Replace text-only stance labels with SVG icons + tint shader per D-086.
Alpha-mask shader swaps color at runtime via ShaderMaterial parameter.
Icons: walk, crouch, careful, sprint at 18px inside ImplantPanel row.
Also fix stale UILayer/HUD test path in test_ui_framework_sprint15.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Remove tracked kallast_terrain.npy (HIGH — binary in git)
- Amend D-086: stance + interaction icons delivered, not deferred
- Create ticket #818 for icon_tint.gdshader (client team)
- Fix gas giant profile table: suppress gravity/land%/hydrosphere
- Fix atmosphere_color: null when atmosphere is none
- Fix gas_giant_ringed display as gas_giant in profile table
- Re-scaffold + regenerate Ran system with fixes
.import sidecars: not applicable — gitignored by design (client/**/*.import).
Godot auto-generates on first run.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Validates changed JSON files using python3 -m json.tool (zero
dependencies). Same diff-based scoping as existing checks — only
files changed vs remote are validated. Blocks push on syntax errors.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Tickets with no team assignment caused start-sprint.sh to create
a spurious "sprint-N/None" worktree and Ptyxis tab. Filter at both
the SQL level (AND team IS NOT NULL) and Python level (if r['team']).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
First system through the planet generator pipeline. Per-body wiki
pages with YAML frontmatter at wiki/star-systems/GJ-144/bodies/.
Each body has: index.md (definition + profile), heightmap.png
(4096×2048), globe.png (512×512), and markers.json (rivers, oceans,
mountain ranges).
Bodies: GJ144b-g + moons. Includes temperate (Kallast, Vethis),
frozen, barren moons, and a ringed gas giant.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
PO-built prototype (FBM terrain, Whittaker biomes, procedural globe)
with test body definitions for all planet types. Replaces pyplatec
approach. Spike validates the pipeline architecture for batch #817.
Includes handover doc, 9 test body definitions, and updated spike
pipeline documentation. Stale pyplatec outputs removed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
scipy 1.17.1 and Pillow 12.2.0 — both CVE-audited clean against
NVD + OSV (2026-04-06). Required by planet generator pipeline.
Gitignore generated terrain.npz, spike intermediates, and tmp files.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Health icon: replaced overlapping outlined rects (railroad crossing
effect) with a single solid polygon path. Careful stance: redesigned
from diagonal-arm to horizontal T-shape for clear differentiation
from walk at 20px.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Draw ImplantTheme-styled StyleBoxFlat behind the circular minimap for
visual consistency with other implant components. Stance badge icons
remain blocked by #795 (visual team).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
HUD: merge TimeDisplay into ImplantPanel (time/health/perception in one
panel), remove dead tscn nodes, move HUD to InsertOverlay for D-051 bloom.
Interaction prompt: convert from PanelContainer+StyleBoxFlat to Control
with ImplantPanel+ImplantDataRow, fix panel height for 42px minimum.
Tests updated for new scene structure and public API.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- DebugOverlay: position comment updated, tscn is source of truth
- GauntletHUD: moved from y:48 to y:252 (below StanceIndicator)
- StanceIndicator: offset_top 192→200, height 26→44px for ImplantPanel
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
7 planet type PNGs (512×512px RGBA) covering all biome_summary values:
temperate, temperate_terminator, oceanic, arid, frozen, volcanic, barren.
Pure Python ray-sphere renderer (spikes/planet-renders/generate_planets.py)
— numpy/PIL only, no Godot dependency, ~2s for all 7 types. Seeded from
body_id for reproducibility. Resolves Q-064 (Godot 3D planet plugin
evaluation — superseded by headless Python approach).
Assets at client/assets/planets/, 512×512 RGBA, displayed at 240×240 in
the body-info-panel navigator and GTTR arrival window.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Workshop #801 deliverable: commodities.toml (36 commodities across
5 tiers), production_chains.toml (21 Leontief recipes including
2 substitution routes), schema.md (SQL DDL + validation rules).
Key design choices: brands are not commodities (separate layer),
water→fuel at 8:1 yield, 3 political sub-flags replacing single
boolean, gate energy-over-gate as commercial service. Wiki stub
pages generated for all 36 commodities.
Tickets #811–#815 created for follow-up work. #801 closed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Post-workshop briefing updates: joint notes with dependency chain,
planning team task list, copy/visual team scope adjustments, TEAM.md
roster update.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Delete worktree-update skill template (replaced by sprint branches)
- Remove worktree-update references from settings, manifests, tests
- Update customization-examples to sprint-branch language
- Remove three-tier severity from pr-review template (every comment
is actionable, no suggestion tier)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Create PROJECT_STATE.md at repo root with cascade phase table,
decision count, and current sprint. All 18 briefings now reference
this file instead of duplicating the project state paragraph.
Also removes stale content from briefings:
- "v0.2 direction: generator-first" (contradicts D-166 cascade)
- "Sprint 25 generator spike confirmed as critical path" (Phase 5)
- Agent-specific generator prerequisite claims
- Gestalt "v0.2 Pivot" section reframed as "Key Design Pivots"
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- HUD status panel moved to y=80 (below TimeDisplay at 16-70)
- Removed redundant time row from HUD (TimeDisplay handles it)
- Debug overlay starts at y=150 (below HUD status panel)
- Stance indicator moved below minimap (y=192, was overlapping at y=16)
- Interaction prompt moved to y=-240 (above dialogue box at -200)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- HUD: programmatically builds ImplantPanel with health/mode/time rows,
replaces raw MarginContainer/VBoxContainer/Labels
- Stance indicator: ImplantPanel with color-coded ImplantDataRow,
replaces custom _draw() with hardcoded bg/text
- Interaction prompt: applies implant theme StyleBox + colors to
existing PanelContainer layout
Minimap left as-is — its circular frame is a distinct diegetic element,
not rectangular panel chrome.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Labels now appear based on zoom level and system importance:
- Always: selected + hovered
- Zoom >= 1.2: hubs, junctions, gateway
- Zoom >= 2.0: all named systems
- Below 1.2: only selected/hovered
Prevents label soup at overview zoom levels.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
All named systems get a label below their dot. text_dim for default,
text_primary for selected/hovered. Removed duplicate label from
_draw_selection (now handled by _draw_systems).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Generator now queries bodies/stations tables directly for habitable
count, inhabited count, and total population. All 301 systems have
data — unsettled systems show "0 habitable · 0 inhabited" and "0".
Fixed stale worktree path to systems.db.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
"CORE corridor (hop 1)" with sector color. Bodies back to single line
"1 habitable · 1 inhabited" as originally formatted in the data.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Layout now shows each field on its own line:
star type / hop / corridor / habitable / inhabited / pop / GDP
GDP shows "—" placeholder until economics data is available.
Population shows full number without ellipsis.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
New GameplayRenderer extends Node2D with built-in occlusion support.
Subclasses override _gameplay_process() and _gameplay_draw() instead
of _process() and _draw() — these are skipped when a fullscreen
implant app covers gameplay.
Migrated all 5 gameplay renderers:
- CursorRenderer: hover detection + bracket drawing paused
- EntityRenderer: position lerping paused
- FogEntities: fog dot rendering paused
- SoundIndicatorRenderer: directional arrows paused
- WorldRenderer: tile/fog/entity updates paused
No more manual occlusion wiring — the base class handles everything.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- CursorRenderer z_index=100 so it renders above all HUD/implant layers
- Adjacent systems uses ImplantTextBlock (wraps) instead of ImplantDataRow (clips)
- Panel calls reset_size() before clamping to get accurate height on first frame
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
CursorRenderer must always render on top — shouldn't have its z-index
managed by HudGroups. It's a world-space renderer, not a HUD element.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Accidentally deleted when exploring reparenting options. The z-index
model means it stays as a child of HUD — no reparenting needed.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Moved signals above enum per gdlint class-definitions-order rule.
app_changed signal uses int instead of Mode type to avoid the
forward-reference that forced wrong ordering. Callers compare
against HudGroups.Mode.FULLSCREEN etc unchanged.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaced visibility toggling with z-index layer management. Nothing
gets hidden — fullscreen apps render on top, gameplay stays underneath.
Supports future hybrid layouts (insert-mode map alongside gameplay).
Added gameplay_occluded signal: WorldRenderer skips tile/fog/entity
updates when a fullscreen implant app covers it. Prevents wasted
render work behind opaque overlays. Other renderers can connect to
the same signal.
Modes: GAMEPLAY (z=0), INSERT (z=10), FULLSCREEN (z=20), MODAL (z=30).
Star map uses app_changed signal to toggle its own visibility based
on whether its app is active.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
gdformat collapsed enum + 3 inline comments into one 300-char line.
Split to multi-line enum with doc comments.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>