Three Animations On Top Of Each Other
A layered animation blender with procedural recoil, landing and movement weights, plus the wall jump stop shaking.
AnimationBlender
A layered system with weighted blending, so recoil, landing impact and movement can all be true at once instead of fighting each other:
- Procedural recoil layer.
- Procedural landing layer.
- Procedural movement layer.
- A standardized Humanoid Rig bone mapping for player models.
- FBX and glTF animation import tools and scripts.
Wall Jumping Stopped Shaking
The instability was fixed "by isolating physics state" — the wall grab was holding physics and animation in the same place, and one of them was winning.
Momentum preservation also landed properly: charging now correctly captures incoming velocity for a realistic reflection, and the cvar compliance work made sv_walljump_minheight and sv_walljump_chargetime actually mean what they say, with strict ground checks so you cannot wall jump off a kerb.
Three New Guides
- `physics-system.md` — CollisionManager, the backend abstraction
(q3 / brush / clipbrush / babylon), the Trace API, TraceResult, PatchTessellator, ContentFlags and collision masks.
- `movement-system.md` — a full cvar reference of ~50 movement variables,
crouchslide, wall jump, ledge grab, ground detection and slope handling.
- `viewport-effects.md` — ViewportEffectsManager and the four built-in effects:
WalkBob, LandingImpact, SpeedFOV, StrafeLean.
- `weapon-system.md` — WeaponViewManager, ProjectileManager, bob and ADS
cvars, handedness.
The ~50-variable reference is the tell. By this point there are enough tuning knobs that a player-facing document is a feature, not a nicety.
Known Issues: none stated.