capsule_feet_y was called with CAPSULE_HALF_HEIGHT (0.5, cylinder half only),
giving a "code-feet" that is 0.4 m above the actual capsule bottom.
From the first step (body Y=1.2): code-feet = 0.7, which is above the
platform goal (Y=0.6). 0.6 < 0.64 triggered the descend bypass even though
the player needed to ascend. Each bypass tick used FLOOR_SNAP_MOVING=0.32 m,
which snapped the capsule back to the step surface (0.11 m below the
assist-lifted bottom), undoing every step assist lift in an oscillation loop.
The player appeared to float at first-step height and could not reach the
second platform.
Fix: use CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS (=0.9, the actual
capsule bottom) for the feet_y in the descend bypass condition. The bypass
now fires only when the goal surface is genuinely below the player's physical
feet, not when the player needs to ascend through stepped geometry.
Also use WALK_STEP_ASSIST_SNAP instead of FLOOR_SNAP_MOVING in the descend
bypass when _step_assist_active is true, so any remaining overlap cannot undo
a step assist lift via the large snap.
The is_on_wall() short-circuits in _step_assist_has_support() and
_step_assist_wallish_blocks() caused the assist to fire whenever the capsule
touched any wall contact — including the sides of random floor bumps while
crossing flat ground toward a distant elevated goal. After a 0.11 m lift,
floor_snap_length = 0.09 m could not reach the original floor (0.11 m away)
and _step_assist_active never cleared, so the capsule floated permanently.
Fixes:
- Remove is_on_wall() blanket short-circuit from both functions.
- _step_assist_has_support() now takes want_dir_xz and accepts wall-ish
contacts only when they oppose the direction of travel (dot < -0.2),
i.e. genuine step faces, not sideways bump contacts.
- _step_assist_wallish_blocks() relies solely on the directional collision
loop (dot < -0.04); no is_on_wall() bypass.
- _try_walk_step_assist() reordered to compute want before calling both
functions so the same direction vector is used throughout.
- Added "floating free" fallback: if _step_assist_active and no collisions
and not on floor, clear the flag so FLOOR_SNAP_MOVING restores on the
next tick. Applied to all three physics paths.
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.
The vertical arrival error was computed with CAPSULE_HALF_HEIGHT (0.5),
placing code-feet at body_y - 0.5 = 0.4 on a floor-level player.
Step surfaces at Y=0.3 are only 0.1 m away from that reference, and
Jolt can nudge the body down to ~0.8 when the bottom hemisphere contacts
the step edge, making code-feet = 0.3 and vert_err = 0 — triggering
immediate arrival while the player is still at floor level.
Fix: pass CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS (= 0.9) to
vertical_arrival_error so actual feet = body_y - 0.9 = 0.0 on the
floor. Step goals (Y=0.3) now give vert_err=0.3 >> VERT_ARRIVE_EPS,
preventing premature arrival. Arrival fires correctly once the step
assist lifts the player onto the surface (body_y=1.2, err=0).
Add two tests pinning the new pre/post-climb behaviour.
_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).
- 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.
Apply the repo-local gdformat output to the touched GDScript files so the pre-push formatting hook passes. This is a formatting-only follow-up to the lint-hook cleanup.
Refactor the bump escape helper and shared test script loading so the branch passes the repo's pre-push GDScript lint checks. This keeps the runtime behavior intact while unblocking push and PR creation.
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.
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
Zero-velocity move_and_slide each physics tick still reapplies floor snap and
collision, which often reads as vibration. If there is no walk goal (or we
just arrived), velocity is zero, and is_on_floor(), return early.
User-requested rollback to the pre-72eef09 behavior: skip nav waypoints when
auth goal.y is below body (floor pick vs mid-capsule), steering xz straight at
the goal — good for bump departure, bad for gray-box detours. Revert
floor_snap_length to 0.28 to match that snapshot.
Restore a straight Godot nav pattern: steer toward get_next_path_position until
finish or final approach, then toward goal; horizontal-only arrival by xz.
Removes footprint rays, bump-step group, and step-off vy layering that fought
the engine. Slightly raise Player floor_snap_length for small ledges.
Per-frame wall-normal + goal boosts fought a flipping wall normal and capped
re-vectoring, causing back-and-forth jitter. Drop _apply_bump_rim_wall_unstick
and related helpers/constants; keep direct step-down + footprint logic only.
STEP_OFF_DESCEND_SPEED 2.2 → 1.75.
Remove ticket-style names from collider/footprint APIs (_collider_in_bump_step_group,
_departing_bump_step_to_lower_floor, touches_bump_step). Editor group string stays
ns19_bump in one const until main.tscn renames the group.
Convex frustum sides turn goal steering into tangential rim slide with little
net progress. When footprint still hits ns19_bump and dest floor is lower by
at least STEP_OFF_MIN_DROP, add horizontal wall-normal push (if it does not
strongly oppose goal) plus a small goal-direction boost, cap xz speed.
Slightly raise STEP_OFF_DESCEND_SPEED for the step-off branch.
Premature arrival used _floor_y_under_body() vs dest footing; at the rim that
can read floor while xz is already within ARRIVE_EPS, clearing the walk goal.
Match step-down logic: compare destination footing to footprint max_y and
cache footprint scan once per physics frame.
Nav paths often wrap along bump rims when the goal is far; the 8 m cap then
disabled step-off and left rim-following. Detect NS-19 bumps via
group on footprint rays; when any hit is a bump and vertical drop is in the
NS-19 band, steer straight to the goal up to 18 m (server max step). Non-bump
podiums keep the 8 m close cap. Single footprint pass returns max_y + bump.
At bump lips, center/lower rays often hit the floor first while the body is
still on the rim, so drop read ~0 and nav rim-follow resumed. Max floor Y
over center, lower probe, and 8 xz offsets (cardinal + diagonal) keeps
step-down bypass active until the whole footprint clears. Raise
STEP_OFF_MAX_HORIZ to 8 m (still capped by small drop band).
Project gravity while walking made motion worse (jitter, floor fights).
Restore horizontal-only seek everywhere except the short step-down bypass,
where a fixed downward speed helps clear NS-19 bump lips without affecting
normal nav or idle air state.
Horizontal seek only sets vx/vz; zero vy only on floor. Use project default
gravity vector when not on floor (with and without walk goal) so stepping
off NS-19 bumps can fall to the lower surface instead of hanging with vy=0.
- Ray down at goal xz for destination surface Y; step-off compares two footings.
- Arrive when horiz close and either capsule Y matches goal or underfoot matches
dest footing (server may send center 0.9 or pick surface 0).
- Sample floor Y from center and lower probe; use max for bump rim.
- Only bypass nav for step-sized vertical drop with wider near-goal horiz.
- Loosen next-waypoint stickiness so rim waypoints fall back to goal sooner.
Ray down for floor Y under the capsule; skip nav only when goal is a bit
lower than that surface, drop ≤0.55 m, and horiz ≤1.05 m. Matches
leaving a bump without comparing pick/body origin (which broke obstacle
pathing). Long crosses still use waypoints.
goal.y < body.y matched almost every move because ray picks use floor Y
while CharacterBody3D origin is mid-capsule, so we always bee-lined and
ignored waypoints. Rely on small-xz next-waypoint fallback for bump rims
instead.
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).
Replace stacked NS-19 workarounds (underfoot rays, plateau nav skip, 3D
climb/descent steering, rim escape) with one rule: set horizontal
velocity toward waypoint/goal, force velocity.y = 0, move_and_slide +
floor_* handle height along geometry. Server MoveCommand remains the
single place for allow/deny on illegal steps.
- Add xz-offset down-rays (~0.42 m) so rim/lean on the 1 m Bump A still
counts as on-bump for nav skip (single center column could miss).
- Widen Bump A convex base 0.65→0.72 (top 0.5 unchanged): gentler ~34°
sides vs ~45° to reduce CharacterBody3D snags; mesh unchanged.
- If any of three down-rays (body + two lower origins) hits ns19_bump,
skip NavigationAgent waypoints unconditionally on that footprint.
- Steering: any goal lower than origin with same xz (dy < 0) uses rim
escape; dy in (-0.04, 0) previously zeroed velocity and could hang.
Plateau-only (strict flat normal + is_on_floor) missed rim poses and
convex top edges. Skip waypoints when a down ray from body or feet
offset hits ns19_bump and either the goal is lower than the body origin
(typical floor click off bump) or we are on a flatter floor normal
(~15°). Keeps waypoint routing on bump slopes when climbing past
obstacles unless the move is clearly downward.
Restore obstacle routing via waypoints elsewhere; on bump tops nav often
prefers a downward segment and breaks departure. Detect plateau with
is_on_floor + flat normal + ray down into group ns19_bump; then steer
only toward authoritative goal xz. Slopes keep waypoint pathing.
- 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.
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.
VERT_ARRIVE_EPS (0.16) was larger than the bump rise (~0.12–0.15), so a
floor click beside the plateau often satisfied arrival (horiz + vert) on
the first frame and cleared the walk goal before any motion.
Tighten vertical arrival to 0.055. Add a steer fallback when the target
shares xz but is lower (plateau vs floor underfoot) so we still pick a
horizontal escape toward the rim.
Path waypoints from the plateau often sit on the slope almost under the
player (same xz, lower y). 3D steer + y clamp gave almost no horizontal
velocity, so standing on top then clicking off looked stuck. Steer in xz
at MOVE_SPEED and let move_and_slide follow floor/slope; keep 3D only for
vertical climb when xz is aligned.
Replace top slab + four ramp wedges with one ConvexPolygonShape3D frustum
per bump so plateau and slopes are one manifold (no collider seams at
table edges when walking off).
Add CharacterBody3D safe_margin to reduce edge contact with physics.
- Add four invisible ConvexPolygonShape3D ramp wedges per bump (walkable) so
move_and_slide can climb/descend without test_move ledge hacks.
- Remove _try_autostep / _maybe_autostep_after_slide and LEDGE_DROP_STEPS;
they mis-detected geometry and fought CharacterBody3D slide.
- Fix duplicate subresource unique_id on BumpA RampWest and BumpB RampSouth.
- 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