neon-sprawl/docs
VinPropane 7b11d4e238 NS-24: Eliminate idle jitter and movement QA bumps (Godot client)
Physics: Jolt 3D; physics_interpolation off; 120 TPS. CharacterBody3D idle
path uses dual floor_max_angle, rim/straddle and ridged-contact handling,
rim settle and random-floor-bump lip/wall escape, floor_block_on_wall,
NavigationAgent3D avoidance off, per-node interp off. No global_transform in
_process (avoid render/physics ghosting).

QA geometry: random_floor_bumps.gd (load from main.gd); each bump on its own
StaticBody3D under NavigationRegion3D; random_floor_bump_collision_constants.gd
for collider fudge and RANDOM_FLOOR_BUMP_MESH_GROUP.

Scene: player safe_margin and mesh Y lift; MoveRejectPedestal / MoveRejectFarPad
renamed from NS19*; Mat_player_capsule without polygon_offset (per follow-up).

Docs: NS-24 plan + resolution, client/README manual steps, code review
2026-04-05-NS-24.md; server/README bump height note. Code/scene identifiers
avoid ticket-based ns19_* naming.
2026-04-06 00:32:41 -04:00
..
architecture docs: documentation vs implementation alignment (#7) 2026-03-30 19:03:03 -04:00
decomposition chore: align E1.M1 decomposition with NS-10 Done (Ready) 2026-04-05 15:16:16 -04:00
game-design chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00
plans NS-24: Eliminate idle jitter and movement QA bumps (Godot client) 2026-04-06 00:32:41 -04:00
reviews NS-24: Eliminate idle jitter and movement QA bumps (Godot client) 2026-04-06 00:32:41 -04:00