feat: overhaul movement for flow — momentum-preserving states, smooth crouch, landing feel
- Quake-style air-strafe accelerate (real speed gain from strafing; external speed from dash/rockets never clamped) - Wall run: keeps entry momentum (incl. upward carry), accelerates along the wall instead of hard-setting velocity, gravity fades in over the run - Slide: slope physics (gravity projected along floor accelerates downhill), flat-ground decel instead of multiplicative friction, entry boost, direct slide->wallrun and slide->dash transitions - Dash: cooldown 10s -> 2s, per-player (was a static shared across instances), momentum fully kept on exit, FOV punch event - Grapple: taut pendulum with active rope control (W reels in, S pays out), release keeps swing energy - Wall climb: carries upward momentum in, jump-off kick, shared vault helper - Crouch capsule: single owner in the machine, smoothly lerped, ceiling check; camera eye height follows via crouch factor (no more head snapping) - Landing: machine emits 'land' events scaled by impact; camera dip + pitched down thud; footsteps get pitch variation - Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse), slide roll tilt - Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy landings, wall-run body lean (synced to remotes via synced_wall_side) Co-Authored-By: Claude Fable 5 <[email protected]>
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co-authored by
Claude Fable 5
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@@ -13,8 +13,8 @@ func enter(_data: Dictionary = {}) -> void:
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elapsed = 0.0
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stamina = params.wall_cling_max_stamina
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machine.register_chain_mechanic("wall_cling")
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# Kill most velocity but keep slight downward
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machine.player.velocity = Vector3.ZERO
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# Keep a touch of momentum so the stop reads as a grab, not a freeze
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machine.player.velocity *= 0.15
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func exit() -> void:
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@@ -56,6 +56,9 @@ func update(delta: float) -> void:
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machine.wall_cooldown_timer = 0.3
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machine.register_chain_mechanic("wall_cling_jump")
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machine.jump_cooldown_timer = params.jump_cooldown
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machine.movement_event.emit("jump", {})
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if machine.player.jump_player:
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machine.player.jump_player.play()
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machine.switch_to("air")
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return
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