fix(movement): jump works locally (airborne velocity preserved)
Two fixes for jump physics: - Skip ground-snap when velocity Z > 0 (prevents immediate re-landing at high framerates where per-frame Z delta < 0.05 snap threshold) - Guard apply_current_movement velocity write behind OnWalkable check (prevents MotionInterpreter.DoMotion from zeroing jump velocity on every frame while airborne) - Guard PlayerMovementController velocity replacement behind OnWalkable (preserves momentum during airborne flight) Also fix run speed: compute RunRate locally via PlayerWeenie.InqRunRate instead of waiting for server UpdateMotion echo (server doesn't echo to sender). With Run skill 200, run speed is now 9.5 m/s instead of 4.0 m/s. Strip all diagnostic logging from previous debug sessions. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 9 additions and 23 deletions
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@ -967,7 +967,6 @@ public sealed class GameWindow : IDisposable
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&& update.MotionState.ForwardSpeed.HasValue
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&& update.MotionState.ForwardSpeed.Value > 0f)
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{
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Console.WriteLine($"DEBUG RunRate: guid={update.Guid:X8} fwd={update.MotionState.ForwardSpeed.Value:F3}");
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_playerController.ApplyServerRunRate(update.MotionState.ForwardSpeed.Value);
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}
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