diff --git a/client/README.md b/client/README.md index da926d8..b371d21 100644 --- a/client/README.md +++ b/client/README.md @@ -118,6 +118,8 @@ On **Linux** (including GitHub Actions), the path must be **`gdUnit4`** with a c **Camera zoom:** Input actions **`camera_zoom_in`** / **`camera_zoom_out`** (mouse wheel, **`=`** / **`-`**, keypad **+** / **−**) are defined in **`project.godot`**. On layouts where **`+`** requires **Shift**, remap or add a binding under **Project → Project Settings → Input Map** if needed. +**Dev (NEON-28):** **`dev_toggle_occluder_obstacle`** (default **Ctrl+Shift+K**) toggles the prototype `Obstacle` visibility/collision in **`main.gd`**. **F9** / **F10** are used by the embedded debugger; use this action instead when the game is running in the editor. + **Git hook (recommended):** install the repo’s local **pre-push** GDScript lint hook from the repo root: ```bash diff --git a/client/project.godot b/client/project.godot index d709293..fdae86a 100644 --- a/client/project.godot +++ b/client/project.godot @@ -58,6 +58,11 @@ camera_zoom_out={ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194435,"physical_keycode":4194435,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } +dev_toggle_occluder_obstacle={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":true,"meta_pressed":false,"pressed":false,"keycode":75,"physical_keycode":75,"key_label":0,"unicode":107,"location":0,"echo":false,"script":null) +] +} [physics] diff --git a/client/scripts/ground_pick.gd b/client/scripts/ground_pick.gd index 7b2188b..3f48957 100644 --- a/client/scripts/ground_pick.gd +++ b/client/scripts/ground_pick.gd @@ -27,6 +27,10 @@ const WALL_NORMAL_DOT_CUTOFF: float = 0.09 var fallback_camera: Camera3D +func _ready() -> void: + set_process_input(true) + + func _input(event: InputEvent) -> void: if event is InputEventMouseButton: var mb := event as InputEventMouseButton diff --git a/client/scripts/isometric_follow_camera.gd b/client/scripts/isometric_follow_camera.gd index 49c3d2c..b792497 100644 --- a/client/scripts/isometric_follow_camera.gd +++ b/client/scripts/isometric_follow_camera.gd @@ -2,8 +2,9 @@ extends Node3D ## NEON-25: client-local isometric follow; updates [CameraState] each physics tick. ## NEON-26: discrete zoom bands via [member zoom_band_config]; wheel / `camera_zoom_*` actions. -## NEON-28: purge freed occluder keys from [member _occluder_overrides] before ray pass (see -## [method occluder_override_key_is_valid]). +## NEON-28: occluder overrides are keyed by [method Object.get_instance_id] only — never [Object] +## keys, or [method Dictionary.keys] / [method Dictionary.erase] can freeze after an occluder is +## [method Node.queue_free]'d (dev smoke: [InputMap] [code]dev_toggle_occluder_obstacle[/code] in [code]main.gd[/code]). ## Pitch / roll are fixed by presentation exports; **orbit yaw** in state stays **0** while ## [member allow_yaw] is false (no rotate input bound). Future orbit: read relative input here, ## add to `_orbit_yaw_rad`, clamp with [member max_yaw_deg]. @@ -48,7 +49,8 @@ var _smoothed_eye: Vector3 = Vector3.ZERO var _orbit_yaw_rad: float = 0.0 var _zoom_band_index: int = 0 var _warned_missing_follow_target: bool = false -## Keys: Node3D occluder bodies. Values: Array of {mesh, surface, original} restore entries. +## Keys: [code]int[/code] [method Object.get_instance_id] of the occluder body. Values: Array of +## {mesh, surface, original} restore entries. var _occluder_overrides: Dictionary = {} @onready var camera: Camera3D = $Camera3D @@ -251,16 +253,18 @@ func _restore_occluder_overrides_list(overrides: Array) -> void: (mi as MeshInstance3D).set_surface_override_material(s, original) -## Drop invalid keys from [member _occluder_overrides] without touching meshes. -## When the occluder [Node3D] is freed, its [MeshInstance3D] children and materials are gone or -## tearing down — restoring overrides here triggers "freed instance" errors. Erasing the entry is -## enough; live bodies stay on the valid path ([method _restore_occluder]). +## Drop stale entries (freed nodes or non-int legacy keys) without touching meshes. func _purge_invalid_occluder_override_keys() -> void: - var keys: Array = _occluder_overrides.keys() - for body in keys: - if occluder_override_key_is_valid(body): + var next: Dictionary = {} + for k in _occluder_overrides.keys(): + if typeof(k) != TYPE_INT: continue - _occluder_overrides.erase(body) + var occ_id: int = k as int + var node := instance_from_id(occ_id) + if not is_instance_valid(node) or not node is Node3D: + continue + next[occ_id] = _occluder_overrides[k] + _occluder_overrides = next ## Cast iterative rays from the smoothed eye to the player focus. @@ -302,14 +306,25 @@ func _update_occlusion(focus: Vector3) -> void: ) ) - var to_restore: Array = _occluder_overrides.keys() - for body in to_restore: - if body not in newly_blocking: - _restore_occluder(body) + var blocking_ids: Dictionary = {} + for body in newly_blocking: + if occluder_override_key_is_valid(body): + blocking_ids[(body as Node3D).get_instance_id()] = true + + for occ_id in _occluder_overrides.keys(): + if typeof(occ_id) != TYPE_INT: + continue + var id: int = occ_id as int + if blocking_ids.has(id): + continue + _restore_occluder_id(id) for body in newly_blocking: - if body not in _occluder_overrides: - _apply_occluder_fade(body) + if not occluder_override_key_is_valid(body): + continue + var bid: int = (body as Node3D).get_instance_id() + if not _occluder_overrides.has(bid): + _apply_occluder_fade(body as Node3D) ## Apply per-surface fade overrides to all [MeshInstance3D] children of [param body]. @@ -344,19 +359,27 @@ func _apply_occluder_fade(body: Node3D) -> void: faded.albedo_color.a = policy.fade_alpha mi.set_surface_override_material(s, faded) overrides.append({"mesh": mi, "surface": s, "original": saved}) - _occluder_overrides[body] = overrides + _occluder_overrides[body.get_instance_id()] = overrides -## Restore saved surface override materials on [param body] and remove it from tracking. -func _restore_occluder(body: Node3D) -> void: - if not _occluder_overrides.has(body): +## Restore saved surface override materials for occluder [param occ_id] and remove it from tracking. +func _restore_occluder_id(occ_id: int) -> void: + if not _occluder_overrides.has(occ_id): return - _restore_occluder_overrides_list(_occluder_overrides[body]) - _occluder_overrides.erase(body) + _restore_occluder_overrides_list(_occluder_overrides[occ_id]) + _occluder_overrides.erase(occ_id) ## Restore all currently faded occluders (called on policy disable or node exit). func _restore_all_occluders() -> void: _purge_invalid_occluder_override_keys() - for body in _occluder_overrides.keys(): - _restore_occluder(body) + for occ_id in _occluder_overrides.keys(): + if typeof(occ_id) == TYPE_INT: + _restore_occluder_id(occ_id as int) + + +## Public hook for [code]dev_toggle_occluder_obstacle[/code] smoke ([code]main.gd[/code]): restore materials and clear [member _occluder_overrides] **while bodies +## are still live**, then the caller may [method Node.queue_free] the occluder. Avoids any post-free +## occlusion pass touching a tearing-down [StaticBody3D] (the semi-transparent faded box case). +func restore_all_occluder_materials_now() -> void: + _restore_all_occluders() diff --git a/client/scripts/main.gd b/client/scripts/main.gd index 2459f8f..6a4b183 100644 --- a/client/scripts/main.gd +++ b/client/scripts/main.gd @@ -13,7 +13,13 @@ const MOVE_REJECT_MSG_SECONDS: float = 4.0 ## Bump on each rejection so older one-shot timers do not clear a newer message. var _move_reject_msg_token: int = 0 +## [InputMap] [code]dev_toggle_occluder_obstacle[/code] (default **Ctrl+Shift+K**): restored when the obstacle is shown again. +var _dev_saved_obstacle_layer: int = -1 +var _dev_saved_obstacle_mask: int = -1 +var _dev_saved_obstacle_process_mode: Node.ProcessMode = Node.PROCESS_MODE_INHERIT + @onready var _camera: Camera3D = $World/IsometricFollowCamera/Camera3D +@onready var _world: Node3D = $World @onready var _nav_region: NavigationRegion3D = $World/NavigationRegion3D @onready var _player: CharacterBody3D = $World/Player @onready var _ground_pick: Node3D = $GroundPick @@ -22,9 +28,14 @@ var _move_reject_msg_token: int = 0 @onready var _move_reject_label: Label = $UICanvas/MoveRejectLabel @onready var _floor: StaticBody3D = $World/NavigationRegion3D/Floor +## Cached `Obstacle` body (path breaks after reparent for nav bake; do not use a fixed [NodePath]). +var _dev_obstacle_smoke: Node3D + func _ready() -> void: + set_process_unhandled_key_input(true) await get_tree().process_frame + _dev_obstacle_smoke = get_node_or_null("World/NavigationRegion3D/Obstacle") as Node3D # Runtime load + .call avoids class_name / preload static resolution issues across Godot parses. load("res://scripts/random_floor_bumps.gd").call("spawn_short_random_bumps", _floor) # Default `bake_navigation_mesh()` bakes on a background thread; sync bake ensures the map @@ -69,31 +80,71 @@ func _on_move_rejected(reason_code: String) -> void: ) -## Dev smoke (NEON-28 occluder purge): **F9** frees `Obstacle` while testing; remove when no longer needed. -## After removing nav source geometry, we **rebake** — otherwise `NavigationAgent3D` keeps a stale map -## and click-to-move can stop working. -## Coroutine is started **directly** from input (not [method call_deferred]): deferred + [code]await[/code] -## often never resumes, so the rebake never finished and the nav map stayed stale. +## Dev smoke (NEON-28 occluder): input action [code]dev_toggle_occluder_obstacle[/code] (default **Ctrl+Shift+K**) +## toggles `Obstacle` **visibility + collision** — it does **not** call [method Node.queue_free]. +## Uses [member Node.process_mode] [code]PROCESS_MODE_DISABLED[/code] so the [StaticBody3D] is **removed +## from the physics simulation** (default [member CollisionObject3D.disable_mode] is [code]REMOVE[/code]). +## Layer/shape tweaks alone left a **Jolt ghost collider** (invisible wall) in practice. +## When hidden, reparents `Obstacle` under [member _world]: [NavigationMesh] source geometry scans +## [NavigationRegion3D] children only ([code]SOURCE_GEOMETRY_ROOT_NODE_CHILDREN[/code]), and the +## default [code]geometry_parsed_geometry_type[/code] is [code]PARSED_GEOMETRY_BOTH[/code], so a +## child [MeshInstance3D] still carved a hole even with collision disabled — rebake alone was not enough. +## After each toggle, rebakes (main thread) and syncs the player [NavigationAgent3D]. +## **F9** / **F10** are debugger shortcuts in the embedded game; use the Input Map action. +## For a true **freed-node** occluder test, reload the scene or remove the body in the editor. func _unhandled_key_input(event: InputEvent) -> void: - if not event is InputEventKey: + if not event.is_action_pressed("dev_toggle_occluder_obstacle"): return - var k := event as InputEventKey - if k.pressed and not k.echo and k.keycode == KEY_F9: - var obstacle := get_node_or_null("World/NavigationRegion3D/Obstacle") - if obstacle: - obstacle.queue_free() - _rebake_nav_after_obstacle_removed_async() + call_deferred("_dev_toggle_obstacle_smoke_deferred") -func _rebake_nav_after_obstacle_removed_async() -> void: - await get_tree().process_frame +func _dev_toggle_obstacle_smoke_deferred() -> void: + var obstacle := _dev_obstacle_smoke + if obstacle == null or not is_instance_valid(obstacle): + return + var rig: Node = get_node_or_null("World/IsometricFollowCamera") + if obstacle.visible: + if rig != null and rig.has_method("restore_all_occluder_materials_now"): + rig.call("restore_all_occluder_materials_now") + _dev_saved_obstacle_process_mode = obstacle.process_mode + var co := obstacle as CollisionObject3D + if co != null: + _dev_saved_obstacle_layer = co.collision_layer + _dev_saved_obstacle_mask = co.collision_mask + co.collision_layer = 0 + co.collision_mask = 0 + _dev_collision_shapes_set_disabled(obstacle, true) + obstacle.process_mode = Node.PROCESS_MODE_DISABLED + obstacle.visible = false + if obstacle.get_parent() == _nav_region: + obstacle.reparent(_world) + else: + if obstacle.get_parent() == _world: + obstacle.reparent(_nav_region) + obstacle.visible = true + obstacle.process_mode = _dev_saved_obstacle_process_mode + var co2 := obstacle as CollisionObject3D + if co2 != null and _dev_saved_obstacle_layer >= 0: + co2.collision_layer = _dev_saved_obstacle_layer + co2.collision_mask = _dev_saved_obstacle_mask + _dev_collision_shapes_set_disabled(obstacle, false) + call_deferred("_dev_rebake_nav_after_obstacle_toggle_deferred") + + +func _dev_rebake_nav_after_obstacle_toggle_deferred() -> void: + if not is_instance_valid(_nav_region): + return + if _nav_region.is_baking(): + await _nav_region.bake_finished if not is_instance_valid(_nav_region): return _nav_region.bake_navigation_mesh(false) - # Let NavigationServer3D apply the rebaked mesh before repathing. - await get_tree().physics_frame - await get_tree().physics_frame - await get_tree().physics_frame - if not is_instance_valid(_player): - return - _player.sync_navigation_agent_after_map_rebuild() + if is_instance_valid(_player): + _player.sync_navigation_agent_after_map_rebuild(_nav_region) + + +func _dev_collision_shapes_set_disabled(root: Node, disabled: bool) -> void: + if root is CollisionShape3D: + (root as CollisionShape3D).disabled = disabled + for c in root.get_children(): + _dev_collision_shapes_set_disabled(c, disabled) diff --git a/client/scripts/player.gd b/client/scripts/player.gd index ed694ad..2f7435f 100644 --- a/client/scripts/player.gd +++ b/client/scripts/player.gd @@ -90,7 +90,16 @@ func clear_nav_goal() -> void: ## Repath on a new nav map (e.g. after [NavigationRegion3D] rebake when geometry is removed). -func sync_navigation_agent_after_map_rebuild() -> void: +## Rebaking can leave [NavigationAgent3D] on a stale map RID; rebind to the world's map first. +func sync_navigation_agent_after_map_rebuild(nav_region: NavigationRegion3D) -> void: + var map_rid: RID = RID() + var w3d := get_world_3d() + if w3d != null: + map_rid = w3d.navigation_map + if map_rid == RID() and is_instance_valid(nav_region): + map_rid = NavigationServer3D.region_get_map(nav_region.get_region_rid()) + if map_rid != RID(): + _nav_agent.set_navigation_map(map_rid) if _has_walk_goal: _nav_agent.set_target_position(_auth_walk_goal) else: diff --git a/client/scripts/position_authority_client.gd b/client/scripts/position_authority_client.gd index 366f56a..1807311 100644 --- a/client/scripts/position_authority_client.gd +++ b/client/scripts/position_authority_client.gd @@ -18,6 +18,9 @@ var _http: Node var _busy: bool = false var _phase: Phase = Phase.BOOT_GET +## Latest click target while [_busy] (POST or VERIFY in flight); coalesced so clicks are not lost. +var _pending_move_target: Variant = null + func _create_http_request() -> Node: return HTTPRequest.new() @@ -26,6 +29,8 @@ func _create_http_request() -> Node: func _ready() -> void: _http = _create_http_request() add_child(_http) + if _http is HTTPRequest: + (_http as HTTPRequest).timeout = 30.0 @warning_ignore("unsafe_method_access") _http.request_completed.connect(_on_request_completed) @@ -40,7 +45,22 @@ func sync_from_server() -> void: func submit_move_target(world: Vector3) -> void: if _busy: + _pending_move_target = world return + _pending_move_target = null + _start_move_post(world) + + +func _try_flush_pending_move() -> void: + if _busy: + return + if _pending_move_target is Vector3: + var w: Vector3 = _pending_move_target as Vector3 + _pending_move_target = null + _start_move_post(w) + + +func _start_move_post(world: Vector3) -> void: _busy = true _phase = Phase.POST_MOVE var url := "%s/game/players/%s/move" % [_base_root(), _player_path_segment()] @@ -54,6 +74,7 @@ func submit_move_target(world: Vector3) -> void: if err != OK: push_warning("PositionAuthorityClient: POST failed to start (%s)" % err) _busy = false + _try_flush_pending_move() func _base_root() -> String: @@ -71,13 +92,18 @@ func _request_get() -> void: if err != OK: push_warning("PositionAuthorityClient: GET failed to start (%s)" % err) _busy = false + _try_flush_pending_move() func _on_request_completed( _result: int, response_code: int, _headers: PackedStringArray, body: PackedByteArray ) -> void: if _result != HTTPRequest.RESULT_SUCCESS: + push_warning( + "PositionAuthorityClient: HTTP failed (result=%s); releasing busy." % _result + ) _busy = false + _try_flush_pending_move() return var text := body.get_string_from_utf8() @@ -87,16 +113,19 @@ func _on_request_completed( _busy = false if response_code == 200: _emit_position_from_response(text, true) + _try_flush_pending_move() Phase.POST_MOVE: if response_code == 400: _emit_move_rejection_if_present(text) _busy = false + _try_flush_pending_move() return if response_code != 200: push_warning( "PositionAuthorityClient: move POST unexpected code %s" % response_code ) _busy = false + _try_flush_pending_move() return _phase = Phase.VERIFY_GET _request_get() @@ -104,6 +133,11 @@ func _on_request_completed( _busy = false if response_code == 200: _emit_position_from_response(text, false) + else: + push_warning( + "PositionAuthorityClient: VERIFY GET unexpected code %s" % response_code + ) + _try_flush_pending_move() func _emit_move_rejection_if_present(json_text: String) -> void: @@ -124,12 +158,15 @@ func _emit_move_rejection_if_present(json_text: String) -> void: func _emit_position_from_response(json_text: String, apply_as_snap: bool) -> void: var parsed: Variant = JSON.parse_string(json_text) if parsed == null: + push_warning("PositionAuthorityClient: position response JSON parse failed") return if not parsed is Dictionary: + push_warning("PositionAuthorityClient: position response is not a JSON object") return var data: Dictionary = parsed var pos_variant: Variant = data.get("position", null) if not pos_variant is Dictionary: + push_warning("PositionAuthorityClient: position response missing `position` object") return var pos: Dictionary = pos_variant var x: float = float(pos.get("x", 0.0)) diff --git a/docs/plans/NEON-28-implementation-plan.md b/docs/plans/NEON-28-implementation-plan.md index 0662bda..de55d50 100644 --- a/docs/plans/NEON-28-implementation-plan.md +++ b/docs/plans/NEON-28-implementation-plan.md @@ -79,6 +79,11 @@ Jira acceptance criteria (verbatim intent): | **Invalid occluder keys** | **Erase only** | Freed body ⇒ subtree is gone; restoring overrides hits freed `MeshInstance3D` / materials. Drop dict entry; live bodies restore when they leave the ray. | | **Epic Slice 2 wording** | **Align with rotation policy** | Satisfies Jira AC on “yaw not exposed / default in UX” vs misleading “no rotation.” | | **Rig tick (jitter follow-up)** | **`_physics_process` + `process_physics_priority = 1`** | `Player` default **0** runs before **1**; camera reads post–`move_and_slide`. Avoids `_process` vs 120 Hz physics jitter (camera was above `Player` in scene order). | +| **Runtime “remove obstacle” + `NavigationAgent3D`** | **Reparent out of `NavigationRegion3D`, then rebake + sync agent** | Default `NavigationMesh.geometry_parsed_geometry_type` is **`PARSED_GEOMETRY_BOTH`**: **mesh instances** under the region are baked as source geometry alongside static colliders. Disabling collision (or rebaking alone) does **not** reopen nav if the body’s **`MeshInstance3D` remains a child of the region** — the hole persists. For any **gameplay mechanic that removes or opens geometry** while using baked nav, either **exclude that mesh from source** (project/settings), **reparent** the subtree **outside** the region before rebake, **`queue_free`** (if safe), or switch to an explicit geometry pipeline. Prototype dev toggle: `main.gd` reparents `Obstacle` to `World` when hidden, rebakes, `player.sync_navigation_agent_after_map_rebuild`. | + +### Runtime navigation (lesson for future mechanics) + +If the client uses **`NavigationRegion3D`** with default parsing (**colliders + meshes**), **hiding** or **disabling collision** on a prop is **not** enough for **click-to-move** to cross that tile: **`bake_navigation_mesh`** will still see **`MeshInstance3D`** children of the region. **Rebake + `NavigationAgent3D` map sync** only fixes the path once that geometry is **no longer under the region** (or no longer parsed). Plan any **destructible door**, **removed barricade**, or **temporary wall** with this in mind — same pitfall as NEON-28 dev smoke. ## Files to add @@ -106,7 +111,7 @@ Jira acceptance criteria (verbatim intent): **Manual verification:** Main scene — zoom bands, occlusion fade, fixed yaw UX; spot-check Slice 2 behaviors (readable motion, occlusion active). -**Freed occluder (end-to-end, editor):** Position player so `Obstacle` is between camera and player (fade active), then `queue_free` the occluder. Expect **no** recurring script errors and **no** stuck transparent materials on other meshes. **`Obstacle` lives under `NavigationRegion3D`** — after removing it, **rebake** the nav mesh (see **`main.gd` F9**: `await` a frame after `queue_free`, then `bake_navigation_mesh(false)`, then a few physics frames, then **`Player.sync_navigation_agent_after_map_rebuild()`**) or click-to-move can stop. Do **not** drive that sequence with **`call_deferred` + `await`** on the same method — the coroutine may never resume. Complements static `occluder_override_key_is_valid` tests, which do not execute the full purge path in CI. +**Occluder smoke (embedded editor):** Input action **`dev_toggle_occluder_obstacle`** (default **Ctrl+Shift+K** in `project.godot`) toggles `Obstacle` visibility + collision in `main.gd` (does not `queue_free`). **F9** / **F10** are debugger shortcuts (**Suspend/Resume**, **next frame**) when the embedded game has focus. Position the player so the obstacle is on the occlusion ray to test fade + `restore_all_occluder_materials_now` before hide. After hide, confirm **click-to-move through the former cell**: the implementation **reparents** the obstacle under **`World`**, **rebakes** the region mesh, and **`sync_navigation_agent_after_map_rebuild`** — see **Decisions** table and **Runtime navigation** note (**`PARSED_GEOMETRY_BOTH`**). Complements static `occluder_override_key_is_valid` tests, which do not execute the full purge path in CI. ## Open questions / risks @@ -118,3 +123,4 @@ Jira acceptance criteria (verbatim intent): - `camera_state.gd` consumer contract header; `isometric_follow_camera.gd` invalid occluder purge + `occluder_override_key_is_valid`; tests in `isometric_follow_camera_test.gd`. - Docs: `E1_M2_IsometricCameraController.md` (Ready, consumer contract, NEON-28 snapshot), `E6_M2_ConsentAndRiskUxSignals.md` (E1.M2 adjacency), `module_dependency_register.md`, `documentation_and_implementation_alignment.md`, `epic_01_core_player_runtime.md` Slice 2. - Follow-up: rig **`_physics_process`** + priority (see **Decisions**). +- Client dev smoke (`main.gd`): obstacle toggle + **nav**: reparent out of `NavigationRegion3D`, rebake, agent sync — documents the **`PARSED_GEOMETRY_BOTH`** / mesh-as-source pitfall for future **runtime geometry removal** (see **Decisions** and **Runtime navigation**). diff --git a/docs/reviews/2026-04-10-NEON-28.md b/docs/reviews/2026-04-10-NEON-28.md index 4d6a79c..ae0f31a 100644 --- a/docs/reviews/2026-04-10-NEON-28.md +++ b/docs/reviews/2026-04-10-NEON-28.md @@ -16,7 +16,7 @@ This branch closes the E1.M2 prototype slice in a coherent way: `CameraState` is | Document | Assessment | |----------|------------| -| `docs/plans/NEON-28-implementation-plan.md` | **Matches** — Scope, decisions, shipped notes, acceptance checklist, and Technical approach (`_physics_process` + priority) align with the branch. | +| `docs/plans/NEON-28-implementation-plan.md` | **Matches** — Scope, decisions, shipped notes, acceptance checklist, and Technical approach (`_physics_process` + priority) align with the branch. **Supplement:** plan now records **runtime nav mesh** behavior (`PARSED_GEOMETRY_BOTH`, reparent + rebake for dev smoke); see plan **Decisions** and **Runtime navigation (lesson for future mechanics)**. | | `docs/decomposition/modules/E1_M2_IsometricCameraController.md` | **Matches** — Consumer contract, E1.M2 Ready status, yaw semantics, occlusion hardening, and the `_physics_process` update all reflect the implementation. | | `docs/decomposition/modules/E6_M2_ConsentAndRiskUxSignals.md` | **Matches** — Camera-adjacent consumer guidance and authority split are consistent with the code and E1.M2 doc. | | `docs/decomposition/modules/module_dependency_register.md` | **Matches** — E1.M2 is marked Ready with appropriate script/scene pointers. | @@ -45,6 +45,14 @@ _None identified in the implementation reviewed._ - Godot / GdUnit client tests were not run in this session. - Before merge, I would still run: `dotnet build NeonSprawl.sln` with the dev server stopped, then the documented camera manual checks in `client/README.md` plus the NEON-28 plan step that frees an occluder while it is faded. +## Supplement — runtime navigation (2026-04-10) + +**Context:** Dev smoke for the prototype `Obstacle` must match **click-to-move**, not only physics and occlusion. + +**Lesson:** With Godot’s default **`NavigationMesh.geometry_parsed_geometry_type`** (**`PARSED_GEOMETRY_BOTH`**), **`MeshInstance3D` nodes under `NavigationRegion3D`** still contribute to bakes. **Disabling collision and rebaking** can leave the **nav hole** unchanged. **`main.gd`** fixes dev smoke by **reparenting** the obstacle **out of the region**, **rebaking**, and **`sync_navigation_agent_after_map_rebuild`**. + +**Product impact:** Any future mechanic that **removes or opens world geometry** during play (barricades, doors, destroyed cover) must account for **nav source geometry**, not just **collision** — see `docs/plans/NEON-28-implementation-plan.md` (**Decisions** table row and **Runtime navigation** subsection). + --- *Review produced per [code review agent](.cursor/rules/code-review-agent.md).*