Commit Graph

9 Commits (0fa2c0f93b1ec0ab282d844fa1afc49a112b7f39)

Author SHA1 Message Date
VinPropane 0fa2c0f93b NEON-30: skip occluder bodies in ground-pick raycast loop
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.
2026-04-09 22:51:22 -04:00
VinPropane f1b4e50729 NEON-27: finalise review (Approved) + Godot uid files
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.
2026-04-08 23:55:29 -04:00
VinPropane 15d405261f NEON-27: implement OcclusionPolicy — RayCast-based material fade
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
2026-04-08 23:34:00 -04:00
VinPropane ff830813c7 NEON-26: address code review follow-ups (zoom validation, docs) 2026-04-08 22:58:28 -04:00
VinPropane 753ce84861 NEON-26: ZoomBandConfig, discrete zoom input, CameraState sync 2026-04-08 22:32:45 -04:00
VinPropane 4930fd89a6 NEON-25: isometric follow camera, CameraState, tests, and docs 2026-04-07 23:46:04 -04:00
VinPropane 4f46fa580b NS-21: fix ground_pick_test const — preload not load (Godot 4.6)
load() is not a constant expression; suite failed parse and was skipped in CI
while gdlint passed. Restores 11 tests across 3 suites.
2026-04-06 22:32:05 -04:00
VinPropane f09517af6a NS-21: fix gdlint in test suites (load-once, line length, const name) 2026-04-06 22:25:23 -04:00
VinPropane 8113e48cc8 NS-21: add GdUnit4, client tests, and CI headless run
- Vendor gdUnit4 v6.1.2 under client/addons; enable plugin in project.godot
- Tests: player.gd API, position authority HTTP flow (Node transport double),
  ground_pick walkable ancestry; test double script for injection
- position_authority_client: _create_http_request factory, Node-typed _http,
  emit move_rejected unknown for empty/missing reasonCode strings
- gdscript workflow: lint scripts+test, format check, cache Godot 4.6, GdUnit CLI
- README testing section; gitignore client/reports; testing-expectations Godot harness
2026-04-06 22:08:37 -04:00