NS-23: Revert global gravity; use step-off-only descend vy

Project gravity while walking made motion worse (jitter, floor fights).
Restore horizontal-only seek everywhere except the short step-down bypass,
where a fixed downward speed helps clear NS-19 bump lips without affecting
normal nav or idle air state.
pull/23/head
VinPropane 2026-04-05 01:46:08 -04:00
parent 127e67f02b
commit b1ce87c5cc
1 changed files with 9 additions and 29 deletions

View File

@ -2,8 +2,8 @@ extends CharacterBody3D
## NS-23: Follow server move target on walkable geometry.
##
## Horizontal seek sets `velocity.x`/`z` only. On floor `velocity.y` is cleared; in air project
## gravity applies so walking off bumps/steps can descend (vy was never forced to 0 while airborne).
## Horizontal velocity toward nav waypoint or goal; `velocity.y` stays 0 except a short **step-off**
## nudge (see `_nav_short_step_down_use_goal_direct`) so NS-19 bumps can drop without full gravity.
## Move **legality** is server MoveCommand only — not reimplemented here.
##
## Nav for detours; short local step-down (feet vs goal Y, not body origin) may bypass waypoints.
@ -19,6 +19,8 @@ const STEP_OFF_MIN_DROP: float = 0.055
const STEP_OFF_MAX_DROP: float = 0.24
const STEP_OFF_MAX_HORIZ: float = 3.0
const FLOOR_PROBE_BODY_Y_OFFSET: float = -0.55
## Downward vy only while step-off bypass is active (not global gravity).
const STEP_OFF_DESCEND_SPEED: float = 1.6
## If next waypoint is within this xz of us, steer to goal (rim / underfoot waypoints).
const NEXT_WAYPOINT_MIN_HORIZ_SQ: float = 0.01
@ -106,33 +108,13 @@ func _set_horizontal_velocity_toward(point: Vector3) -> void:
var dh: Vector3 = Vector3(point.x - pos.x, 0.0, point.z - pos.z)
if dh.length_squared() < 1e-10:
dh = Vector3(1.0, 0.0, 0.0)
var h: Vector3 = dh.normalized() * MOVE_SPEED
velocity.x = h.x
velocity.z = h.z
velocity = dh.normalized() * MOVE_SPEED
velocity.y = 0.0
func _apply_vertical_velocity_for_floor_or_gravity(delta: float) -> void:
if is_on_floor():
velocity.y = 0.0
return
var gmag: float = float(ProjectSettings.get_setting("physics/3d/default_gravity", 9.8))
var gvec: Variant = ProjectSettings.get_setting(
"physics/3d/default_gravity_vector", Vector3(0.0, -1.0, 0.0)
)
if gvec is Vector3:
velocity += (gvec as Vector3) * gmag * delta
else:
velocity.y -= gmag * delta
func _physics_process(delta: float) -> void:
func _physics_process(_delta: float) -> void:
if not _has_walk_goal:
if is_on_floor():
velocity = Vector3.ZERO
else:
velocity.x = 0.0
velocity.z = 0.0
_apply_vertical_velocity_for_floor_or_gravity(delta)
velocity = Vector3.ZERO
move_and_slide()
return
@ -152,13 +134,12 @@ func _physics_process(delta: float) -> void:
var nav_map: RID = _nav_agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
_set_horizontal_velocity_toward(_auth_walk_goal)
_apply_vertical_velocity_for_floor_or_gravity(delta)
move_and_slide()
return
if _nav_short_step_down_use_goal_direct():
_set_horizontal_velocity_toward(_auth_walk_goal)
_apply_vertical_velocity_for_floor_or_gravity(delta)
velocity.y = -STEP_OFF_DESCEND_SPEED
move_and_slide()
return
@ -174,5 +155,4 @@ func _physics_process(delta: float) -> void:
else:
_set_horizontal_velocity_toward(_auth_walk_goal)
_apply_vertical_velocity_for_floor_or_gravity(delta)
move_and_slide()