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) Jump works locally but server packet not yet sent (BUG-002). Facing direction mismatch logged as BUG-003. RunRate not verified as BUG-004. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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| PlayerMovementController.cs | ||