10 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Fable 5 c82ea3ec92 feat(client): purchased UAL tiers wired — lib/Clip addressing, stance enter/exits, turn-in-place (T-1088)
ual1.glb (120 clips) + ual2.glb (134) replace the free-tier subsets;
CharacterVisual loads both under explicit library names with lib/Clip exact
addressing (bare names keep cross-library search). Gait table re-pointed;
two new one-shot overlays in the gait machine: stance transitions
(Sprint/Crouch Enter/Exit, destination-Enter priority, clip-length timer,
movement never stalls) and turn-in-place (Turn90/180 L/R from shortest-arc
sign, >=60/135 deg idle yaw jumps, retrigger-guarded). All clip names
verified by dumping the imported GLBs. 70 gait tests + live smoke green
(both libraries load with exact counts).

S9 live-tune list: turn handedness (unverified headless — one-line swap),
TURN_SPEED_SCALE=2.0 compromise vs the snappy yaw ease, turn-on-stop feel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:53:35 +02:00
jpmschweitzerandClaude Fable 5 629c0a9b1e feat(client): D-252 view/movement split — body from leg velocity, view is the mouse (T-1093)
D-252 (new record, amends D-054/D-249, resolves Q-084's walk-vs-aim split):
Facing is view-only; movement no longer writes it. Client side: the rig's
moving-body yaw now always derives from leg velocity (the wire octant is the
VIEW and must never rotate the body — the follow-only commit flag
generalizes and disappears); the layered head/torso look-at runs during any
movement, WASD included; the ~100ms post-step re-assert mitigation is
removed as dead (server-side facing_from_delta removal lands separately).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:59:06 +02:00
jpmschweitzerandClaude Fable 5 6453f71220 fix(client): re-assert mouse facing after each follow step — vision-cone flap mitigation (T-1088)
Live finding: during a path-follow the cone snapped to path-forward on every
accepted step (server facing_from_delta overwrites Facing; the change-gated
SetFacing never re-sends an unchanged octant) and stayed there until the
mouse crossed an octant boundary. The follower now re-asserts the current
mouse octant 100ms (~2 ticks) after each emitted step — same-tick re-asserts
lose, movement wins within a tick — shrinking the flap to a ~100ms blip.
Full stability needs server-side aim-lock: filed T-1093 (Q-084's walk-vs-aim
split, now with play evidence); wire semantics untouched per the sidequest's
presentation-layer constraint.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:44:52 +02:00
jpmschweitzerandClaude Fable 5 cb6b39331d feat(client): follow-facing — body commits to path, mouse drives layered head/torso look-at (T-1088)
During an RMB path-follow the body yaw locks to the leg direction (rig
commit_body_to_motion, from interpolated velocity — immune to SetFacing
interleaving between throttled steps). The mouse instead drives a layered
look-at: LookAtModifier3D pair on Head (±70°) + spine_02 (±30° torso twist
for looking far lateral/behind — past their sum the character physically
cannot look further without turning). Forward axis measured from the
armature rest pose (+Z), not guessed. Influence fades in/out on follow
start/end. Pure client presentation per D-249; SetFacing still rides the
wire, so the server vision cone follows the mouse while walking — the
character looks where the player points.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:35:43 +02:00
jpmschweitzerandClaude Fable 5 6372537f2f fix(client): bottom-wall scan pierces 2-thick walls + corner diagonal; whole-box quantized cuts (T-1088)
Live-session findings, three in one: (1) Gauntlet walls are 2 tiles thick —
the outer row's camera-far neighbor is the inner WALL, so its flag stayed 0
and it stood full-height behind the collapsed inner stub; the flag now scans
up to 3 tiles through consecutive KNOWN walls (unknown stops the scan — no
assumptions past the info boundary), and any newly-learned tile refreshes the
wall chain behind it. (2) Corner pillars at the screen-bottom junction never
collapsed — their interior floor sits DIAGONALLY behind, which no straight
scan line reaches; the combined diagonal joins the scan set. (3) Per-fragment
smoothstep falloff carved organic notches (the 'sphere' read) — the cut now
computes per-instance in the vertex shader from the box's tile center and
quantizes at 0.5: every wall box is either full or stub, X2-crisp.

Verified via locomotion_cutaway autopilot capture: south runs read as clean
stub rows, corners collapse, camera-far walls stand.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:10:28 +02:00
jpmschweitzerandClaude Fable 5 49c8994943 feat(client): move-here path preview + RMB gesture vocabulary (T-1088, Q-084)
Hover marker + optimal path line over the KNOWN tile store only — the
character plans through what they know; fog is unpathable (info boundary at
the planning layer; the follower additionally revalidates every remaining
tile per step). Pure static 8-dir A*: uniform cost 1 incl. diagonals (D-248
time-optimal, no sqrt2), no corner-cutting, terrain-cost provider seam for
Phase-4 terrain. Execution streams ordinary Move* steps through the existing
throttle — zero protocol change, server validates every step.

RMB vocabulary (live-session spec): click = walk there at current stance;
double-click = sprint there (ToggleStanceUp burst — server toggle handler
verified cooldown-free so bursts climb deterministically — with net-zero
restore on arrival; a double upgrades the active follow in place);
long-press >=400ms = go there then Crouch on arrival, no restore (input-
vocabulary prototype; real cover mechanics are future combat design).
Cancellation: WASD override (stance kept), invalidation, teleport,
suppression. Two additive InputMapper seams (queue_move_step,
queue_stance_toggle); mouse unproject shared with the facing provider
(ground_hit_local). 44 new gdUnit tests across finder + follower ladders.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:52:03 +02:00
jpmschweitzerandClaude Fable 5 98032e9d5a feat(client): cutaway defaults to mode 2 (both) — user verdict from the live session (T-1088)
Known interiors open at a glance (bottom walls low) AND the sightline
corridor punches through unexplored exterior walls; C still cycles modes.
sandbox_constants.gd also carries the path-preview/gesture knobs for the
click-to-move feature landing in the next commit (single tuning file).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:51:38 +02:00
jpmschweitzerandClaude Fable 5 e32a041778 feat(client): cutaway modes — corridor / bottom-walls-low / both, C-key live toggle (T-1088)
Live-session two-minds resolution: the trippy sightline corridor stays as a
mode (candidate signature look); mode 1 drops any wall with a KNOWN non-wall
tile on its camera-far side to the stub (X2 bottom-walls read — the player
sees the room without walking to it); mode 2 combines. Bottom-wall flag rides
MultiMesh INSTANCE_CUSTOM.r, updated on paint and when newly-learned floors
promote camera-ward walls; camera-far directions derived from the live
WorldRoot basis, never hand-derived. Default stays corridor pending the
feel verdict.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:16:14 +02:00
jpmschweitzerandClaude Fable 5 2db7dd25e1 fix(client): cutaway cuts the camera-character sightline corridor, not a proximity dome (T-1088)
Live-session finding: the half-disc cut bit nearby side walls while leaving
the wall actually occluding the character at full height, with dome-contour
scallops across the two-row walls. Rewritten as a sightline corridor: walls
within CUT_CORRIDOR_HALF_W of the character's x, camera-side, out to a
pitch-derived reach (WALL_H / tan(pitch) — how far a wall can still occlude
in ortho; ~4.3 m at -30, breathes with the T-cycle tilt) drop to the stub.
FollowCamera3D exposes pitch_deg(); reach clamped 0.5-16 m.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:01:49 +02:00
jpmschweitzerandClaude Fable 5 a7801a942a feat(client): 3D locomotion sandbox — character walks the live Gauntlet (T-1088)
New SR_LIVE sandbox scene: CharacterVisual composited in a 3D greybox world
derived from server snapshots. Per-leg constant-velocity interpolation keyed
to the stance throttle, 'server feet / client eyes' facing (wire octant while
moving, client aim octant idle), cadence-synced gait state machine on
AnimationPlayer custom blends, D-148 orthographic follow camera (-30deg
default, T-cycle presets), sim-space grid shader, camera-side wall cutaway,
accumulating never-evict tile store with four-state visibility tint.

Additive seams only: InputMapper.facing_angle_provider (2D path unchanged),
CharacterVisual.play_animation blend_time param + get_animation_player().
Visual harness gains per-scenario scene field + SR_AUTOPILOT input scripting.
210 new gdUnit assertions across five suites; verified live (230/230 total,
clean smoke, screenshot at .cache/screenshots/locomotion_idle_live.png).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:23:16 +02:00