Add dev combat-targets fixture reset endpoint, Bruno pre-request helper, and enable fixture in CI Bruno step so combat-targets tests run after ability-cast defeat spine.
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.
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.
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.
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.
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.
Server already allows downward steps via abs(ΔY) vs MaxVerticalStep; document
that explicitly.
Client: when authoritative goal Y is below the body, skip nav waypoints and
steer horizontally toward the goal only — mesh waypoints under the rim
gave ~no horizontal speed (felt like wrong collision).
Use C# primary constructors and camelCase private fields per csharp-style.
Refactor InMemoryPositionStateStore seeding into CreateInitialMap; align
Postgres integration tests and PositionStateApiTests with factory/httpClient
naming.
Wire IPositionStateStore to Npgsql when ConnectionStrings:NeonSprawl is set,
with versioned DDL under server/db/migrations and a shared PostgresPositionBootstrap
for schema plus dev-player seeding at host startup. In-memory tests override Postgres
registrations when CI sets the connection string globally.
Add GitHub Actions Postgres service for dotnet test, server README updates,
decomposition and implementation-plan docs, code review write-up, and C# brace
conventions in csharp-style rule.
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