7ccdd3063a75752e0f46cc888c435b4fc4dfec0a
checkpoint / checkpoint (push) Failing after 1m34s
scenes/server_player.tscn was a bare CharacterBody3D with NO CollisionShape3D, so on the server move_and_slide() never hit the ground and is_on_floor() was always false -> the server player fell forever, and the client (which snaps to the server's authoritative position past a drift threshold) fell with it. Give the server player the same CapsuleShape3D (r=0.35, h=1.6) as the client. The 2-player test now also asserts the server keeps the player on the ground (on_floor / min_y), which is how this slipped through -- the tests only checked "position changes" and "sees the other player". Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
agp-game
Agentic Game Platform - Godot game built by autonomous agents
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