When running backwards toward the camera into a wall, the grab decided on
the camera-relative world direction (S pushes into the wall -> grab) while
the base release decided on the raw S axis (v < 0 -> immediately let go),
causing a per-frame grab/release flicker.
Mirror the existing _wallStrafeSign A/D latch with a new _wallClimbSign:
the camera picks, per climb-key press, which of W/S climbs up (the one
pushing into the wall) via Dot(camForward, wallNormal) and latches it.
All up/down tests now run through the effective climb axis vEff -
wall->ceiling handoff, top-out detach/hop, the alongSurface mapping and
the base release - so grab and release can no longer contradict each
other. Reset on grab and in ExitWallClimb. Facing the wall and grabbing
with W is unchanged (vEff == v).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce a FirstPersonController / FirstPersonMode pair (mirroring the
free-cam mode) wired into the GameModeManager Tab cycle. In first person the
mesh is hidden, the eye sits on CameraTarget plus a per-pose
firstPersonCameraTargetYOffset, and the character body yaw is driven to match
the camera via a new single-writer FaceYaw hook on PlayerCharacterController.
Also includes user content edits (poses, prefabs, scene) carried along.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FreeCamController: ease movement via dt-correct Vector3.SmoothDamp on a world-space velocity (accel/decel ramp) and lag the look with Mathf.SmoothDampAngle. Both are framerate-independent and collapse to instant at smoothTime 0; smoothed state is snapped on activation (SyncToCurrentView) so entering freecam never jumps to catch up.
Bundles accumulated deferred work: PlayerScaler uniform-scale helper, scale-aware wall/ceiling climb probes and the double-scale skinned-collider bake fix, plus user content authoring (Sit pose + animation, font SDF, scene/prefab edits).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>