Two independent root causes kept the player from climbing terrace steps:
1. snap_to_server used the raw surface Y from the server (e.g. 0.6 m for a
platform) as global_position.y directly. With capsule total half-height
= 0.9 m this placed the bottom at -0.3 m underground. The stale
is_on_floor()==true + _floor_angle_loose_ticks==0 path skipped every
move_and_slide(), so Jolt never resolved the penetration and the capsule
froze at an intermediate Y.
Fix: clamp global_position.y >= CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
(0.9 m) in snap_to_server; force FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
corrective idle ticks afterwards.
2. Each _try_walk_step_assist() lift (0.11 m) was immediately undone by
floor_snap_length = FLOOR_SNAP_MOVING = 0.32 m snapping the capsule back
to the lower floor, which was only 0.11 m below the lifted bottom.
Fix: add WALK_STEP_ASSIST_SNAP = 0.09 m constant and _step_assist_active
bool. While climbing, floor_snap_length uses the smaller constant in
both _after_walk_move_and_slide() and the main physics loop. The flag
is cleared when the capsule lands cleanly (is_on_floor && !is_on_wall),
or when the nav goal is cleared/snapped to server.
Also: is_on_wall() now counts as support in _step_assist_has_support() so
the assist fires while the capsule is floating but pressed against a step
face; _step_assist_active cleared on arrival, snap, and goal-clear; all
temporary DBG print() statements removed.