⚡ Physics System Hardening (clean): gravity, jump arcs, state transitions#14
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…ions - Reordered kill-floor and ground collision evaluations to fix fast-fall death glitches. - Safeguarded positional accumulations using 64-bit integer limits. - Implemented Verlet-style half-gravity interpolation for jumping frames to stabilize trajectories. - Implemented 6-frame jump-input buffering state tracking. - Appended `jumpBuffer` variable directly into rollback snapshot and validation hash protocols (`StateHash.cs`). - Added state-clearing mechanics for landing actions to stop aerial sequences when the character connects with the floor. - Fixed uint/int compilation warnings with explicit unchecks for Hex representations. Co-authored-by: Ghostmonday <207882092+Ghostmonday@users.noreply.github.com>
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Clean physics logic implementation to repair integer overflows, fix glitchy kill-floor drops, buffer jumping inputs, correctly interpolate arc curves, and wipe the action buffers smoothly when the player hits the ground. Does not add dirty objects and compiled bin files.
PR created automatically by Jules for task 7819256509406680752 started by @Ghostmonday