Nest gather_node_depleted hook in remainingGathers == 0 guard,
add E3M1-08 deny-branch out-of-scope note, and give README NEO-64
its own subsection anchor.
Fix AAA layout in depletion tests, add ResourceNodeInstanceIds.Normalize,
throw on failed lazy-init after catalog hit, and update dependency register
footnote plus review doc strikethroughs.
Kickoff plan mirrors NEO-53 item-definitions pattern with nested yield
projection, Bruno, manual QA, and integration tests on IResourceNodeDefinitionRegistry.
Four frozen ResourceNodeDef rows and per-node yield tables under
content/resource-nodes/ with JSON Schema validation and Slice 2 gates
(four nodeDefIds, gatherLens coverage, scrap_metal_bulk yields only).
Thin adapter over ItemDefinitionCatalog mirroring NEO-35 skill registry;
registers singleton in AddItemDefinitionCatalog with TryGetDefinition,
GetDefinitionsInIdOrder, and AAA unit + host DI tests.
Batch skillXp then resetPerkState with XP rollback; 400 for invalid skillXp;
MasteryFixtureApi gate tests; README fixture vs grant semantics; Bruno GET playerId.
Replace fixture player ids with POST …/__dev/mastery-fixture (resetPerkState,
absolute skillXp). Bruno deny tests set state in pre-request on dev-local-1.
Gated to Development/Testing or Game:EnableMasteryFixtureApi.
Seed neo48-perk-fresh and neo48-perk-branch via Game:FixturePlayerIds;
level_too_low uses isolated fresh player, branch_already_chosen sets up
neo48-perk-branch in pre-request instead of skipping on shared state.
Add self-contained branch_already_chosen Bruno request, HTTP deny smoke
for unknown track/tier/branch and null-body 400, folder docs for level_too_low.
GET/POST /game/players/{id}/perk-state with versioned JSON, engine-backed
branch selection, PerkStateApiTests, Bruno collection, README, and E2.M3 alignment.
Mirror validate_content.py gates in MasteryCatalogLoader, expose IMasteryCatalogRegistry, cross-check skillIds against the skill catalog, and enforce tierIndex 1..N per track.
Replace placeholder XP level math with content-backed thresholds validated in CI and at server boot, and update docs/manual QA/review artifacts to reflect NEO-39 delivery and follow-up fixes.
Register SkillDefinitionCatalog from content/skills with JsonSchema.Net validation
mirroring validate_content.py and the prototype Slice 1 gate. Resolve paths via
Content:SkillsDirectory or discovery from AppContext.BaseDirectory. Eager-load
after WebApplication build so bad catalogs block startup. Add unit and host
tests, pin test factories to repo skills, document config in server/README, add
manual QA checklist, and extend Bruno GET /health smoke tests.
Document preferring separate branches/commits for mechanical test-only
churn vs ticket-scoped changes. Strike through resolved bullets in the
saved review file per project convention.
Fix the hotbar client test transport body construction so the suite parses and runs again, and normalize AAA marker ordering in the flagged C# tests to restore readability consistency with the test template.
Set E1.M4 documentation status to In Progress across decomposition tracking docs and add lower-bound slot validation coverage. Mark the corresponding review suggestions and nit as resolved in the saved review file.
Ship a server-owned hotbar loadout API with Postgres-or-memory persistence so slot bindings survive reconnects in configured environments. Wire client boot hydration and add tests/docs/manual QA to keep the prototype contract and policy explicit.
Capture the E1.M4 vertical slice backlog in-repo and sync module/dependency docs with the created Linear stories so planning and execution references stay aligned.
Map SelectionEvent to target_changed, reserve ability_cast_requested and ability_cast_denied hook locations, and align plan/manual QA/decomposition docs with TODO(E9.M1) telemetry follow-up.
Add selection_event signal when lockedTargetId changes; attribute tab, clear,
and server_correction from POST/GET paths. Optional log_selection_events print.
GdUnit coverage; README, E1.M3 snapshot, manual QA, and plan checklist updated.
Followup #5: after locking alpha, walking into beta's ring, stopping and
pressing Tab could still return `out_of_range` even when client and server
agreed on position (Δ=0). The freshness-kick move-stream POST and the
target/select POST race on separate HTTP connections so the select can be
validated against a stale stored snap.
Extend TargetSelectRequest v1 with an optional positionHint {x,y,z}.
Server uses the hint for the radius check and for the echoed
targetState.validity; the hint is advisory and does not write to the
position store (move-stream stays the sole write path). Client attaches
the hint automatically whenever set_freshness_kick(...) is wired, so
headless unit tests that skip the wiring fall through to the no-hint
behavior. Freshness kick is kept in place to refresh the stored snap for
later validity GETs but is no longer load-bearing for denial correctness.
Server: 3 new tests (hint accepts when stored is stale, hint-far denies,
hint never writes to position store). Client: 1 new test asserting the
hint is in the POST body when wired. All 62 server + 96 client tests
pass.
Plan Decision 8, review follow-up #5, manual QA section 6, and NEO-23
contract notes updated. New bruno request exercises the hint path.
All prototype targets now share `PrototypeTargetRegistry.SharedLockRadius`
(= 6 m). Anchors moved to alpha `(-3, 0.5, -3)` and beta `(3, 0, 3)` so
the two 6 m rings overlap ~3.5 m wide centered at origin, letting Tab
flip between targets without locomotion. Spawn `(-5, -5)` keeps alpha
in range (~2.83 m) and beta out (~11.31 m) so the existing soft-lock
denial QA path at spawn still holds.
`prototype_target_constants.gd` mirrors the shared radius + new anchors.
The range-aware Tab picker now **skips the currently-locked id** so Tab
always expresses a swap intent — if the only in-range target is already
locked, the fallback picks the next cycle id and the server denies
(preserves NEO-23's "Tab = visible denial when no swap possible" rule).
Tests:
- Server: new `PlayerTargetStateReaderTests.ComputeValidity_AtOrigin_…`
asserts both targets report `Ok` at origin. Existing boundary test
rewritten for the new alpha anchor.
- Client: new `test_tab_from_locked_alpha_at_origin_swaps_to_beta_when_both_in_range`
and `test_tab_when_only_current_lock_is_in_range_falls_back_to_cycle_for_denial`.
Existing in-range/out-of-range positions updated for the new layout.
Server 59/59 and client 95/95 suites pass.
Plan Decision 7, review follow-up #4, manual QA section 5 (new "Tab-flip
at origin" overlap sanity), and README updated. Per-target radii will
return with real combat design (E5.M1) — this is a prototype stub.
Previously Tab from no-lock always picked `ORDERED_IDS[0]` (alpha), so
standing next to beta and pressing Tab was denied with `out_of_range`
even though the client HUD clearly showed beta in range.
Added `PrototypeTargetConstants.next_in_range_id_after(current, world)`
which walks the cycle and returns the first anchor whose client-side
horizontal distance is within the anchor radius.
`TargetSelectionClient.request_tab_next()` prefers that pick when the
player reference is wired (same path `set_freshness_kick` uses) and
falls back to the plain cycle order when nothing is in range so the
server still owns the denial reason.
Server contract (NEO-23) untouched. Tests cover the beta pick, the
nothing-in-range fallback, and the no-player-ref regression. Plan
Decision 6 + review follow-up #3 + README + manual QA updated.
Fix "Tab says denied even though I'm in range of beta": root cause is the
race between the 20 Hz move-stream sampler and the target-select POST. A
Tab press right after the capsule stops can be validated against the
server's last sampled position, which trails the visible capsule by
several meters.
Client-side fixes (server contract unchanged):
- TargetSelectionClient.set_freshness_kick(authority, player): before each
POST /target/select, submit a move-stream with the current player
position so the server's stored snapshot is as fresh as possible when
the range check runs. Wired in main.gd; optional so tests without the
wiring still pass (regression-covered).
- PlayerPositionLabel now shows a "srv: (x,y,z) Δ=<d>m age=<ms>" line
populated from PositionAuthorityClient.authoritative_ack, so any
residual client/server divergence is visible in the HUD and future
reports can point at it directly.
- Two new tests: select POST kicks exactly one freshness stream with the
current player position before POSTing, and the kick is a no-op when
the wiring is absent.
Docs: plan Decision 5, review follow-up #2, manual QA section 5 and
section 1, and client README updated to describe the new behaviors.
Players reported targeting "feels inconsistent" because the server
PrototypeTargetRegistry anchors (alpha (-5,-5) r=8, beta (8,8) r=4) have
no visible meshes — the only console visible in the scene is the NEO-9
PrototypeTerminal at origin, which is unrelated to NEO-23/24 targeting.
Adds a display-only mirror of the server registry:
- client/scripts/prototype_target_markers.gd spawns a colored mast +
translucent flat radius ring per anchor so the lock radius is
visible in-world.
- client/scripts/prototype_target_constants.gd gains ANCHORS with
position/radius/color, matching PrototypeTargetRegistry.cs. Marked
display-only; server remains authoritative for validity.
- TargetLockLabel now renders a per-anchor distance line each physics
tick ("<id>: <d> m / <radius> (in|out)") so players can see the
relationship between the visible capsule and the lock radius and
immediately spot client/server position drift.
Also updates README, plan (Decision 4), manual QA (Section 1 boot +
Section 4 locomotion), and the review file's follow-up section to
describe the UX fix.
Review 2026-04-21 caught that the hybrid soft-lock refresh path is
unreachable during normal WASD locomotion. `main.gd` was wiring
`TargetSelectionClient` to `PositionAuthorityClient.authoritative_position_received`,
which only fires on boot sync and move-rejection resync — successful
`move-stream` 200s are intentionally silent to avoid RTT rubber-banding.
So walking out of an alpha/beta radius never triggered the throttled
`GET /target` the HUD depends on, and validity stayed stuck at `ok`.
Add a separate `authoritative_ack(world)` signal on `PositionAuthorityClient`
emitted from both `BOOT_GET` 200 and successful `move-stream` 200, and
switch `TargetSelectionClient` (+ `main.gd`) to it. The snap signal keeps
its current semantics so rubber-band suppression is untouched; the ack
signal is a pure heartbeat that cooldown-throttled consumers can hook.
Also adds an integration test that wires both real clients together (per
the review's suggestion 1) so renames or mis-wires between the two
scripts fail loudly rather than silently skipping the end-to-end path.
- `client/scripts/position_authority_client.gd`: new `authoritative_ack`
signal; extracted `_parse_world_from_response` helper to share JSON
parse across `BOOT_GET` and `STREAM_POST`; emit ack from both.
- `client/scripts/target_selection_client.gd`: rename
`on_authoritative_position_snap` to `on_authoritative_ack`; drop
`apply_as_snap` gate (no longer meaningful).
- `client/scripts/main.gd`: connect the new signal.
- `client/test/position_authority_client_test.gd`: assert ack on boot
200 and stream 200.
- `client/test/target_selection_client_test.gd`: rename tests for new
handler.
- `client/test/target_refresh_on_locomotion_test.gd`: new integration
suite wiring real authority + target clients.
- Plan Decision 3 + Tests row + Files-to-modify row updated.
- `docs/reviews/2026-04-21-NEO-24.md`: committed with blocking issue +
suggestions struck through with `Done.` notes per
planning-implementation-docs rule.
- `docs/decomposition/modules/documentation_and_implementation_alignment.md`:
E1.M3 row now reflects NEO-24 landed.
- `client/README.md` + `docs/manual-qa/NEO-24.md`: refreshed signal names
so the soft-lock refresh description matches the wiring.
Tests: 88/88 GdUnit headless passed locally.
First instance of the new docs/manual-qa/ convention. Covers boot sync,
Tab happy path, out-of-range soft-lock (both by Tab and by locomotion
per Decision 2), swap-to-beta, Esc clear, denial UI hygiene, input
behavior, move-rejection coexistence, transport failure, and no-
regression checks against NEO-7/9/19/22.
run_wasd: one _has_scrape_vertical_contact() before move_and_slide and one
after; fold repeated predicates into wish_active_scrape_vertical_pre and
post_slide_wish_floor_scrape.
Review doc: mark suggestions #2/#4 done; suggestion #1, nits, verification
ledge bullet, and partial doc rows reviewed/deferred with strikethrough notes.
Extract static helpers (floor-ray continuation, median feet Y, micro-slip
XZ projection, wish-aligned horizontal velocity) from the tick path so
GdUnit can cover seam math without physics doubles. Add
player_locomotion_wasd_test.gd, document in README, and update NEO-22
plan/review.
Move the WASD physics tick into player_locomotion_wasd.gd so player.gd
stays under the 1600-line CI cap. Fix gdlint class order (enum before
consts), load-constant naming, and wrap long doc lines. Update NEO-22
review and plan; refresh gdlintrc comment.
Delete ground_pick and GroundPick wiring; PositionAuthorityClient now only
boot GET and move-stream POST. main.gd snaps on authoritative position only.
Update client/server READMEs, cursor rule example, NEO-22 plan note, and
GdUnit authority tests (stream 400 + boot resync).