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Z is intentionally locked to the tram deck while riding (the tunnel has no real floor), but CameraController's own gravity/jump physics kept running underneath that lock every frame since grounded never went true on a moving M2 deck. verticalVelocity silently grew toward terminal velocity for the whole ride and unleashed all at once the instant the lock released at disembark, clipping the player through the floor at "a weird angle." It also explains why jump appeared to do nothing while riding, since canJump requires a recent grounded frame that a tram ride never produces. Added CameraController::suppressVerticalPhysics() (zeroes verticalVelocity, forces grounded true) and call it every frame the Deeprun tram Z-lock is active.
21 KiB
21 KiB