- Add directional air control modifier to prevent instant braking mid-air
* Reduce control effectiveness by 50% when reversing direction (Dot < 0)
* Allows side-to-side adjustments while maintaining forward momentum
- Remove input requirement for velocity projection on ground snap
* Project velocity onto slope even without player input
* Preserves momentum when landing on slopes
- Add KINDA_SMALL_NUMBER checks to prevent division by zero
- Add GetRenderLocation() Blueprint accessor for VFX positioning
- Clean up comments: translate Russian text to English
This makes air movement feel more realistic (less like flying) while
improving slope handling consistency.
- Remove bShowDebug parameter from PerformSweep and ResolveMovement
- Fix wall slide calculation to distinguish jumping from grounded movement
* Allow upward wall slide during jumps (RemainingDelta.Z > 0)
* Force horizontal movement only when grounded (RemainingDelta.Z <= 0)
- Add RemainingDelta scaling by Hit.Time for accurate collision response
- Clean up comments: remove Russian text, reduce verbosity
- Implement Context-Based Input system:
- Added `IMC_ItemHeld` mapping context.
- Added logic to switch contexts when picking up/dropping items.
- Added `Throw` (LMB/R2) and `Aim` (RMB/L2) input actions.
- Refactor Interaction Logic:
- `Interact`: Now handles picking up items or gently dropping them if held.
- `OnThrowInput`: Implemented physics-based throw towards camera aim point (center of screen raycast).
- Added character rotation to face the throw target instantly.
- Update Physics & Movement:
- Added `bStrafing` mode to `TengriMovementComponent` to allow rotation towards camera view.
- Updated `TengriPickupActor` to use `bVelChange` for impulses (ignoring mass for consistent throw arc).
- Tuned throw force and added vertical arc bias.
- Fixes:
- Resolved rotation logic in MovementComponent to support Aiming state.
Implemented a responsive, deterministic jump system with "game feel" enhancements and advanced air physics.
Changes:
- **Jump Logic**: Added variable jump height (hold/release control).
- **Game Feel**: Implemented Coyote Time (jump after leaving ledge) and Jump Buffering (early input registration).
- **Air Physics**: Added non-linear gravity (FallingGravityScale) for snappy jumps and Terminal Velocity clamping.
- **Landing**: Added OnLanded delegate with heavy/light landing detection based on impact velocity.
- **Config**: Added auto-calculation logic in PostEditChangeProperty to derive Gravity and JumpVelocity from desired JumpHeight and TimeToApex.
- **Debug**: Added on-screen debug messages for Velocity Z and movement state.
- **Fix**: Moved delegate declaration to global scope to fix blueprint visibility issues.
Relates to: Phase 13, Phase 14
BREAKING CHANGE: Movement now runs on deterministic 120Hz physics
- Physics and render states separated
- Visual interpolation for smoothness
- Deterministic physics independent of FPS
Added:
- Dual state system (Physics vs Render)
- Fixed timestep accumulator pattern
- Interpolation between physics states
- MaxAccumulatorTime to prevent spiral of death
- PhysicsTickRate config in TengriMovementConfig
- Debug HUD displays for physics rate and alpha
Changed:
- TickComponent() now accumulates time and runs physics in loop
- All movement logic moved to TickPhysics()
- Velocity → PhysicsVelocity for clarity
- SetActorLocation/Rotation moved to ApplyRenderState()
Performance:
- Added ~0.27ms per frame at 60 FPS
- Physics deterministic and reproducible
- Smooth visuals at 30-240 FPS tested
Tests:
- FT_FixedTimestep automated tests
- Manual testing checklist completed
- Determinism verified across multiple runs
Documentation:
- TDD.md updated with fixed timestep section
- Stage12_DecisionLog.md created
- Inline comments for all new methods
Refs: Roadmap.md Stage 12