VinPropane
a7ad695143
NEON-29: Apply stashed WIP (main.tscn, movement validation, docs)
2026-04-13 13:24:05 -04:00
VinPropane
fb1ac80fb0
NEON-29: Ledge peel via position — GROUNDED eats vy on floor
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CharacterBody3D MOTION_MODE_GROUNDED move_and_slide clears downward
velocity while is_on_floor(), so gravity on velocity never produced
vertical motion off terrace lips (all prior probe/snap tweaks were no-ops).
After each walk move_and_slide, when the goal surface is below the feet
and probes/deep-descent say drop, accumulate peel_vy += g·dt and apply
global_position.y += peel_vy·dt. Airborne walk still uses velocity gravity.
Set physics/3d/default_gravity=9.81 explicitly in project.godot.
2026-04-12 18:36:53 -04:00
VinPropane
398317d64f
NEON-28: Dev obstacle smoke, nav reparent on hide, and docs
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- 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.
2026-04-10 23:55:50 -04:00
VinPropane
0792da702a
chore: disable ASP.NET HttpLogging; update client project.godot
2026-04-10 22:27:35 -04:00
VinPropane
753ce84861
NEON-26: ZoomBandConfig, discrete zoom input, CameraState sync
2026-04-08 22:32:45 -04:00
VinPropane
0a86215bc0
NEON-25: sync project.godot (GdUnit inspector pref; editor section order)
2026-04-07 23:58:47 -04:00
VinPropane
449b58b40a
NS-21: merge main into project.godot (Jolt physics, MSAA, GdUnit plugin)
2026-04-06 22:21:20 -04:00
VinPropane
7b7f37f92b
NS-21: sync project.godot order, C# api uid; ignore GdUnitRunner.cfg
2026-04-06 22:19:50 -04:00
VinPropane
8113e48cc8
NS-21: add GdUnit4, client tests, and CI headless run
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- 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
VinPropane
b043e8ac45
NS-18: InteractionRequest, client prototype, Postgres test UX
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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
don
64092566a4
fix(client): reliable NS-14 click-to-move without NavigationMesh
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- Drive movement with horizontal steering + move_and_slide toward click goal
- Remove NavigationRegion3D / NavigationAgent3D; obstacle interaction is slide
- main.gd: raycast to walkable, Player.set_move_goal; viewport camera + mouse
- Scene: explicit physics layers/mask on floor, obstacle, player
- Docs: Godot 4.6 baseline, README + NS-14 plan + tech_stack; Godot .import/.uid
Made-with: Cursor
2026-03-29 22:08:25 -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