NEON-29: Note approach-treads convention for next session; trim stale plan line.
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@ -115,7 +115,11 @@ No new automated GDScript tests are added for this story — there is no new GDS
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- **Nav waypoint steering dropped (movement):** Following **`get_next_path_position()`** by default caused **near-zero** horizontal progress under **Jolt** + **120 Hz** (waypoint advance / finished edge cases), read as universal **stuck** movement even with the server up. **`player.gd`** now **bee-lines in XZ** toward **`_auth_walk_goal`** and uses **`_set_horizontal_velocity_from_nav_path_or_goal`** only when **`needs_vertical_routing`** (goal **Y** vs feet beyond **`DESCEND_GOAL_Y_MARGIN`**) **and** **`horiz_dist <= DIRECT_APPROACH_RADIUS`**.
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- **Step assist vs `agent_max_climb`:** Nav **`agent_max_climb = 0.35`** only constrained mesh links; **bee-line + chained step assist** could still climb **TerracePlatformB** (~**0.6 m** from floor) in one click. **`_try_walk_step_assist`** now returns false when **`_auth_walk_goal.y > feet + WALK_STEP_ASSIST_MAX_SURFACE_DELTA`** (**0.35**, same as the mesh).
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- **Teal cardinal / tread shake (rollback):** Aggressive tweaks (**0.16** lift, **1**-tick cooldown, **`descending_stall`** toggling **`floor_block_on_wall`**, **seam-based** step-assist clear, **walk-stall nav replan**) caused **oscillation** on the small approach treads. **Reverted** to **`WALK_STEP_ASSIST_DELTA = 0.11`**, **`WALK_STEP_ASSIST_COOLDOWN_TICKS = 8`**, **no** stall replan, **no** `descending_stall` branch, **no** seam-based assist clear — only the original clear (clean floor without wall, or airborne with no slides). **Climb** wallish snap cap applies only when **`goal.y > feet_y + 0.12`** so shallow tread-to-tread motion is not capped to assist snap every frame.
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- **Teal pad — geometry wins:** Script-only mitigations still failed in practice; **`TerracePlatformA_Approach`** adds **twelve** `walkable` **`StaticBody3D`** treads (three per cardinal) with **~0.104 m** rise each, **darker teal** albedo, flush to the platform lip — nav + `CharacterBody3D` use **sloped contact** instead of fighting a **single vertical face**. **Follow-up:** tread **run** was **0.45 m** along the climb axis while the capsule **diameter is 0.8 m** — the body was wider than each tread, causing straddle / stuck motion when **entering** and blocking horizontal progress toward the lip when **exiting**. Treads widened to **1.0 m** run with positions re-centered. **`NavigationAgent3D`** `path_desired_distance` / `target_desired_distance` were briefly lowered to **0.22** but that caused **floor** movement to **stall** (waypoint threshold tighter than practical motion at `MOVE_SPEED` / physics dt, plus finished-without-arrival edge cases); **reverted to 0.35** and **`player.gd`** now **bee-lines in XZ** when **`is_navigation_finished()`** yet **`horiz_dist > ARRIVE_EPS`**.
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- **Teal pad — geometry wins:** Script-only mitigations still failed in practice; **`TerracePlatformA_Approach`** adds **twelve** `walkable` **`StaticBody3D`** treads (three per cardinal) with **~0.104 m** rise each, **darker teal** albedo, flush to the platform lip — nav + `CharacterBody3D` use **sloped contact** instead of fighting a **single vertical face**. **Follow-up:** tread **run** was **0.45 m** along the climb axis while the capsule **diameter is 0.8 m** — the body was wider than each tread, causing straddle / stuck motion when **entering** and blocking horizontal progress toward the lip when **exiting**. Treads widened to **1.0 m** run with positions re-centered. **`NavigationAgent3D`** `path_desired_distance` / `target_desired_distance` were briefly lowered to **0.22** but that caused **floor** movement to **stall**; **reverted to 0.35**.
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## Next session (handoff)
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- **World convention:** Use **approach treads** (same idea as **`TerracePlatformA_Approach`** / `PAS_*`) for **all** stair-like raised platforms in the district — not one-off script tweaks per prop. **Smooth ramps** elsewhere are also planned; expected to play nicely with existing bee-line + nav + step assist without special cases.
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## Open questions / risks
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