Sprint 22 "Wire" briefings for server, client, visual, CI, and
planning teams. Also track Godot .import and .uid files that were
previously untracked.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Runtime 64px sprites rendered through the new pipeline: generic NPC
(4 directions) and structural wall (4 directions). These unblock
client ticket #540 for sprite camera angle integration.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New .uid files from Godot 4 and updated .import metadata for
audio assets and fonts added during Sprint 14.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Godot requires .import files for stable uid:// references across
editor sessions. All other audio assets have one — this was missed
in the audio branch PR.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Produces sfx_npc_murmur.ogg via Stable Audio Open for D-072 universal
event-driven NPC proximity murmur. Organic sonic family (D-074): warm
mid-freq 200-800Hz vocal texture, human voices in adjacent room with
direction and cadence distinguishable, words not. World SFX bus.
Generated 3 candidates (5s/CFG8, 6s/CFG7, 4s/CFG9), selected candidate
1 for richest texture and clearest spatial framing. Unblocks client #533.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add Michroma-Regular.ttf (OFL license) as the game font. Create
FontVariation with +1px tracking and a global Theme resource with
cyan-white (#E0F7FA) implant text color. Wire theme into project.godot
so all Label/RichTextLabel/Button/LineEdit nodes inherit automatically.
Add IMPLANT_TEXT_COLOR/DIM/PULSE constants to constants.gd.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Generated by headless --import after audio merge. These are needed
for stable UID references across editor sessions.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Re-generate monologue chimes (were oversized placeholders) and
fog_recognition (was silent). Fix sample rate headers on remaining
assets (192kHz→44.1kHz). All 8 UI assets now at 44.1kHz stereo,
LUFS -16 normalized, Vorbis q6, durations within D-038 spec.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Generated via Stable Audio Open with sonic family prompt prefixes:
- cursor_hover.ogg (insert-tech, digital click)
- weapon_aim.ogg (insert-tech, mechanical latch sketch)
- implant_open.ogg (insert-tech, neural lattice rising tone)
- fog_recognition.ogg (organic, cognitive realization chime)
- sfx_monologue_chime.ogg (insert-tech, placeholder per D-071)
- sfx_monologue_chime_urgent.ogg (insert-tech, placeholder per D-071)
All assets need duration trimming in next audio sprint (#453).
Updated docs/assets/audio/ui.md status to draft.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Set up the complete Godot 4.6 client foundation as a pure renderer (D-020):
- project.godot with 2D rendering, autoloads, input actions
- Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer
- Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper
- Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer
- UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay
- Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause)
- gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>