feat(client): D-252 view/movement split — body from leg velocity, view is the mouse (T-1093)

D-252 (new record, amends D-054/D-249, resolves Q-084's walk-vs-aim split):
Facing is view-only; movement no longer writes it. Client side: the rig's
moving-body yaw now always derives from leg velocity (the wire octant is the
VIEW and must never rotate the body — the follow-only commit flag
generalizes and disappears); the layered head/torso look-at runs during any
movement, WASD included; the ~100ms post-step re-assert mitigation is
removed as dead (server-side facing_from_delta removal lands separately).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 20:59:06 +02:00
co-authored by Claude Fable 5
parent 6453f71220
commit 629c0a9b1e
8 changed files with 28 additions and 54 deletions
-20
View File
@@ -208,26 +208,6 @@ func queue_move_step(tile_delta: Vector2i) -> bool:
# so no throttle — the server's handle_toggle_stance has no cooldown, so the sandbox
# follower can burst the exact ladder distance and trust it (server validates). No-op
# while input is suppressed (dialogue / free camera), matching movement.
## T-1088 follow-facing: unconditionally re-send the CURRENT facing octant.
## The server overwrites Facing from the move delta on every accepted step
## (movement.rs facing_from_delta), and the change-gated send above never
## re-asserts an unchanged octant — during a path-follow the vision cone would
## stick path-forward until the mouse crossed an octant boundary. The follower
## calls this ~2 server ticks after each emitted step (same-tick re-asserts
## lose: movement wins within a tick). Suppression-guarded like all sends.
func reassert_facing() -> void:
if GameState.dialogue_active or GameState.free_camera_mode:
return
_last_sent_octant = facing_octant
input_queue.append(
{
"action": Action.SET_FACING,
"timestamp_msec": Time.get_ticks_msec(),
"action_data": {"facing": facing_octant},
}
)
func queue_stance_toggle(up: bool) -> void:
if GameState.dialogue_active or GameState.free_camera_mode:
return