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. |
||
|---|---|---|
| .cursor | ||
| .github/workflows | ||
| .vscode | ||
| client | ||
| content | ||
| docs | ||
| scripts | ||
| server | ||
| .gitignore | ||
| AGENTS.md | ||
| NeonSprawl.sln | ||
| README.md | ||
| docker-compose.yml | ||
| gdlintrc | ||
| neon_sprawl_vision.plan.md | ||
README.md
Neon Sprawl
Neon Sprawl is the working title for a crafting-focused sci-fi / cyberpunk MMORPG with gigs (combat roles) and open non-combat skills (solo-dev scope). Product intent and phase gates: neon_sprawl_vision.plan.md. Design axioms: it must be fun, and it must stay distinctly cyberpunk in theme (see Design axioms in the vision plan).
Tech stack (locked)
| Area | Choice |
|---|---|
| Client | Godot 4.x (GDScript) |
| Game server | C# / .NET 10 (ASP.NET Core), PostgreSQL, Protobuf (JSON OK for earliest spike) |
| Content | JSON/YAML + JSON Schema in CI |
Full rationale and constraints: docs/architecture/tech_stack.md.
Decomposition
Epic-level breakdown: docs/decomposition/README.md.
Git workflow
- Documentation (Markdown under
docs/, README files,neon_sprawl_vision.plan.md): work and commit directly onmain. - Code and implementation (server/client source, Godot project,
content/data, Docker/build/CI config): use a branch, then merge tomainwhen ready. Mixed doc + code changes follow the branch rule.
Repository layout (prototype scaffold)
| Path | Purpose |
|---|---|
NeonSprawl.sln |
.NET solution |
server/NeonSprawl.Server/ |
ASP.NET Core game server |
client/ |
Godot 4.x project (import project.godot) |
content/ |
JSON data + JSON Schema (skills/, schemas/) |
docker-compose.yml |
Local PostgreSQL (docker compose up -d) |
Run the server
cd server/NeonSprawl.Server && dotnet run
Then open http://localhost:5253/health (port from launchSettings.json).
Run Postgres locally
docker compose up -d
Connection (dev): host localhost, port 5432, database neon_sprawl, user neon_sprawl, password neon_sprawl_dev.
Run the client
Open the client/ folder in Godot 4.6 and run the main scene (see client/README.md).