Commit Graph

68 Commits (44e0056b37f122d04a369364ea5d55fada3e5ff7)

Author SHA1 Message Date
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 a7ad695143 NEON-29: Apply stashed WIP (main.tscn, movement validation, docs) 2026-04-13 13:24:05 -04:00
VinPropane 7e17ff563b chore: point docs and rules at Linear NEO issue ids
Migrate Jira NEON-* references to Linear NEO-* and linear.app links in
docs, Cursor rules, READMEs, and traceability comments. Renamed
implementation plans and dated reviews to NEO filenames.

Branch is based on origin/main with this commit only (no NEON-29
gameplay chain). client/README follows main’s district/map copy;
player.gd matches main aside from NEO-14 debug trace prefixes.
2026-04-13 13:15:32 -04:00
VinPropane fa19ab7337 chore: migrate Jira references from NS-* to NEON-* in docs and rules
Rename implementation plans and dated reviews to NEON issue numbers per
Atlassian project re-key. Update browse URLs, cross-links, module docs,
client/server READMEs, and Cursor rules (project key NEON).
2026-04-07 00:15:06 -04:00
VinPropane 7b11d4e238 NS-24: Eliminate idle jitter and movement QA bumps (Godot client)
Physics: Jolt 3D; physics_interpolation off; 120 TPS. CharacterBody3D idle
path uses dual floor_max_angle, rim/straddle and ridged-contact handling,
rim settle and random-floor-bump lip/wall escape, floor_block_on_wall,
NavigationAgent3D avoidance off, per-node interp off. No global_transform in
_process (avoid render/physics ghosting).

QA geometry: random_floor_bumps.gd (load from main.gd); each bump on its own
StaticBody3D under NavigationRegion3D; random_floor_bump_collision_constants.gd
for collider fudge and RANDOM_FLOOR_BUMP_MESH_GROUP.

Scene: player safe_margin and mesh Y lift; MoveRejectPedestal / MoveRejectFarPad
renamed from NS19*; Mat_player_capsule without polygon_offset (per follow-up).

Docs: NS-24 plan + resolution, client/README manual steps, code review
2026-04-05-NS-24.md; server/README bump height note. Code/scene identifiers
avoid ticket-based ns19_* naming.
2026-04-06 00:32:41 -04:00
VinPropane 14a6813985 NS-23: Document movement tradeoff — no required obstacle auto-nav
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.
2026-04-05 14:56:52 -04:00
VinPropane 0ac059fa3b NS-23: NavigationAgent3D path-follow with server move authority 2026-04-05 00:23:03 -04:00
VinPropane 7ac6b66b51 NS-19: ignore vertical walkable surfaces in ground ray pick 2026-04-04 23:45:54 -04:00
VinPropane 32d2153acb NS-19: server move validation, client rejection UX, scene QA props 2026-04-04 23:39:40 -04:00
VinPropane b043e8ac45 NS-18: InteractionRequest, client prototype, Postgres test UX
Server: POST /game/players/{id}/interact, HorizontalReach, prototype registry, DTOs, tests; default spawn (-5,0.9,-5); dev HttpLogging.

Client: terminal, radius glow preview, interaction_request_client (interact/E), main wiring; obstacle moved off center.

Tests: postgres.runsettings, launchSettings, Docker compose auto-start/teardown harness, async-safe init.

Docs: plan AC, E1.M1 snapshot, alignment table, server/client README, code review 2026-04-04.
2026-04-04 20:19:33 -04:00
VinPropane e2d64a7a57 NS-17: PostgreSQL position persistence and integration tests
Wire IPositionStateStore to Npgsql when ConnectionStrings:NeonSprawl is set,
with versioned DDL under server/db/migrations and a shared PostgresPositionBootstrap
for schema plus dev-player seeding at host startup. In-memory tests override Postgres
registrations when CI sets the connection string globally.

Add GitHub Actions Postgres service for dotnet test, server README updates,
decomposition and implementation-plan docs, code review write-up, and C# brace
conventions in csharp-style rule.
2026-03-30 22:55:17 -04:00
VinPropane 3882b0e2c6 NS-16: MoveCommand → server PositionState, Godot sync, tests
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
2026-03-30 19:54:17 -04:00
VinPropane 0439457292 vfew 2026-03-29 23:33:10 -04:00
VinPropane a80752848a fewnkj 2026-03-29 23:31:58 -04:00
VinPropane 39f215315a s 2026-03-29 23:23:12 -04:00
VinPropane f7bfd7cb32 NS-15 implement position state api 2026-03-29 23:08:17 -04:00
don cbf15fc8bb chore: retarget server to .NET 10 and update stack docs
- NeonSprawl.Server: net8.0 -> net10.0
- README, tech_stack, server README, vision plan: .NET 8 -> .NET 10

Made-with: Cursor
2026-03-29 19:49:45 -04:00
don 09a4106543 Update README and documentation to reflect project rebranding to "Neon Sprawl". Revise links to vision plan and adjust references in tech stack and decomposition documents. Enhance README with repository layout and instructions for running the server and client. 2026-03-29 17:23:00 -04:00