feat: Implement kinematic-to-ragdoll transition system
- Added KINEMATIC_BLENDING_AND_RECOVERY.md to outline features for smooth transitions between kinematic and ragdoll states, including visual and physical blending, and ragdoll recovery. - Introduced KINEMATIC_TO_RAGDOLL.md detailing the objectives, scope, and core architecture for transitioning the stickman from kinematic to ragdoll mode. - Created KINEMATIC_TO_RAGDOLL_SPEC.md as an implementation specification, verifying codebase facts and correcting the initial plan based on Godot 4.4 source. - Enhanced StickmanRig with state management for animated and ragdoll modes, including momentum preservation and ragdoll construction. - Updated physics_test_harness to support toggling between kinematic and ragdoll states with user input.
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@@ -78,6 +78,16 @@ _Brief 1-2 sentence overview of what the reviewed component does._
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- **Current**: [Describe bottleneck/tight coupling]
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- **Recommendation**: [Describe optimized approach]
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### 🔧 Runtime Tech-Debt Discovery
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While writing code, if you encounter:
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- Ugly workarounds forced by existing code.
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- Performance pitfalls you have to code around.
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- Unused imports, dead code, or outdated comments that are confusing.
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**Immediately** append to `docs/tech_debt_and_optimizations.md` with the same format.
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### 🎨 Style & Readability Refactors
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- _Bullet points pointing out missing type hints, naming violations, or dead code._
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