destroyulator/game/dev
Monster Robot Party 0e80d393c1 LANE9: the grocer is still again — settle sweep + parked scale pans
probe_levels was red (0.15-0.48 m/s residual, grocer): the pin-jointed scale pans
hang neutrally balanced so the joint solve re-wakes them forever, and 310 packed
bodies (bottles on shelves, nested fruit) trade contact micro-jitter for seconds.
Two mechanisms, both one-shot at spawn, neither touching gameplay feel:

- scale pans PARK frozen once the joint has resolved (plain .sleeping doesn't stick
  — the joint re-wakes its island every frame) and unfreeze the first time the
  player comes within 1.7 m. You cannot see a pan swing from further than that.
- a settle sweep the frame the spawn-guard window closes: bodies drifting slower
  than 0.5 m/s are put to bed. Anything faster is left for the guard to name —
  a real mis-spawn still fails loudly.

probe_levels also names the culprit properly now ([class, parent] — name-collided
siblings all render as @RigidBody3D@N, which is how three different scale pans
masqueraded as one mystery body across runs).

All six sites: 0.00 m/s. probe_overlap: CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 23:57:25 +10:00
..
demo.tscn LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
DemoDriver.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
DemoDriver.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_backrooms.gd LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_backrooms.gd.uid LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_bags.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_bags.gd.uid LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_death.gd LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
probe_death.gd.uid LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_gauntlet.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_gauntlet.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_grocer.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_grocer.gd.uid LANE8: the greengrocer — soft stock, stacks that collapse, and litres 2026-08-01 09:38:35 +10:00
probe_horror.gd LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_horror.gd.uid LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_levels.gd LANE9: the grocer is still again — settle sweep + parked scale pans 2026-08-03 23:57:25 +10:00
probe_levels.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_overlap.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_overlap.gd.uid LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_scale.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_scale.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_settle.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_two.gd LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_two.gd.uid LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_vm.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_vm.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00