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>