- 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.
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.
Ground pick: step the ray through steep walkable hits (0.09 < dot UP < 0.64)
so a view that grazes bump sides still resolves to flat floor beyond; walls
(dot ~0) stop the chain.
Player: drop NavigationAgent3D waypoint following; steer only toward the
server goal in xz so plateau paths are not dominated by vertical nav
segments. move_and_slide handles slopes and obstacles.
MIN_WALKABLE_NORMAL_DOT_UP 0.82 is stricter than NS-19 frustum slopes
(~45° / dot 0.71 on Bump A, ~39° / 0.78 on B). Clicks off the plateau
often hit the slope first; the pick was dropped with no MoveCommand.
Lower to 0.64 so ramps register; vertical walls remain ~0.
- Run .NET build/test only when the solution, server/, or the workflow changes.
- Add gdlint and gdformat --check for client/ on relevant path changes.
- Align client GDScript with gdtoolkit (formatting, enum order, line length).
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