da4e1420eeb2c5db85de0694421db3c5602536af
checkpoint / checkpoint (push) Successful in 1m40s
All players spawned at the exact same PlayerSpawn point and were on the same collision layer, so two overlapping CharacterBody3Ds triggered a physics depenetration shove that could launch one through the 1-unit-thick floor. - server.gd: golden-angle spawn spread -- each join lands ~1m+ from the others, growing outward, never exactly repeating. - server_player.tscn + player.tscn: players on collision layer 2, mask 1 (world only) -- players no longer collide with each other at all (fine for a social game; also removes the shove). - player_spawner.gd + player.gd: hard safety net -- if y < -10 (any tunnel-through), snap back to the spawn instead of falling forever. Verified: 3 server players spawn 1.15m+ apart, none fall, all rest on the floor. 2p multiplayer + network_client smokes green. Client-side -- rebuild the exe. 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
Description
Languages
GDScript
57.2%
Python
42.3%
Shell
0.5%