Commit Graph

17 Commits (32fbcec766773f13fc0e04d341d28e65eea34f4e)

Author SHA1 Message Date
VinPropane e6ccc4453c chore: Apply Arrange/Act/Assert across server and client tests.
Split HTTP verification reads into Assert in C# API and integration tests.
Add # Arrange/# Act/# Assert to GdUnit suites and keep Act free of assertions
where casts and busy guards are under test.
2026-04-27 22:09:35 -04:00
VinPropane a2c6c9f93e NEO-22: add move-stream API and WASD client locomotion
Introduce POST /game/players/{id}/move-stream with ordered targets, full-chain
validation before apply, and PositionStateResponse. Godot client uses camera-
relative WASD, queues samples, and snaps to stream responses; debug builds keep
click-to-move via ground_pick. Update READMEs, E1.M1 snapshot, and tests.
2026-04-17 19:21:33 -04:00
VinPropane 9bdd928c80 NEON-29: Fix gdlint (player returns/lines, split idle tests, gdlintrc cap) 2026-04-15 23:48:15 -04:00
VinPropane 865eed2e53 NEON-29: Ease flat-floor idle latch (HUD XZ drift)
Raise stable-idle floor up-dot entry to 0.998 so Jolt normals on a flat
box can latch the idle anchor; 0.999 rarely tripped and corrective
move_and_slide + rim/bump nudges kept moving XZ.

Add STABLE_IDLE_ENTER_STREAK_FRAMES (2) before first latch; arrival
path still latches immediately. Unlatch budget 8→10 ticks.
2026-04-12 17:33:49 -04:00
VinPropane 591db65b4a NEON-29: Fix idle_support_is_stable test normal vs 0.999 dot
(0.02, 0.995).normalized() dots ~0.9998 with UP, so default
STABLE_IDLE_FLOOR_MIN_UP_DOT (0.999) still treats it as flat.
Use the same tilted normal as min_flat_up_dot_parameter test.
2026-04-12 17:27:37 -04:00
VinPropane edec9158e4 NEON-29: Hysteresis for walk vertical routing (tread ping-pong)
feet_y wobble from move_and_slide on approach treads crossed
DESCEND_GOAL_Y_MARGIN each frame, toggling path vs direct steer.
Schmitt latch (WALK_VERT_ROUTE_LATCH_ON_SEP/OFF_SEP) with reset on
nav lifecycle. Extend debug_idle_trace with feet_y, vert_sep, vlat,
ncol. Add player_test for latch reset.
2026-04-12 17:17:36 -04:00
VinPropane 46f8851a1a NEON-29: Hold-threshold stable idle + physics HUD coords
While _idle_stable_latched, use STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT (0.992) for
idle_support floor flatness so tread-edge normal flicker does not unlatch as
often. idle_support_is_stable gains optional min_flat_up_dot; unlatch streak 8.
Prototype position label updates in main _physics_process. Add GdUnit for param.
2026-04-12 17:13:37 -04:00
VinPropane 5f6058b0ce NEON-29: Stable idle on flat tread next to riser (loose+ridged)
loose_ticks+ridged no longer forces ~0.8s corrective idle when floor normal
is still level (tread corner with vertical riser). Gate that branch on
shallow floor (dot < IDLE_RIM_MIN_FLOOR_UP_DOT). Bump unlatch streak to 5.
Update GdUnit + NEON-29 plan.
2026-04-12 17:09:55 -04:00
VinPropane 8d9ad0ecd3 NEON-29: Stable idle latch + Y anchor for approach treads
Hold latched zero-vel idle through STABLE_IDLE_UNLATCH_TICKS consecutive
unstable readings so thin tread lips do not drop into corrective move_and_slide
every other frame. Idle anchor now freezes Y as well as XZ. Reset latch on
goal/snap/arrival; seed latch on arrival when support is stable after idle tick.
Update hold_idle_anchor GdUnit expectation.
2026-04-12 17:06:30 -04:00
VinPropane 0f4c23b815 NEON-29: Reduce flat-floor idle XZ jitter after walks
Stop forcing moving floor_max_angle for the full post-stop window on open
flat support; tighten ridged wallish threshold; relax stable floor dot;
on arrival, take stable-idle path when support is already stable after
one idle tick. Add GdUnit case for shallow seam normals.
2026-04-12 16:56:40 -04:00
VinPropane 1867e3e45c NEON-29: Fix idle jitter on flat treads after stop
idle_support_is_stable no longer treats every post-stop loose-tick frame as
unstable; only slide normals showing floor+wall (lip) keep corrective idle.
Deduplicate ridged-contact check via idle_slide_contacts_are_ridged.
Relax STABLE_IDLE_FLOOR_MIN_UP_DOT slightly for Jolt normal flicker.
Update GdUnit cases and NEON-29 plan note.
2026-04-12 16:50:21 -04:00
VinPropane dbd9d67f45 NEON-29: Cap step assist to navigation agent_max_climb (0.35 m).
TerracePlatformB top is ~0.6 m above the floor; agent_max_climb only
limited nav links, while chained step assist could still climb in one
click. Refuse assist when goal surface is more than 0.35 m above feet
so the gold TerraceStepB path (or a second click) is required.
2026-04-12 01:12:10 -04:00
VinPropane ef211ab4ac NEON-29: fix arrival check using actual capsule bottom for vert_err
The vertical arrival error was computed with CAPSULE_HALF_HEIGHT (0.5),
placing code-feet at body_y - 0.5 = 0.4 on a floor-level player.
Step surfaces at Y=0.3 are only 0.1 m away from that reference, and
Jolt can nudge the body down to ~0.8 when the bottom hemisphere contacts
the step edge, making code-feet = 0.3 and vert_err = 0 — triggering
immediate arrival while the player is still at floor level.

Fix: pass CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS (= 0.9) to
vertical_arrival_error so actual feet = body_y - 0.9 = 0.0 on the
floor. Step goals (Y=0.3) now give vert_err=0.3 >> VERT_ARRIVE_EPS,
preventing premature arrival. Arrival fires correctly once the step
assist lifts the player onto the surface (body_y=1.2, err=0).
Add two tests pinning the new pre/post-climb behaviour.
2026-04-11 19:35:39 -04:00
VinPropane a66bf885f2 NEON-16: apply repo-local gdformat
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.
2026-04-10 00:50:29 -04:00
VinPropane 4b861a69df NEON-16: satisfy GDScript lint hooks
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.
2026-04-10 00:48:11 -04:00
VinPropane 1f5c1e7619 NEON-16: harden idle jitter follow-up
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.
2026-04-10 00:46:53 -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