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
+1 -16
View File
@@ -48,14 +48,7 @@ enum Mode { NORMAL, SPRINT, CROUCH }
## last element. Empty while inactive.
var _path: Array[Vector3i] = []
var _goal: Vector3i = Vector3i.ZERO
## T-1088 follow-facing: two server ticks (50 ms each) after an emitted step —
## past the tick that applies the move (whose facing_from_delta would win) but
## as soon after as the wire allows.
const FACING_REASSERT_DELAY_MS := 100
var _active: bool = false
## 0 = nothing pending; else the msec deadline for the post-step facing re-assert.
var _reassert_at_ms: int = 0
var _mode: int = Mode.NORMAL
## SPRINT only: the pre-sprint stance (kept for readability/debug) and the exact
@@ -127,13 +120,6 @@ func cancel() -> void:
func tick(current_tile: Vector3i, is_floor: Callable) -> void:
if not _active:
return
# T-1088 follow-facing: the server overwrote Facing from this follow's last
# accepted step — re-assert the mouse octant once the overwrite tick has
# passed (~2 server ticks; a same-tick re-assert loses, movement wins within
# a tick). Keeps the vision cone on the mouse while the body walks the path.
if _reassert_at_ms > 0 and Time.get_ticks_msec() >= _reassert_at_ms:
_reassert_at_ms = 0
InputMapper.reassert_facing()
# Cancel (no stance change): input suppression — dialogue / free camera.
if GameState.dialogue_active or GameState.free_camera_mode:
cancel()
@@ -161,8 +147,7 @@ func tick(current_tile: Vector3i, is_floor: Callable) -> void:
# the 200 ms cadence automatically — the character accelerates into the sprint).
var next_tile: Vector3i = _path[idx + 1]
var delta := Vector2i(next_tile.x - current_tile.x, next_tile.y - current_tile.y)
if InputMapper.queue_move_step(delta):
_reassert_at_ms = Time.get_ticks_msec() + FACING_REASSERT_DELAY_MS
InputMapper.queue_move_step(delta)
# ---------------------------------------------------------------------------