic-6dof-joint
  (weld patch + 6DOF); .vendor/box3d-generic-6dof.patch exported
- SixDofSpike: type, ball pivot/swing, cone+twist limits, muscle holds 2.94 N·m lever at 10 N·m
  cap and fails at 1.5, tracks moving target, drive follows + push-off reaction, weld rigid,
  live flag toggles — PASS x3; all existing spikes PASS x3 on the new binary
- research/godot-box3d-6dof.md (mapping, units, C# muscle recipe); HANDOFF/AGENTS pointers

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 05:10:45 +03:00
FoxyzandClaude Opus 5.5 7589b13aba Body physics Stage 2: physical arm segments (chase-driven upper arm + forearm, hierarchical budgets, layer 5)
- PhysicsArms: per side 2.0 kg upper arm + 1.2 kg forearm RigidBody3D PD-chasing their
  analytic 2-bone IK pose, solved per physics tick from the physical chest shoulders to the
  physical hands; no joints (Box3D has no usable shoulder/wrist joint; AGENTS forbids joints
  between tracked bodies). Budgets from a 60 kg mass stat: hand 90 < forearm 180 < upper
  arm 360 < chest 2400 N. Owns calibration + reach budget (moved from BodyRig); 1 m snap,
  non-finite reset, BodyMath.RotationError servo.
- Layer 5 = player arms (mask 1); props/table/floor masks include it; no self-collision.
- BodyRig: visuals only, arms drawn shoulder -> physical elbow -> wrist.
- ArmSpike: track gap 0, swing lag <= 6 cm, arm pushes prop with hand clear, forearm blocked
  by bar without tunneling and quiet when pinned, teleport snap, NaN reset — PASS x3.
- CollapseSpike now runs the full body (49/49 x3); all six spikes PASS x3.
- HANDOFF/AGENTS: Stage 2 entry (item 10), layers, tuning table, Stage 2b next steps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 00:04:07 +03:00
FoxyzandClaude Opus 5.5 cb518999e5 Body Stage 1 collapse root-caused + fixed: NaN in torso servo math (GetAngle = 2*acos(W) at W=1.0000001), not solver stacking
- BodyMath.RotationError: atan2-based shortest-arc error (no NaN, no GetAxis gain collapse
  inside 0.16 deg); used by PhysicsTorso orientation servo and PhysicsHands rotation lock
- BodyMath.ResetIfNonFinite escape hatch on torso + hands
- PhysicsHands.Drive extracted (static) so spikes run the real hand chase
- CollapseSpike: deterministic repro (slow yaw drift across a parked chest, 7/40 NaN on old
  code) + solver-stacking scenarios (seated chest in table, two-hand-welded 50 kg anvil,
  real PropShop) — 49/49 clean after fix, x3; all other spikes PASS x3
- Failure brief RESOLUTION section; HANDOFF/AGENTS updated

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 23:55:46 +03:00
Foxyz1302 4fdfcfd928 Body physics Stage 1: PhysicsTorso chase chest (30 kg PD + yaw servo), collision layers reworked (3=body, 4=hands, no self-collision), BodyRig visual-only, BodySpike regression (PASS 3x, all spikes green) 2026-10-01 23:05:31 +03:00
Foxyz1302 5d2c5bf265 Initial commit: VR Messs workspace (grab v5.3.1, body-physics research) 2026-10-01 21:32:13 +03:00