Horizontal distance was never a valid rejection reason; remove references
to FarPad as a reject target and clarify that MaxVerticalStep (pillar top)
is the only remaining server rejection criterion.
Expanded 45×45 district made the 18 m MaxHorizontalStep too restrictive
(floor diagonal ~63 m). Add HorizontalStepEnabled to MovementValidationOptions
(default false, matching DistrictBoundsEnabled pattern) so the check is
skipped unless explicitly opted in. Add test for disabled case (9 pass).
Update README and plan with the decision.
Replace 20×20 floor with 45×45 (~5× area). Add three occluder
obstacles (ObstacleB/C/D) distributed across the expanded space for
camera/occlusion stress QA. Add three terrace structures (TerracePlatformA,
TerraceStepB+TerracePlatformB, TerracePlatformC) for vertical variation;
each height transition respects agent_max_climb=0.35 m so the nav mesh
routes onto all surfaces. Update README with district layout table and
designer/QA limits.
- main.gd: class member order (prvvars before @onready); wrap doc lines to 100 cols.
- isometric_follow_camera.gd: wrap doc lines to 100 cols.
- position_authority_client.gd: gdformat.
- pre-push: resolve .venv-gd/Scripts/gdlint.exe and gdformat.exe (Windows venv).
- Add scripts/install-git-hooks.ps1; README notes hook install and why CI can still fail.
- Input action dev_toggle_occluder_obstacle (Ctrl+Shift+K): toggle obstacle off nav source via reparent to World, rebake NavigationRegion3D, sync NavigationAgent3D; physics/process/collision hardening unchanged intent.
- Occluder dictionary keys by instance id; related client fixes and README/project input note.
- Plan and review: PARSED_GEOMETRY_BOTH / runtime geometry removal lesson for future mechanics.
Apply the repo-local gdformat output to the touched GDScript files so the pre-push formatting hook passes. This is a formatting-only follow-up to the lint-hook cleanup.
Refactor the bump escape helper and shared test script loading so the branch passes the repo's pre-push GDScript lint checks. This keeps the runtime behavior intact while unblocking push and PR creation.
Harden idle settling so flat ground, obstacle contacts, and rare bump-edge cases stop drifting instead of looping corrective nudges. Also resolves the saved review follow-up items and syncs the runtime docs to the final feet-height and idle-anchor behavior.
ground_pick.gd now checks _collider_is_occluder before the walkable
break: when the ray hits a body in the "occluder" group it advances
OCCLUDER_PICK_THROUGH past the hit point and continues, unconditionally
and regardless of OcclusionPolicy fade state. Non-occluder click
targeting is unchanged.
Three unit tests added to ground_pick_test.gd covering occluder ancestry
detection. Plan open questions and module doc updated.
Review verdict updated to Approved; all blocking issues and suggestions
resolved and documented. Add auto-generated Godot .uid sidecar files for
occlusion_policy.gd and occlusion_policy_test.gd.
Fixes review blocking issue: when the follow target is null (freed,
renamed, or path unresolved) or the Camera3D child is missing,
_restore_all_occluders() is now called before returning so geometry
cannot be left stuck semi-transparent.
Adds OcclusionPolicy resource and wires it into IsometricFollowCamera.
Each _process frame, iterative rays from the camera eye to the player
focus detect bodies tagged "occluder"; their MeshInstance3D surfaces are
overridden with a transparent StandardMaterial3D (fade_alpha=0.25, instant).
Materials restore when the body clears the ray. Null-material surfaces
(e.g. the prototype Obstacle with no material assigned) receive a plain
transparent StandardMaterial3D so they fade correctly.
- client/scripts/occlusion_policy.gd — new Resource (enabled, fade_alpha,
occluder_group, occluder_collision_mask, max_occluder_cast_depth,
occluder_count_log_threshold, is_valid)
- client/resources/isometric_occlusion_policy.tres — default instance
- client/scripts/isometric_follow_camera.gd — occlusion_policy export,
_update_occlusion pipeline, _apply_occluder_fade/_restore_occluder helpers,
static occlusion_policy_is_valid guard, _exit_tree cleanup
- client/scenes/main.tscn — Obstacle tagged "occluder", policy assigned
- client/test/occlusion_policy_test.gd — new GdUnit4 unit tests
- client/test/isometric_follow_camera_test.gd — policy guard static tests
- docs/decomposition/modules/E1_M2_IsometricCameraController.md — NEON-27
snapshot + readability demo gate note
- docs/plans/NEON-27-implementation-plan.md — null-material decision recorded
Align plan, client/server README, E1.M1 snapshot, and code review note with
the chosen design: descend bypass favors smooth stepped surfaces; multi-click
around obstacles is OK. NS-24 remains for idle jitter.
Zero-velocity move_and_slide each physics tick still reapplies floor snap and
collision, which often reads as vibration. If there is no walk goal (or we
just arrived), velocity is zero, and is_on_floor(), return early.
User-requested rollback to the pre-72eef09 behavior: skip nav waypoints when
auth goal.y is below body (floor pick vs mid-capsule), steering xz straight at
the goal — good for bump departure, bad for gray-box detours. Revert
floor_snap_length to 0.28 to match that snapshot.
Restore a straight Godot nav pattern: steer toward get_next_path_position until
finish or final approach, then toward goal; horizontal-only arrival by xz.
Removes footprint rays, bump-step group, and step-off vy layering that fought
the engine. Slightly raise Player floor_snap_length for small ledges.
Per-frame wall-normal + goal boosts fought a flipping wall normal and capped
re-vectoring, causing back-and-forth jitter. Drop _apply_bump_rim_wall_unstick
and related helpers/constants; keep direct step-down + footprint logic only.
STEP_OFF_DESCEND_SPEED 2.2 → 1.75.
Remove ticket-style names from collider/footprint APIs (_collider_in_bump_step_group,
_departing_bump_step_to_lower_floor, touches_bump_step). Editor group string stays
ns19_bump in one const until main.tscn renames the group.
Convex frustum sides turn goal steering into tangential rim slide with little
net progress. When footprint still hits ns19_bump and dest floor is lower by
at least STEP_OFF_MIN_DROP, add horizontal wall-normal push (if it does not
strongly oppose goal) plus a small goal-direction boost, cap xz speed.
Slightly raise STEP_OFF_DESCEND_SPEED for the step-off branch.
Premature arrival used _floor_y_under_body() vs dest footing; at the rim that
can read floor while xz is already within ARRIVE_EPS, clearing the walk goal.
Match step-down logic: compare destination footing to footprint max_y and
cache footprint scan once per physics frame.
Nav paths often wrap along bump rims when the goal is far; the 8 m cap then
disabled step-off and left rim-following. Detect NS-19 bumps via
group on footprint rays; when any hit is a bump and vertical drop is in the
NS-19 band, steer straight to the goal up to 18 m (server max step). Non-bump
podiums keep the 8 m close cap. Single footprint pass returns max_y + bump.
At bump lips, center/lower rays often hit the floor first while the body is
still on the rim, so drop read ~0 and nav rim-follow resumed. Max floor Y
over center, lower probe, and 8 xz offsets (cardinal + diagonal) keeps
step-down bypass active until the whole footprint clears. Raise
STEP_OFF_MAX_HORIZ to 8 m (still capped by small drop band).
Project gravity while walking made motion worse (jitter, floor fights).
Restore horizontal-only seek everywhere except the short step-down bypass,
where a fixed downward speed helps clear NS-19 bump lips without affecting
normal nav or idle air state.
Horizontal seek only sets vx/vz; zero vy only on floor. Use project default
gravity vector when not on floor (with and without walk goal) so stepping
off NS-19 bumps can fall to the lower surface instead of hanging with vy=0.
- Ray down at goal xz for destination surface Y; step-off compares two footings.
- Arrive when horiz close and either capsule Y matches goal or underfoot matches
dest footing (server may send center 0.9 or pick surface 0).
- Sample floor Y from center and lower probe; use max for bump rim.
- Only bypass nav for step-sized vertical drop with wider near-goal horiz.
- Loosen next-waypoint stickiness so rim waypoints fall back to goal sooner.
Ray down for floor Y under the capsule; skip nav only when goal is a bit
lower than that surface, drop ≤0.55 m, and horiz ≤1.05 m. Matches
leaving a bump without comparing pick/body origin (which broke obstacle
pathing). Long crosses still use waypoints.
goal.y < body.y matched almost every move because ray picks use floor Y
while CharacterBody3D origin is mid-capsule, so we always bee-lined and
ignored waypoints. Rely on small-xz next-waypoint fallback for bump rims
instead.
Server already allows downward steps via abs(ΔY) vs MaxVerticalStep; document
that explicitly.
Client: when authoritative goal Y is below the body, skip nav waypoints and
steer horizontally toward the goal only — mesh waypoints under the rim
gave ~no horizontal speed (felt like wrong collision).
Replace stacked NS-19 workarounds (underfoot rays, plateau nav skip, 3D
climb/descent steering, rim escape) with one rule: set horizontal
velocity toward waypoint/goal, force velocity.y = 0, move_and_slide +
floor_* handle height along geometry. Server MoveCommand remains the
single place for allow/deny on illegal steps.
Frustum bases left ~0.33 m between closest corners while the player
capsule is ~0.8 m wide, so crossing could wedge between A and B. Shift
NS19BumpB −Z by 0.75 m (z −4.1 → −4.85) so AABB clearance ≈1 m.
- Add xz-offset down-rays (~0.42 m) so rim/lean on the 1 m Bump A still
counts as on-bump for nav skip (single center column could miss).
- Widen Bump A convex base 0.65→0.72 (top 0.5 unchanged): gentler ~34°
sides vs ~45° to reduce CharacterBody3D snags; mesh unchanged.
- If any of three down-rays (body + two lower origins) hits ns19_bump,
skip NavigationAgent waypoints unconditionally on that footprint.
- Steering: any goal lower than origin with same xz (dy < 0) uses rim
escape; dy in (-0.04, 0) previously zeroed velocity and could hang.
Plateau-only (strict flat normal + is_on_floor) missed rim poses and
convex top edges. Skip waypoints when a down ray from body or feet
offset hits ns19_bump and either the goal is lower than the body origin
(typical floor click off bump) or we are on a flatter floor normal
(~15°). Keeps waypoint routing on bump slopes when climbing past
obstacles unless the move is clearly downward.
Restore obstacle routing via waypoints elsewhere; on bump tops nav often
prefers a downward segment and breaks departure. Detect plateau with
is_on_floor + flat normal + ray down into group ns19_bump; then steer
only toward authoritative goal xz. Slopes keep waypoint pathing.
- Add BoxShape3D to PrototypeTerminal (layer 1, walkable) so the player
cannot pass through; matches terminal mesh size.
- Bake navigation from collision layer 1 only so the player (layer 2) is
not merged into the mesh; reparent Player under NavigationRegion3D so
NavigationAgent3D resolves a valid map.
- Restore nav waypoint following for long horizontal legs; keep horizontal
steering toward next/goal so bump departure behavior stays sane.
Ground pick: step the ray through steep walkable hits (0.09 < dot UP < 0.64)
so a view that grazes bump sides still resolves to flat floor beyond; walls
(dot ~0) stop the chain.
Player: drop NavigationAgent3D waypoint following; steer only toward the
server goal in xz so plateau paths are not dominated by vertical nav
segments. move_and_slide handles slopes and obstacles.
MIN_WALKABLE_NORMAL_DOT_UP 0.82 is stricter than NS-19 frustum slopes
(~45° / dot 0.71 on Bump A, ~39° / 0.78 on B). Clicks off the plateau
often hit the slope first; the pick was dropped with no MoveCommand.
Lower to 0.64 so ramps register; vertical walls remain ~0.
VERT_ARRIVE_EPS (0.16) was larger than the bump rise (~0.12–0.15), so a
floor click beside the plateau often satisfied arrival (horiz + vert) on
the first frame and cleared the walk goal before any motion.
Tighten vertical arrival to 0.055. Add a steer fallback when the target
shares xz but is lower (plateau vs floor underfoot) so we still pick a
horizontal escape toward the rim.
Path waypoints from the plateau often sit on the slope almost under the
player (same xz, lower y). 3D steer + y clamp gave almost no horizontal
velocity, so standing on top then clicking off looked stuck. Steer in xz
at MOVE_SPEED and let move_and_slide follow floor/slope; keep 3D only for
vertical climb when xz is aligned.
Replace top slab + four ramp wedges with one ConvexPolygonShape3D frustum
per bump so plateau and slopes are one manifold (no collider seams at
table edges when walking off).
Add CharacterBody3D safe_margin to reduce edge contact with physics.
Full bump box shared vertical faces with convex ramp wedges, doubling
collision and snagging CharacterBody3D on and off. Replace with thin
top BoxShape3D; ramps own all side contact.
Raise Player floor_max_angle to 50° and floor_snap_length slightly for
cleaner ramp floor snapping.
- Add four invisible ConvexPolygonShape3D ramp wedges per bump (walkable) so
move_and_slide can climb/descend without test_move ledge hacks.
- Remove _try_autostep / _maybe_autostep_after_slide and LEDGE_DROP_STEPS;
they mis-detected geometry and fought CharacterBody3D slide.
- Fix duplicate subresource unique_id on BumpA RampWest and BumpB RampSouth.
- Run .NET build/test only when the solution, server/, or the workflow changes.
- Add gdlint and gdformat --check for client/ on relevant path changes.
- Align client GDScript with gdtoolkit (formatting, enum order, line length).
Implement E1.M1 intent → authority: POST /game/players/{id}/move with v1 JSON
MoveCommandRequest (snap + sequence), extend in-memory store and
PositionStateApi. Godot client splits ground_pick and position_authority_client
with thin main.gd; snap_to_server on player.
Tests live under NeonSprawl.Server.Tests/Game/PositionState/ with AAA layout
and MethodName_ShouldExpectedOutcome_WhenScenario naming. Debug builds use
UseAppHost=false so Linux IDEs resolve .NET 10 from a user-local SDK.
Add NS-16 implementation plan, code review doc, godot-client-script-organization
rule, csharp test layout/naming rules, and refresh E1.M1 / alignment docs.
Server and client README updates include move API, prerequisites, and Rider
notes.
Made-with: Cursor
- State GDScript as the locked choice for Godot client code
- Summary tables and client README note standard (non-.NET) Godot build
- Server/client contract via Protobuf or JSON spike, not shared C# on client
Made-with: Cursor