neon-sprawl/client/scripts
VinPropane 8d9ad0ecd3 NEON-29: Stable idle latch + Y anchor for approach treads
Hold latched zero-vel idle through STABLE_IDLE_UNLATCH_TICKS consecutive
unstable readings so thin tread lips do not drop into corrective move_and_slide
every other frame. Idle anchor now freezes Y as well as XZ. Reset latch on
goal/snap/arrival; seed latch on arrival when support is stable after idle tick.
Update hold_idle_anchor GdUnit expectation.
2026-04-12 17:06:30 -04:00
..
camera_state.gd NEON-28: run follow camera in physics after Player (fix jitter) 2026-04-10 22:23:50 -04:00
camera_state.gd.uid NEON-25: isometric follow camera, CameraState, tests, and docs 2026-04-07 23:46:04 -04:00
ground_pick.gd NEON-28: Dev obstacle smoke, nav reparent on hide, and docs 2026-04-10 23:55:50 -04:00
ground_pick.gd.uid NS-16: MoveCommand → server PositionState, Godot sync, tests 2026-03-30 19:54:17 -04:00
interaction_radius_indicators.gd NS-18: fix gdlint (line length, const order/naming) 2026-04-04 20:24:59 -04:00
interaction_radius_indicators.gd.uid NS-18: InteractionRequest, client prototype, Postgres test UX 2026-04-04 20:19:33 -04:00
interaction_request_client.gd NS-18: fix gdlint (line length, const order/naming) 2026-04-04 20:24:59 -04:00
interaction_request_client.gd.uid NS-18: InteractionRequest, client prototype, Postgres test UX 2026-04-04 20:19:33 -04:00
isometric_follow_camera.gd chore: Fix gdlint/gdformat and harden pre-push on Windows 2026-04-11 00:01:25 -04:00
isometric_follow_camera.gd.uid NEON-25: isometric follow camera, CameraState, tests, and docs 2026-04-07 23:46:04 -04:00
main.gd NEON-29: Show player world x,y,z in prototype HUD 2026-04-12 16:52:19 -04:00
main.gd.uid fix(client): reliable NS-14 click-to-move without NavigationMesh 2026-03-29 22:08:25 -04:00
occlusion_policy.gd NEON-27: implement OcclusionPolicy — RayCast-based material fade 2026-04-08 23:34:00 -04:00
occlusion_policy.gd.uid NEON-27: finalise review (Approved) + Godot uid files 2026-04-08 23:55:29 -04:00
player.gd NEON-29: Stable idle latch + Y anchor for approach treads 2026-04-12 17:06:30 -04:00
player.gd.uid fix(client): reliable NS-14 click-to-move without NavigationMesh 2026-03-29 22:08:25 -04:00
position_authority_client.gd chore: Fix gdlint/gdformat and harden pre-push on Windows 2026-04-11 00:01:25 -04:00
position_authority_client.gd.uid NS-16: MoveCommand → server PositionState, Godot sync, tests 2026-03-30 19:54:17 -04:00
prototype_interaction_constants.gd NS-18: gdformat — blank line after doc block (gdtoolkit 4.5.0) 2026-04-04 20:29:25 -04:00
prototype_interaction_constants.gd.uid NS-18: InteractionRequest, client prototype, Postgres test UX 2026-04-04 20:19:33 -04:00
random_floor_bump_collision_constants.gd NS-24: Fix GDScript lint (line length, gdlint, gdformat) 2026-04-06 00:41:32 -04:00
random_floor_bump_collision_constants.gd.uid NS-24: Eliminate idle jitter and movement QA bumps (Godot client) 2026-04-06 00:32:41 -04:00
random_floor_bumps.gd NS-24: Fix GDScript lint (line length, gdlint, gdformat) 2026-04-06 00:41:32 -04:00
random_floor_bumps.gd.uid NS-24: Eliminate idle jitter and movement QA bumps (Godot client) 2026-04-06 00:32:41 -04:00
zoom_band_config.gd NEON-26: add pre-push GDScript lint hook 2026-04-08 23:10:40 -04:00
zoom_band_config.gd.uid NEON-26: ZoomBandConfig, discrete zoom input, CameraState sync 2026-04-08 22:32:45 -04:00