neon-sprawl/docs
VinPropane 71ae829482 NEO-24: add visible target-anchor markers + HUD distance lines
Players reported targeting "feels inconsistent" because the server
PrototypeTargetRegistry anchors (alpha (-5,-5) r=8, beta (8,8) r=4) have
no visible meshes — the only console visible in the scene is the NEO-9
PrototypeTerminal at origin, which is unrelated to NEO-23/24 targeting.

Adds a display-only mirror of the server registry:

- client/scripts/prototype_target_markers.gd spawns a colored mast +
  translucent flat radius ring per anchor so the lock radius is
  visible in-world.
- client/scripts/prototype_target_constants.gd gains ANCHORS with
  position/radius/color, matching PrototypeTargetRegistry.cs. Marked
  display-only; server remains authoritative for validity.
- TargetLockLabel now renders a per-anchor distance line each physics
  tick ("<id>: <d> m / <radius> (in|out)") so players can see the
  relationship between the visible capsule and the lock radius and
  immediately spot client/server position drift.

Also updates README, plan (Decision 4), manual QA (Section 1 boot +
Section 4 locomotion), and the review file's follow-up section to
describe the UX fix.
2026-04-21 23:04:03 -04:00
..
architecture docs: documentation vs implementation alignment (#7) 2026-03-30 19:03:03 -04:00
decomposition NEO-24: fix movement-driven target refresh via authoritative_ack signal 2026-04-21 22:35:41 -04:00
game-design chore: document governing design axioms (fun, cyberpunk theme) 2026-04-04 18:46:55 -04:00
manual-qa NEO-24: add visible target-anchor markers + HUD distance lines 2026-04-21 23:04:03 -04:00
plans NEO-24: add visible target-anchor markers + HUD distance lines 2026-04-21 23:04:03 -04:00
reviews NEO-24: add visible target-anchor markers + HUD distance lines 2026-04-21 23:04:03 -04:00