NEON-29: Descend floor_block + weak lip peel (fix stuck step/platform→floor)
Relax floor_block whenever feet are >7 cm above a lower goal — stall/wall was too late for step1→floor. Re-tighten only in the last centimeters (wallish/stall). Apply DESCEND_WEAK_PEEL_MULT on_floor while descending every frame; ramp to DESCEND_LIP_GRAVITY_MULT when stalled/wallish/carry. Skip peel when airborne (full gravity from _apply_walk_air_gravity).pull/41/head
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ac9818a2cd
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275645c6cf
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@ -31,10 +31,11 @@ const DESCEND_GOAL_Y_MARGIN: float = 0.06
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## Cap floor snap while descending from a step so Jolt cannot snap the capsule back onto the
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## upper surface across an internal edge (lip hang). Relaxed once feet are near the goal height.
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const DESCEND_LIP_SNAP_CAP: float = 0.12
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## Extra downward integration vs plain gravity when the descend path is stalled at a lip (ticks>0
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## or wall contact). Full-time on-floor gravity was removed — it made platform→floor crossing
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## feel glued until the capsule finally dropped.
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## Strong downward multiplier at a stalled lip (stall tick, wallish contact, or carry from prior).
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const DESCEND_LIP_GRAVITY_MULT: float = 7.0
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## Weaker always-on peel while on_floor and descending so internal edges unstick without waiting
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## for stall detection; kept < 1.0 so flat spans on a platform still allow horizontal motion.
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const DESCEND_WEAK_PEEL_MULT: float = 0.72
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## Y lift when blocked by wall-ish slide but nav goal is higher (stepped bumps).
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const WALK_STEP_ASSIST_DELTA: float = 0.11
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## Skip assist when horizontal velocity already aligns enough with want-dir (corners slide slowly).
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@ -286,8 +287,12 @@ func _update_floor_block_on_wall_for_terraces(feet_y: float) -> void:
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var goal_below: bool = _auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
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if not goal_below:
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return
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var wallish: bool = _walk_has_wallish_slide_contact()
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if wallish or _descend_lip_stall_ticks >= 1:
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# While clearly above the lower target, always relax — waiting for wallish/stall left step→floor
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# and platform→floor stuck with no recovery. Tighten again near landing so floor contact stays sane.
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if feet_y > _auth_walk_goal.y + 0.07:
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floor_block_on_wall = false
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return
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if _walk_has_wallish_slide_contact() or _descend_lip_stall_ticks >= 1:
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floor_block_on_wall = false
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@ -296,15 +301,18 @@ func _apply_descend_lip_peel(
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) -> void:
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if _auth_walk_goal.y >= feet_y - DESCEND_GOAL_Y_MARGIN:
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return
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if not is_on_floor():
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return
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var g := get_gravity() * delta
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if g.y >= 0.0:
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return
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if (
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var strong: bool = (
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_descend_lip_stall_ticks >= 1
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or _walk_has_wallish_slide_contact()
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or carry_lip_from_prior_move
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):
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velocity.y += g.y * DESCEND_LIP_GRAVITY_MULT
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)
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var w: float = DESCEND_LIP_GRAVITY_MULT if strong else DESCEND_WEAK_PEEL_MULT
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velocity.y += g.y * w
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func _descend_update_lip_stall_after_move() -> void:
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