Commit Graph
8 Commits
Author SHA1 Message Date
adminandClaude Fable 5 c3d9c06118 Fix wall-climb jitter in pinches between two surfaces
The center re-probe could miss the still-touching climbed face and adopt
a hit on a different collider much farther out, flipping the wall normal
and letting the standoff servo drag the capsule across the pinch every
other frame. When the probed gap is well beyond the standoff and the
full-capsule span still holds a steep surface meaningfully closer, keep
that contact instead of defecting to the far hit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 15:44:27 +02:00
adminandClaude Fable 5 b30db72e0c Add ledge grab: walking over an edge attaches to the wall below (not while sprinting)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:28:22 +02:00
adminandClaude Fable 5 ae36b2076d Add step pass to wall climb for small ledges on walls and ceilings
Ground-stepOffset analogue for climbing (wallStepOffset, default 0.1):
when climb movement is blocked by a small ledge, the capsule lifts
along the wall normal in pre-swept sub-steps and continues, with a
short servo hold to prevent being pulled back into the ledge. Ground
detach while climbing down now requires floor that extends away from
the wall, so narrow step tops no longer cause a mid-wall exit.

Wall->ceiling handoff additionally checks OverheadIsPassableStep():
if the overhead surface is only a small protrusion within the step
allowance, the handoff is skipped and the step pass carries the
capsule over the edge. Genuine overhangs hand off unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:45:31 +02:00
adminandClaude Fable 5 78ab6e2dd6 Fix wall climb on thin boards: rim detection, vault, edge-normal hardening
The swept-sphere probes tilt their contact normal while rolling over a
thin board's edge, which faked slope top-outs, ceiling hand-offs and
bare-rim vaults mid-face. Confirmed via temporary exit-path logging
(stripped again) and fixed at the verified causes:

- RaycastWallFace: confirm "face flattened into a slope" with a thin,
  strictly horizontal ray instead of trusting the tilted sphere normal
  (a vertical board still reads steep; real ramps still top out).
- Rim judging: the full-capsule span probe is the arbiter — while it
  still sees a steep face anywhere along the capsule, re-adopt that true
  normal (breaking the tilt self-amplification feedback loop) and keep
  climbing; only a persistent rim (wallTopOutConfirm debounce) vaults.
- WallContinuesAbove: band-sampled horizontal sweep so a grazed shelf
  edge above never reads as a cleared rim.
- Bare rim: parks by default (upward motion clamped); holding up vaults
  over the edge via MantleOverEdge, headroom-gated.
- ProbeWallSpan sweeps strictly horizontally; center probe always
  rejects down-facing hits (edge grazes), wall->ceiling hand-off only
  via the explicit head-gap check against clearly down-facing surfaces.
- Slope/ground top-outs additionally gated on a genuine stand
  (HasStandableTop) so a board's own top edge no longer detaches.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 12:51:34 +02:00
adminandClaude Fable 5 eeee5fc2f0 Refactor PlayerCharacterController: volumetric climb probes, slim comments
- Replace all thin raycast climb probes with capsule-width SphereCasts:
  fixes drop on thin boards (mid-face contact never lost, top-out only
  fires at the real top edge) and edge flicker on curved surfaces
  (continuous contact normal instead of per-frame face flips)
- Remove WallProbeTangentSamples fan fallback (obsolete with SphereCasts)
- Collapse WallInFront/WallPresentAtOffset/WallHitAt into WallPresentAt,
  inline ApplyMeshOffset wrapper
- Trim redundant comments, keep non-obvious rationale and tooltips
- No serialized fields removed or renamed (prefab values intact)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 08:09:12 +02:00
adminandClaude Opus 4.8 e5b5138232 PlayerController: robust wall-climb hold on thin boards
ProbeWall now falls back to a horizontal multi-sample fan across the capsule
cross-section when the center ray misses, so a thin/narrow board keeps its
grab instead of dropping after wallExitGrace (which stays at 0.15). The
top-out mantle no longer commits on the first probe miss: it requires the
top-edge signature (wall at foot, moving up, headroom clear) to persist for
wallTopOutConfirm (new tunable, default 0.06s) and uses hardened multi-sample
foot/headroom probes, so a transient mid-face miss or a VHACD hull gap no
longer triggers a false mantle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 07:23:56 +02:00
adminandClaude Opus 4.8 a2c8a2c75d Freeze players during map load: kill gravity and hide own mesh
- PlayerCharacterController: GravityEnabled toggle. When off, hold
  vertical velocity at zero and skip steep-slope sliding so a frozen
  avatar neither falls nor drifts; true is byte-for-byte the old path.
- GameModeManager: during Loading, additionally disable gravity and
  hide the local body (SkinnedMesh + fur shell), re-asserted each frame
  to catch the mid-load lobby->match respawn. Restored (body shown,
  gravity on) before ActiveMode.Enter() on release to Hide.
- MatchManager: enter Loading *before* SwapScenes so still-bound lobby
  avatars are frozen before their floor unloads. Fixes the player
  falling into the void during the lobby->map scene swap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 07:55:40 +02:00
adminandClaude Opus 4.8 e23fae0c50 Reorganize scripts into subfolders by responsibility
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 15:02:15 +02:00