diff --git a/CHANGELOG.md b/CHANGELOG.md index 98f1e39b1..be7664ebd 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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