chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -6,6 +6,22 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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## [Unreleased]
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### Added
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- Client protocol v6 bridge — decode player_stance (4 variants) and player_inventory from ObserverSnapshot, TOGGLE_STANCE_UP/DOWN input actions, 25 gdUnit4 tests
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- Three-scope z-layer rendering pipeline (D-049) — world z:0-900 inside CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal CanvasLayer 30. Y-sort contract enforced, reserved VFX/airborne/lower-floor ranges documented
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- Cursor state machine (#429, D-056) — 4 states (Default/EntityHover/ObjectHover/WeaponAim), 150ms transitions, insert-styled geometric shapes
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- Fog shader rebuild (#430, D-059) — 5-layer fragment shader with animated Perlin noise, CanvasGroup compositing, FogState autoload for visibility/exploration textures
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- Entity interaction list (#432, D-057) — vertical multi-verb menu, insert-styled, sprint suppression, diegetic toggle
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- World radial menu (#433, D-058) — 2 spokes (Observe + Insert), drag-release and click-click input, 60-degree acceptance zones
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- Inventory UI (#438, D-065) — 3x3 grid, 40x40px slots, 1-9 hotkey selection
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- Stance indicator (#439, D-053) — color-coded HUD text, C/X keybinds
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- Architecture docs: z-layer gap analysis, fog shader spec, flying taxi feasibility analysis
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### Changed
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- Scene tree restructured: Entities z_index 3->0 (critical y-sort fix), FloorObjects->10, YSortGroup->100, Overhead->300, FogOverlay->900, ModalLayer added
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- constants.gd rewritten with three-scope z numbering and full reserved range documentation
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- Fog renderer replaced: TileMapLayer-based fog_renderer.gd deleted, replaced by shader-based fog_shader.gd + fog.gdshader
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### Added
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- ObserverSnapshot v6 wire protocol (#449) — player_stance (MovementStance) and player_inventory (Vec\<InventoryItem\>) fields with serde defaults for backward compatibility
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- Stance system (#417) — Sprint/Walk/Careful/Crouch movement stance with tick-based speed (1/2/3/4 ticks per move), monologue rate multipliers (40%/100%/150%/100%), PlayerMoveCooldown component, ToggleStanceUp/Down player actions
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