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.
- 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.
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.
docs/reviews/2026-04-10-NEON-16-followup.md: Request changes — two
blocking gdlint issues (export var order, line-length on
vertical_arrival_error) plus suggestions and nits.
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.
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.
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.
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