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chameleon/Assets
adminandClaude Opus 4.8 27301f34d9 Refine wall-climb: stable strafe, ground detach, push-in grab
- Strafe (A/D) along the wall's horizontal tangent instead of the live
  camera-right vector to stop the sideways jitter from the orbit feedback loop.
- Detach from the wall once the character reaches the ground (gated so it
  only triggers after the climb has left the ground).
- Dead zone on the perpendicular offset controller to suppress depenetration buzz.
- Grab the wall only when actively pushing into it (wallGrabMinPush), preventing
  re-grab at the wall base.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 19:33:00 +02:00
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