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Locomotion fixes (walk/sprint) + camera canopy occlusion#13

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proggeramlug merged 2 commits into
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fix/animdbg-dormancy
Jul 14, 2026
Merged

Locomotion fixes (walk/sprint) + camera canopy occlusion#13
proggeramlug merged 2 commits into
mainfrom
fix/animdbg-dormancy

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Summary

Lands the walk/sprint investigation (shooter half; the engine mixer fix rode to engine main in Bloom-Engine/engine#94) plus the camera canopy work:

  • Climb assist from the ground normal - the old flat 0.45x-speed lift applied on level ground too (2.0 m/s at walk speed), keeping the player airborne on ~3 of 4 walking frames in an invisible hop. Sprint is gated on grounded, so sprint was unreachable. The assist is now h * (-(n.dir_h)/n.y): exactly zero on flat ground, exactly the surface-following rate on a slope, capped on steep ground.
  • Camera canopy occlusion - trees only carry a trunk collider, so the orbit raycast never saw the leaves and parked the camera inside foliage. The orbit now tests analytic canopy cylinders (bounds measured from each GLB''s leaf-card primitive) plus a 5-ray probe fan against static geometry (the camera is a volume, not a point).
  • ANIMDBG harness: documents the concluded investigation, gains the CAMHOLD capture sub-mode and orbit occlusion readback, and returns to dormant (false) per the shipped-builds contract.

Smoke-verified: waves spawn, locomotion drives, RT path tracing clean, no harness output.

https://claude.ai/code/session_018574BdCfSjdpNK3WLgx1hP

Ralph Kuepper added 2 commits July 14, 2026 21:26
The ANIMDBG harness was left true in a merge: it auto-starts the game,
makes the player immortal, scripts a walk/sprint cycle, spams ANIMDBG
lines to stdout and sets waveBreakTimer = 9999 - no enemy ever spawns,
so main did not actually play. The harness itself stays for the
walk/sprint investigation; flip the const back locally to resume it.

Claude-Session: https://claude.ai/code/session_018574BdCfSjdpNK3WLgx1hP
Shooter half of the locomotion investigation (engine half - the
anim_play mid-fade restart that pinned every pose at t=0 - is already
on engine main):

- Climb assist is now derived from the GROUND NORMAL: the vertical
  rate needed to follow the surface is h * (-(n.dir_h)/n.y), exactly
  zero on flat ground. The old flat 0.45*speed lifted 2.0 m/s on level
  ground, so the player was airborne ~3 of every 4 walking frames in a
  permanent invisible hop - and sprint, gated on grounded, was
  unreachable. That, not the sprint code, is why shift did nothing.
- Camera canopy occlusion: trees only have a trunk collider, so the
  orbit raycast flew through the leaves and parked the camera inside
  the foliage. The orbit now tests analytic canopy cylinders (bounds
  MEASURED from each GLB''s leaf-card primitive) and sweeps a 5-ray
  probe fan (the camera is a volume, not a point) against static
  geometry, with a proper minimum orbit distance.
- ANIMDBG harness documents the solved investigation, gains the
  CAMHOLD sub-mode and orbit readback, and returns to its dormant
  state (false) per the shipped-builds contract.

Claude-Session: https://claude.ai/code/session_018574BdCfSjdpNK3WLgx1hP
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@proggeramlug proggeramlug merged commit 9fda023 into main Jul 14, 2026
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