character: a seated body is held by its seat alone - no step to the walker while sitting, and a hold no longer turns it off the seat's heading

The user's play of the bundle: the character shook while seated. chr_sit_tick eased the body onto the
seat point at the ground's height, then the same frame's chr_travel handed it to the walker, which
pushed it off a log, a bench or a boulder beside the seat; the next frame pulled it back. Unwalked, the
game's walker parks as it does under a rider. A hold's turn toward the work fought the seat's yaw the
same way. The new test sits the body against the boulder: 4.63 m from a seat at 5.7 before, still after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 13:12:22 +03:00
parent 614f030407
commit 6029d10e62
3 changed files with 23 additions and 2 deletions

View file

@ -32,7 +32,10 @@ export function char_update(character_st: mut CharacterState, ix0: float, iz0: f
mag = 1.0
}
chr_steer(character_st, dx, dz, mag, run, dt)
let dist = chr_travel(character_st, dx, dz, -Math.sin(character_st.chr_yaw), -Math.cos(character_st.chr_yaw), jump, dt)
# seated, the seat holds the body (chr_sit_tick): handed to the walker too, it was pushed off a
# log or a bench and pulled back each frame, and shook
var dist = 0.0
if not character_st.chr_sit or character_st.chr_swim { dist = chr_travel(character_st, dx, dz, -Math.sin(character_st.chr_yaw), -Math.cos(character_st.chr_yaw), jump, dt) }
chr_gait(character_st, dist, dyaw, dpitch, dt)
char_camera(character_st, dt)
}