Commit Graph
9 Commits
Author SHA1 Message Date
FoxyzandClaude Opus 5.5 ca60df3d75 Render-clock tracking timestamps (menu toggle), physics step cap 6, docs for step 2.7
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:43:49 +03:00
FoxyzandClaude Opus 5.5 3e300c7f04 Shoulder range of motion: drive-mode angular limits in the Box3D fork
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:45:00 +03:00
FoxyzandClaude Opus 5.5 423b709cc9 Docs: step 2.6 and the crag
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:26:20 +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