While _idle_stable_latched, use STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT (0.992) for
idle_support floor flatness so tread-edge normal flicker does not unlatch as
often. idle_support_is_stable gains optional min_flat_up_dot; unlatch streak 8.
Prototype position label updates in main _physics_process. Add GdUnit for param.
- main.gd: class member order (prvvars before @onready); wrap doc lines to 100 cols.
- isometric_follow_camera.gd: wrap doc lines to 100 cols.
- position_authority_client.gd: gdformat.
- pre-push: resolve .venv-gd/Scripts/gdlint.exe and gdformat.exe (Windows venv).
- Add scripts/install-git-hooks.ps1; README notes hook install and why CI can still fail.
- 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.
- Add BoxShape3D to PrototypeTerminal (layer 1, walkable) so the player
cannot pass through; matches terminal mesh size.
- Bake navigation from collision layer 1 only so the player (layer 2) is
not merged into the mesh; reparent Player under NavigationRegion3D so
NavigationAgent3D resolves a valid map.
- Restore nav waypoint following for long horizontal legs; keep horizontal
steering toward next/goal so bump departure behavior stays sane.
- 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