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).
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.
Add prototype_smooth_hill_piece for QA geometry alongside main scene wiring.
Refresh player locomotion and main scene integration from stashed work.
Track docs/plans/NEO-22-implementation-plan.md (WASD replaces click-to-move).
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.
Single center ray + flat floor-normal gate missed tilted lip contacts
and still hit deck under capsule center while leading edge hung over void.
Moving FLOOR_SNAP_MOVING then cancelled gravity each tick.
Sample down rays at center and offsets along walk direction; depth 0.32;
set floor_snap_length 0 when is_on_floor but no probe hit.
Jolt + floor snap could keep is_on_floor true over open space toward a
lower click target, so vy stayed 0 until arrival. Add a short downward
ray under the capsule feet (WALK_SUPPORT_PROBE_DEPTH) and apply gravity
when no upward-facing hit is close, only on fairly level floor normals.
Vertical+column branch scanned path for first point with XZ offset >5 cm;
Jolt moved the body across that edge each tick and flipped the chosen
waypoint → 180° velocity oscillation (vlat && ncol).
Use NavigationAgent3D.get_next_path_position() when navigation not
finished; fall back to auth goal when finished or degenerate.
Raise stable-idle floor up-dot entry to 0.998 so Jolt normals on a flat
box can latch the idle anchor; 0.999 rarely tripped and corrective
move_and_slide + rim/bump nudges kept moving XZ.
Add STABLE_IDLE_ENTER_STREAK_FRAMES (2) before first latch; arrival
path still latches immediately. Unlatch budget 8→10 ticks.
feet_y wobble from move_and_slide on approach treads crossed
DESCEND_GOAL_Y_MARGIN each frame, toggling path vs direct steer.
Schmitt latch (WALK_VERT_ROUTE_LATCH_ON_SEP/OFF_SEP) with reset on
nav lifecycle. Extend debug_idle_trace with feet_y, vert_sep, vlat,
ncol. Add player_test for latch reset.
loose_ticks+ridged no longer forces ~0.8s corrective idle when floor normal
is still level (tread corner with vertical riser). Gate that branch on
shallow floor (dot < IDLE_RIM_MIN_FLOOR_UP_DOT). Bump unlatch streak to 5.
Update GdUnit + NEON-29 plan.
Stop forcing moving floor_max_angle for the full post-stop window on open
flat support; tighten ridged wallish threshold; relax stable floor dot;
on arrival, take stable-idle path when support is already stable after
one idle tick. Add GdUnit case for shallow seam normals.
idle_support_is_stable no longer treats every post-stop loose-tick frame as
unstable; only slide normals showing floor+wall (lip) keep corrective idle.
Deduplicate ridged-contact check via idle_slide_contacts_are_ridged.
Relax STABLE_IDLE_FLOOR_MIN_UP_DOT slightly for Jolt normal flicker.
Update GdUnit cases and NEON-29 plan note.
TerracePlatformC_Approach (PCS_*): four cardinals, 7.2 m arms, ~0.104 m rise.
TerraceStepB_Approach (TSB_*): S/E/W, 6.2×1.0 m NS treads.
TerracePlatformB_Approach (TPB_*): N/E/W with six risers for 0.6 m to floor;
south uses existing gold step. New ramp-tint materials. README + plan.
TerracePlatformB top is ~0.6 m above the floor; agent_max_climb only
limited nav links, while chained step assist could still climb in one
click. Refuse assist when goal surface is more than 0.35 m above feet
so the gold TerraceStepB path (or a second click) is required.
Default get_next_path_position steering caused crawl/stuck behavior with
Jolt at 120 Hz. Steer XZ toward the authoritative target always except
when the goal surface is meaningfully above/below the feet and the
player is within DIRECT_APPROACH_RADIUS — then use the baked path for
ramps/treads. Update README and NEON-29 plan.
Revert path_desired_distance and target_desired_distance to 0.35; 0.22
was below practical per-tick progress toward waypoints and led to
oscillation or stuck path state. When NavigationAgent reports finished
but horizontal distance still exceeds ARRIVE_EPS, steer directly
toward the authoritative goal in XZ.
Tread run was 0.45 m vs 0.8 m capsule diameter, causing straddle stuck
on stairs and blocked motion toward edges when exiting. Use 1.0 m
depth (NS/WE boxes), recenter PAS_* transforms flush to the lip.
Tighten NavigationAgent path/target desired distance 0.35 to 0.22.
Remove walk-stall nav replan and seam-based step-assist clearing that
churned targets and toggled floor_block_on_wall on small rises. Restore
0.11 m assist with 8-tick cooldown; cap wallish snap only when the goal
is meaningfully above the feet. Drop descending_stall floor_block branch.
Document rollback in the implementation plan.
Step assist stayed active when is_on_wall from mesh seams after landing on
the goal height — keep reduced snap and odd slides. Clear assist when
vert_err and feet vs goal show we are on the target slab.
If horizontal speed stays low with a far goal, refresh NavigationAgent3D
target after 8 ticks to break stale paths.
Twelve walkable StaticBody treads (three per side) bridge floor to teal
lip; darker teal material. Fixes Jolt/box-lip stuck when script-only
mitigations had no user-visible effect. README + plan note.
Cap walk floor snap to WALK_STEP_ASSIST_SNAP when climbing into a blocking
wall (stops 0.32m snap fighting step assist). Restore descend lip snap cap;
relax floor_block when descend stalls (low vh, still far in xz). Step assist
lift 0.16 m, cooldown 1 tick.
Step assist: use is_on_wall + get_wall_normal opposing want; keep slide loop
with dot < -0.02.
Descend: relax floor_block on shallow floor normal at internal edges; widen
vertical-ish slide threshold slightly.
Raise TerracePlatformA Y by 0.012 m vs main floor for coplanarity.
Remove the forward-velocity dot gate that blocked assist when pushing
head-on into a step (dot ~1 vs max 0.52).
Relax floor_block_on_wall only for true descends (goal below feet) when
is_on_wall or slide hits a vertical-ish normal, so platform deck motion
stays stable.
Applying gravity whenever the nav goal was below feet stayed true for the
entire walk across TerracePlatformB (feet ~0.6 m vs floor goal Y=0),
corrupting horizontal velocity and slide behavior.
Drop the descend bee-line branch; follow the nav mesh for vertical routing.
Restore full horizontal velocity set with vy=0 and air-only gravity.
Update README and NEON-29 plan to match.
Steer only XZ in _set_horizontal_velocity_toward so vy can accumulate.
Apply gravity when airborne or goal-below-feet; stomp vy on grounded
non-descend moves. Drop descend floor_block relax and on-floor gravity
mult; cap snap for full descend without a feet_y band that flipped
snap length at the lip.
Reverts the 15mm TerraceStepB/TerracePlatformB root offset that regressed
floor-to-step movement.
When the walk goal is below the feet, apply gravity even while is_on_floor
so lip contacts are not stuck with vy cleared every tick; cap descend
floor_snap_length so the upper surface does not win over internal edges.
Raise TerraceStepB and TerracePlatformB 15mm so boxes are not coplanar
with the main floor top, reducing Jolt internal-edge hangs.
Remove descend lip stall, peel multipliers, and snap cap; keep a single
floor_block_on_wall=false policy for the whole descend branch to avoid
oscillation. Document in NEON-29 plan.
Two independent root causes kept the player from climbing terrace steps:
1. snap_to_server used the raw surface Y from the server (e.g. 0.6 m for a
platform) as global_position.y directly. With capsule total half-height
= 0.9 m this placed the bottom at -0.3 m underground. The stale
is_on_floor()==true + _floor_angle_loose_ticks==0 path skipped every
move_and_slide(), so Jolt never resolved the penetration and the capsule
froze at an intermediate Y.
Fix: clamp global_position.y >= CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
(0.9 m) in snap_to_server; force FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
corrective idle ticks afterwards.
2. Each _try_walk_step_assist() lift (0.11 m) was immediately undone by
floor_snap_length = FLOOR_SNAP_MOVING = 0.32 m snapping the capsule back
to the lower floor, which was only 0.11 m below the lifted bottom.
Fix: add WALK_STEP_ASSIST_SNAP = 0.09 m constant and _step_assist_active
bool. While climbing, floor_snap_length uses the smaller constant in
both _after_walk_move_and_slide() and the main physics loop. The flag
is cleared when the capsule lands cleanly (is_on_floor && !is_on_wall),
or when the nav goal is cleared/snapped to server.
Also: is_on_wall() now counts as support in _step_assist_has_support() so
the assist fires while the capsule is floating but pressed against a step
face; _step_assist_active cleared on arrival, snap, and goal-clear; all
temporary DBG print() statements removed.
_try_walk_step_assist compared goal surface Y to the capsule centre
(~0.9 m above floor) instead of the actual capsule bottom, disabling
the assist for any surface below ~0.925 m — every terrace we added.
The lift formula used offsets 0.45/0.55 instead of the full capsule
total half-height (CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS = 0.9),
producing zero/negative lift.
Fix: guard uses actual_feet_y = pos.y - CAPSULE_HALF_HEIGHT - PLAYER_CAPSULE_RADIUS;
lift targets goal.y + total_half_height via clampf. Flat floor clicks
and cylinder bumps are unaffected (guard still disabled when goal.y is
at or below true feet level).
Expanded 45×45 district made the 18 m MaxHorizontalStep too restrictive
(floor diagonal ~63 m). Add HorizontalStepEnabled to MovementValidationOptions
(default false, matching DistrictBoundsEnabled pattern) so the check is
skipped unless explicitly opted in. Add test for disabled case (9 pass).
Update README and plan with the decision.
Planning doc for expanding the prototype client district to ~5×
current footprint with terraces, step geometry, and extra obstacles
for camera/nav stress QA.
- 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.
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.
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.
Adds OcclusionPolicy resource and wires it into IsometricFollowCamera.
Each _process frame, iterative rays from the camera eye to the player
focus detect bodies tagged "occluder"; their MeshInstance3D surfaces are
overridden with a transparent StandardMaterial3D (fade_alpha=0.25, instant).
Materials restore when the body clears the ray. Null-material surfaces
(e.g. the prototype Obstacle with no material assigned) receive a plain
transparent StandardMaterial3D so they fade correctly.
- client/scripts/occlusion_policy.gd — new Resource (enabled, fade_alpha,
occluder_group, occluder_collision_mask, max_occluder_cast_depth,
occluder_count_log_threshold, is_valid)
- client/resources/isometric_occlusion_policy.tres — default instance
- client/scripts/isometric_follow_camera.gd — occlusion_policy export,
_update_occlusion pipeline, _apply_occluder_fade/_restore_occluder helpers,
static occlusion_policy_is_valid guard, _exit_tree cleanup
- client/scenes/main.tscn — Obstacle tagged "occluder", policy assigned
- client/test/occlusion_policy_test.gd — new GdUnit4 unit tests
- client/test/isometric_follow_camera_test.gd — policy guard static tests
- docs/decomposition/modules/E1_M2_IsometricCameraController.md — NEON-27
snapshot + readability demo gate note
- docs/plans/NEON-27-implementation-plan.md — null-material decision recorded
- Link NEON-10/NEON-25–28 under parent NEON-1 in Summary and Jira backlog table
- Document mid-project-only yaw orbit compromise; post-release camera model settled
- Extend CameraState contract and slice/risk notes accordingly
Module/slice grouping below epics is labels on stories only; Feature
work items are not used. Cross-link from jira-git-naming, story kickoff,
and documentation alignment table.
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.
Add docs/game-design/zones.md for place identity (tone, economy, faction
hooks) on the E4.M1 graph, distinct from risk-security-bands tier rules.
Link from overview, README, related vision docs, brainstorm table, and
docs-review-agent; anchor Epic 4 slice 1 for deep links.