chore(meta): update changelog

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-11 23:48:28 +01:00
co-authored by Claude Opus 4.6
parent dcf887cb49
commit 1443f9dc9e
+13
View File
@@ -7,11 +7,24 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
## [Unreleased]
### Added
- Tile rendering engine (#129) — programmatic TileSet with floor/wall/door/object placeholders, renders from snapshot tile data
- Fog overlay rendering (#131) — three visibility states (visible/fog-edge/hidden) via TileMapLayer overlay
- Camera lock to character (#116) — Camera2D smoothing at 2x zoom, locked to player position (D-015)
- Test room environment — 8x8 room with corridor and Manhattan-distance visibility for development without server
- `ticket team` command and `--team` filter — comma-separated team assignment for tickets (server, client, joint, content)
### Fixed
- Entity renderer protocol field mismatches — "id"→"entity_id", "type"→"kind.variant", "position"→x/y fields now match Protocol.decode_entity() output
- Entity centering — entities (24x24) now centered within 32px tiles instead of top-left aligned
- `start-sprint` skill uses `git rev-parse --show-toplevel` for worktree-safe absolute paths — fixes "No such file or directory" errors on team branches
### Changed
- Background clear color set to near-black for unexplored areas (was default Godot gray)
- Scene render order: Tiles → FogOverlay → Entities (fog covers tiles, entities render on top)
- FogOverlay node type changed from Node2D to TileMapLayer for tile-based fog rendering
- GameState now stores visible_tiles and visible_positions from snapshots
- Test snapshot includes player entity (kind "Player"), second NPC entity, tile data, and visibility data
### Added
- Sprint 2 "See" briefings (server, client, joint) — fog of perception through the bridge
- `/plan-sprint` skill — automates sprint planning workflow and briefing file generation