Commit Graph

226 Commits (f87ff2c99a574bb7d46b9cc47c8d2f38368c5f86)

Author SHA1 Message Date
VinPropane ac75af9c73 NEON-29: remove horizontal step limit; add HorizontalStepEnabled flag
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.
2026-04-11 18:17:32 -04:00
VinPropane 8b8296648b NEON-29: add implementation plan for district expansion
Planning doc for expanding the prototype client district to ~5×
current footprint with terraces, step geometry, and extra obstacles
for camera/nav stress QA.
2026-04-11 18:00:14 -04:00
VinPropane 398317d64f NEON-28: Dev obstacle smoke, nav reparent on hide, and docs
- 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.
2026-04-10 23:55:50 -04:00
VinPropane 1ab3fc1dca NEON-28: fix F9 nav rebake coroutine + resync agent goal 2026-04-10 23:13:00 -04:00
VinPropane bb39a64ebd NEON-28: rebake nav after F9 obstacle removal (dev smoke) 2026-04-10 23:11:01 -04:00
VinPropane b702b14be4 NEON-28: drop freed occluder keys without material restore 2026-04-10 23:09:12 -04:00
VinPropane e225f1c550 NEON-28: sync plan with review (physics tick, occluder handoff) 2026-04-10 22:53:36 -04:00
VinPropane 6340693b46 NEON-28: run follow camera in physics after Player (fix jitter) 2026-04-10 22:23:50 -04:00
VinPropane 15d304fa2c NEON-28: camera contracts, E6.M2 adjacency, occluder purge 2026-04-10 22:11:40 -04:00
VinPropane 7e674c3710 NEON-28: reconcile plan with Jira (MCP sync) 2026-04-10 21:59:35 -04:00
VinPropane 92104b0b53 NEON-28: add implementation plan for camera hardening 2026-04-10 21:56:44 -04:00
VinPropane 1f5c1e7619 NEON-16: harden idle jitter follow-up
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.
2026-04-10 00:46:53 -04:00
VinPropane 6f4f5d4350 NEON-16: code review — idle jitter follow-up branch
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.
2026-04-10 00:39:14 -04:00
VinPropane 1f8c0d04d1 NEON-30: address review — check AC boxes, add manual-check section to README 2026-04-09 23:03:17 -04:00
VinPropane 0fa2c0f93b NEON-30: skip occluder bodies in ground-pick raycast loop
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.
2026-04-09 22:51:22 -04:00
VinPropane f1b4e50729 NEON-27: finalise review (Approved) + Godot uid files
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.
2026-04-08 23:55:29 -04:00
VinPropane 71232c36ef NEON-27: address review suggestions — doc alignment pass
- Plan: reconcile null-material prose in "Material override strategy"
  to match implementation (null → new StandardMaterial3D, not skipped)
- module_dependency_register.md: E1.M2 note updated — occlusion shipped,
  only integration hardening (NEON-28) remains
- documentation_and_implementation_alignment.md: add E1.M2 tracking row
  (NEON-25–27 shipped, NEON-28 open)
- Review: strike through both suggestions as Done
2026-04-08 23:52:46 -04:00
VinPropane 5e16fdccc8 NEON-27: restore occluders on all _process early-return paths
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.
2026-04-08 23:50:48 -04:00
VinPropane 8bc2efb854 NEON-27: check off all acceptance criteria; record PR screenshots
Before/after evidence: obstacle fades to ~25% alpha when occluding the
player; restores on clear. All three ACs satisfied.
2026-04-08 23:42:31 -04:00
VinPropane 15d405261f NEON-27: implement OcclusionPolicy — RayCast-based material fade
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
2026-04-08 23:34:00 -04:00
VinPropane b2d2500e6a NEON-27: record planning decisions in implementation plan
Occluder ID: explicit group tag. Fade: instant (no Tween). Non-StandardMaterial3D
surfaces: skip + push_warning. Rationale documented in Decisions table.
2026-04-08 23:28:02 -04:00
VinPropane 185af5a7f6 NEON-27: add implementation plan for OcclusionPolicy
Documents RayCast-based material-fade approach, files to add/modify,
GdUnit4 test coverage, and readability risk gate note.
2026-04-08 23:21:51 -04:00
VinPropane ae643bc81c NEON-26: refresh review after follow-up fixes 2026-04-08 23:00:10 -04:00
VinPropane ff830813c7 NEON-26: address code review follow-ups (zoom validation, docs) 2026-04-08 22:58:28 -04:00
VinPropane b9ec6ccb0f NEON-26: add code review notes for zoom bands 2026-04-08 22:55:37 -04:00
VinPropane 753ce84861 NEON-26: ZoomBandConfig, discrete zoom input, CameraState sync 2026-04-08 22:32:45 -04:00
VinPropane f4a30b1b9d NEON-26: add implementation plan for zoom bands 2026-04-08 22:17:36 -04:00
VinPropane e000da20ee NEON-15: address review nits (shutdown token, plan verification note) 2026-04-08 22:09:12 -04:00
VinPropane adde98e4a8 chore: review follow-up uses strikethrough on suggestions, not extra section 2026-04-08 22:06:17 -04:00
VinPropane 8c3e8c0a03 NEON-15: apply code review doc suggestions (E1.M1 pointers, PR notes) 2026-04-08 21:59:53 -04:00
VinPropane 2617b65f79 NEON-15: add code review (2026-04-08) 2026-04-08 21:58:18 -04:00
VinPropane 62ff210830 NEON-15: log plan decisions; require docs sync for planning/implementation 2026-04-08 21:49:56 -04:00
VinPropane abffd29299 NEON-15: add implementation plan for NpgsqlDataSource shutdown 2026-04-08 21:16:50 -04:00
VinPropane e96f70d889 NEON-25: follow-up from code review (missing target warn, docs, E1.M2 status) 2026-04-07 23:54:27 -04:00
VinPropane f4b34316a6 NEON-25: add code review for isometric follow camera 2026-04-07 23:51:46 -04:00
VinPropane 4930fd89a6 NEON-25: isometric follow camera, CameraState, tests, and docs 2026-04-07 23:46:04 -04:00
VinPropane 262abb5f2e NEON-29: register prototype district story in E1.M2 backlog 2026-04-07 23:38:55 -04:00
VinPropane 644bfc8c3d NEON-25: lock low-controversy camera defaults in implementation plan 2026-04-07 23:34:20 -04:00
VinPropane 00c2c4520e NEON-25: add implementation plan for isometric follow camera 2026-04-07 23:27:44 -04:00
VinPropane 09257b4cc3 chore: align E1.M2 Jira table with NEON-25 summary 2026-04-07 23:21:45 -04:00
VinPropane 2b00de309b chore: expand E1.M2 module doc (Jira backlog, rotation policy)
- 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
2026-04-07 23:12:48 -04:00
VinPropane 175c6e0500 chore: document Jira epic→story + labels (no Feature issues)
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.
2026-04-07 00:20:01 -04:00
VinPropane fa19ab7337 chore: migrate Jira references from NS-* to NEON-* in docs and rules
Rename implementation plans and dated reviews to NEON issue numbers per
Atlassian project re-key. Update browse URLs, cross-links, module docs,
client/server READMEs, and Cursor rules (project key NEON).
2026-04-07 00:15:06 -04:00
VinPropane 791c7dad1b
Merge branch 'main' into NS-21-gdscript-unit-testing 2026-04-06 22:22:16 -04:00
VinPropane 7b11d4e238 NS-24: Eliminate idle jitter and movement QA bumps (Godot client)
Physics: Jolt 3D; physics_interpolation off; 120 TPS. CharacterBody3D idle
path uses dual floor_max_angle, rim/straddle and ridged-contact handling,
rim settle and random-floor-bump lip/wall escape, floor_block_on_wall,
NavigationAgent3D avoidance off, per-node interp off. No global_transform in
_process (avoid render/physics ghosting).

QA geometry: random_floor_bumps.gd (load from main.gd); each bump on its own
StaticBody3D under NavigationRegion3D; random_floor_bump_collision_constants.gd
for collider fudge and RANDOM_FLOOR_BUMP_MESH_GROUP.

Scene: player safe_margin and mesh Y lift; MoveRejectPedestal / MoveRejectFarPad
renamed from NS19*; Mat_player_capsule without polygon_offset (per follow-up).

Docs: NS-24 plan + resolution, client/README manual steps, code review
2026-04-05-NS-24.md; server/README bump height note. Code/scene identifiers
avoid ticket-based ns19_* naming.
2026-04-06 00:32:41 -04:00
VinPropane a02e54da2d NS-21: fold test CI into gdscript.yml; document test-with-scripts policy 2026-04-05 21:21:58 -04:00
VinPropane 6ff0c77da5 NS-21: add implementation plan for GDScript unit testing 2026-04-05 21:03:12 -04:00
VinPropane 43b58a8bc7 chore: align E1.M1 decomposition with NS-10 Done (Ready) 2026-04-05 15:16:16 -04:00
VinPropane f412da8f44 docs: Mark NS-23 code review blocking items and suggestions done 2026-04-05 15:04:39 -04:00
VinPropane d22d252b59 docs: Link NS-24 for idle jitter (plan + client README) 2026-04-05 15:04:09 -04:00
VinPropane 14a6813985 NS-23: Document movement tradeoff — no required obstacle auto-nav
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.
2026-04-05 14:56:52 -04:00
VinPropane 2891a4553a docs: NS-23 branch code review (2026-04-05) 2026-04-05 14:52:08 -04:00
VinPropane 0ac059fa3b NS-23: NavigationAgent3D path-follow with server move authority 2026-04-05 00:23:03 -04:00
VinPropane 1f4e3c49f6 NS-23: Resolve agent tuning and nav sync risks in implementation plan 2026-04-05 00:14:37 -04:00
VinPropane ec3c0ee4fe NS-23: Add implementation plan and E1.M1 snapshot for path-follow kickoff 2026-04-05 00:10:11 -04:00
VinPropane 32d2153acb NS-19: server move validation, client rejection UX, scene QA props 2026-04-04 23:39:40 -04:00
VinPropane 7f81378361 NS-19: plan walkable bumps and tall pedestal for manual validation 2026-04-04 23:17:16 -04:00
VinPropane 8e421d09c1 NS-19: add files to add/modify and tests sections to plan 2026-04-04 23:14:47 -04:00
VinPropane 95f770d8ea NS-19: lock move validation plan to reject policy 2026-04-04 23:13:10 -04:00
VinPropane b043e8ac45 NS-18: InteractionRequest, client prototype, Postgres test UX
Server: POST /game/players/{id}/interact, HorizontalReach, prototype registry, DTOs, tests; default spawn (-5,0.9,-5); dev HttpLogging.

Client: terminal, radius glow preview, interaction_request_client (interact/E), main wiring; obstacle moved off center.

Tests: postgres.runsettings, launchSettings, Docker compose auto-start/teardown harness, async-safe init.

Docs: plan AC, E1.M1 snapshot, alignment table, server/client README, code review 2026-04-04.
2026-04-04 20:19:33 -04:00
VinPropane 06f9ce8647 NS-18: add implementation plan for InteractionRequest range check 2026-04-04 18:55:13 -04:00
VinPropane f762240ff8 chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00
VinPropane 3d9ea1fc6c chore: mark vision-plan suggestion done in final docs review 2026-04-03 22:58:14 -04:00
VinPropane a0544f4d33 chore: final branch docs review and Epic 2 E2.M2 note fix
Add docs/reviews/2026-04-03-final-branch-docs-review.md. Correct epic
E2.M2 integration note: E5.M1 uses gig progression, not E2.M2 skill XP.
2026-04-03 22:55:21 -04:00
VinPropane 0dea48e9fa chore: add zones game-design doc and cross-links
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.
2026-04-03 22:47:05 -04:00
VinPropane d192567f57 chore: add game-design risk-security-bands doc
- Add risk-security-bands.md (E4.M4 tiers, E6.M1/M2 PvP + consent, tier gates)
- epic_04: anchor epic-4-slice-2 for security tier slice
- Cross-link death, items, economy, gathering; overview combat stub + index
- Extend docs-review-agent ground truth
2026-04-03 22:35:03 -04:00
VinPropane 6602f78b4b chore: add game-design death-loss-recovery doc
- Add death-loss-recovery.md (E5.M1, E3.M4, E6.M3, recovery, PvE vs PvP)
- Cross-link from overview (incl. combat stub), progression, skills, gigs, items, economy, gathering, crafting, abilities, README
- Extend docs-review-agent ground truth for death/loss
2026-04-03 22:30:11 -04:00
VinPropane 81695f93e4 chore: add game-design economy doc and cross-links
- Add economy.md (faucets, sinks, trade, E3.M5/E8.M3/E6.M4, mission vs loot)
- epic_03: anchor epic-3-slice-4 for stable deep links
- Wire overview, progression, skills, gigs, items, crafting, gathering, abilities, README
- Extend docs-review-agent hybrid ground truth for economy.md
2026-04-03 22:20:39 -04:00
VinPropane 6b7623615d chore: stable Epic 3 slice anchors; deep-links from gather/craft docs
- epic_03: HTML ids epic-3-slice-2 / epic-3-slice-3
- gathering/crafting: where-next and prototype scope use # anchors
- game-design docs review: mark slice nit done; clarify gigs-first nit
2026-04-03 22:14:47 -04:00
VinPropane 1bdc29288d chore: note PEP 668 / venv in docs review verification 2026-04-03 22:13:56 -04:00
VinPropane 0a07f1dec9 chore: mark game-design docs review suggestions done (strikethrough) 2026-04-03 22:02:17 -04:00
VinPropane 6b9f4e8b5f chore: apply game-design docs review suggestions
- overview: drop placeholder artifact table row
- skills: next-pass cites gathering/crafting + E2.M1 slice freeze
- abilities: framing links gather → craft spine
2026-04-03 21:59:39 -04:00
VinPropane 277c25fdd0 chore: add game-design crafting & recipes doc
- Add crafting.md (pipeline, E3.M2 contracts, bench vs gig, module map)
- Cross-link from overview, progression, skills, gigs, items, gathering, abilities, README
- gathering.md: point pipeline follow-up to crafting.md; where-next row
- Extend docs-review-agent hybrid progression list
2026-04-03 21:51:25 -04:00
VinPropane 8d560e0df8 chore: add game-design gathering & resources doc
- Add gathering.md (nodes, Gather skills, gig vs skill XP, E3.M1/E4.M2)
- Cross-link from overview, progression, skills, gigs, items, abilities, README
- Extend docs-review-agent hybrid progression ground truth
2026-04-03 21:47:59 -04:00
VinPropane f45a5d8c06 chore: tie items.md to Epic 3 modules; add combat pillars stub
- items.md: E3.M3 contract summary, Epic 3 module map table, expanded where-next
- overview.md: Combat pillars vision stub with Items row; fix artifact cross-links
- abilities.md: pointer to overview combat pillars stub
2026-04-03 21:44:49 -04:00
VinPropane 940cc71840 chore: add game-design items doc and cross-links
- Add items.md (buckets, acquisition, rarity, loadouts, open questions)
- Link from overview, progression, skills, gigs, abilities, README
- Include items.md in docs-review-agent ground-truth list
- Fix content README path in items.md
2026-04-03 21:42:18 -04:00
VinPropane c90c5baa41 docs: add game-design abilities.md and wire cross-links
- Taxonomy: gig combat abilities, skill interactions, item channels
- Decisions log + open questions; links to Seams, E1.M4, E5.M1, Epic 2/5/7
- overview, progression, gigs, skills, README; docs-review-agent ground truth
2026-04-03 21:39:43 -04:00
VinPropane d1138bfe62 docs: E2.M1 contract column lists allowedXpSourceKinds (nit #2) 2026-04-03 21:34:49 -04:00
VinPropane fe38ebeb4f docs: drop classless terminology; rename Epic 2 to skills and progression
- Rename epic_02_classless_progression.md → epic_02_skills_and_progression.md
- Epic 2 / vision plan: Skills and Progression Framework; clarify gigs vs non-combat skills
- Replace classless prose in README, game-design, E2 modules, reviews, quest_scope
- Plan diagrams: SkillsProgression, SkillXpAndMastery
2026-04-03 21:33:53 -04:00
VinPropane aceb6027bf chore: align Epic 2 title with epic_02 filename (nit #1)
- Rename to Classless Progression Framework in epic, vision plan, README, E2 modules, game-design links
- Update 2026-04-03 review nit status
2026-04-03 21:30:53 -04:00
VinPropane 6599e136d6 chore: CI check for decomposition hybrid vocabulary (suggestion 4)
- Add scripts/check_decomposition_language.py (stdlib); PR gate step
- CT.M1, content README, docs-review-agent, 2026-04-03 review updates
2026-04-03 21:29:28 -04:00
VinPropane d11641159d chore: Epic 2 E2.M1 stub, content CI validation, doc follow-ups
- epic_02: expand E2.M1 module breakdown (non-combat SkillDef, allowedXpSourceKinds)
- PR gate: Python jsonschema validate content/skills vs skill-def.schema.json
- Add scripts/validate_content.py, requirements-content.txt; ignore .venv-content
- CT.M1, E2.M1, internal-content-authoring, content README: document CI spine
- Update 2026-04-03 branch review (suggestions 2–3 done)
2026-04-03 21:27:52 -04:00
VinPropane f9de62b563 chore: branch-wide docs review vs main + Epic 2 objective hybrid wording
- Save docs/reviews/2026-04-03-branch-chore-game-design-docs-vs-main.md
- Epic 2 Objective: skill vs gig progression; link progression + E2.M2
2026-04-03 21:23:36 -04:00
VinPropane dd2fef797d chore: align game-design docs, SkillDef schema, and docs review agent
- Hybrid progression: encounter gig XP, mission skill rewards, Slice 3 split
- SkillDef JSON Schema: stable id, gather/process/make/tech, allowedXpSourceKinds
- Prototype skills: salvage, refine, intrusion; expand E2.M1/E2.M2 contracts
- Add docs-review-agent rule, skills coherence review, AGENTS.md row
- gigs/progression/overview/skills cross-links; explicit HTML anchors in skills.md
2026-04-03 21:21:33 -04:00
VinPropane b7aeccafa9 chore: defer failure XP, respec, synergy to late-stage tuning 2026-04-03 20:44:04 -04:00
VinPropane c40923d1f9 chore: log Tech skill category roster as agreed solid for v0 2026-04-03 20:40:41 -04:00
VinPropane 681b9a6a95 chore: clarify Rigging vs Hardshell hybrid note in skills roster 2026-04-03 20:38:37 -04:00
VinPropane 08a9e67211 chore: non-combat Rigging use by specialty skill; utility items without hooks 2026-04-03 20:37:57 -04:00
VinPropane 3786bae41e chore: gig-gate combat deployables and default Make non-consumables in combat 2026-04-03 20:36:39 -04:00
VinPropane 9f7a1e0af8 chore: split armor into Hardshell and Softshell; powered armor on Rigging 2026-04-03 20:34:09 -04:00
VinPropane a3140e509e chore: add Edgesmith Make skill for non-gun weapons 2026-04-03 20:29:15 -04:00
VinPropane 38021311aa chore: keep Food synth Make skill; remove defer note 2026-04-03 20:28:18 -04:00
VinPropane cc71b79e78 chore: cybernetic replacement cost; old unit likely becomes scrap 2026-04-03 20:27:39 -04:00
VinPropane c21f65532c chore: Armtech swappable vs Cybernetics body-integrated—no overlap 2026-04-03 20:27:07 -04:00
VinPropane ad0d1bc2b5 chore: cybernetics semi-permanent and not gig-gated (Seams + decisions) 2026-04-03 20:26:25 -04:00
VinPropane 39ef946814 chore: add Cybernetics Make skill to skills roster 2026-04-03 20:23:56 -04:00
VinPropane f6c4cb6b52 fix: stable #seams-gigs-skills anchor for Seams section links 2026-04-03 20:22:53 -04:00
VinPropane 1757e87830 chore: separate Data scrub (data/firmware) from Fab tech 2026-04-03 20:21:23 -04:00
VinPropane e13043f09a chore: generalize multi-stage Process note; roster intro for chain shape 2026-04-03 20:20:18 -04:00
VinPropane b4f72c77e6 chore: document multi-stage Process chains (e.g. Composite work) 2026-04-03 20:19:27 -04:00