Hold spacebar to charge (0→1 over 1s), release to jump. Height from GetJumpHeight formula using Jump skill via PlayerWeenie. Jump physics use MotionInterpreter.jump() → LeaveGround() → get_leave_ground_velocity(). JumpExtent is returned in MovementResult (non-null when jump fires this frame) so GameWindow can log and eventually send the server jump packet. Double-jump is prevented by jump_is_allowed() checking Contact+OnWalkable flags before allowing another jump. Tests updated to use charge-then-release pattern matching the new input model. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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| .. | ||
| Input | ||
| Meshing | ||
| Physics | ||
| Plugins | ||
| Rendering | ||
| Streaming | ||
| Terrain | ||
| Textures | ||
| World | ||
| AcDream.Core.Tests.csproj | ||
| SmokeTest.cs | ||