Commit Graph
309 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 ffef2b3d54 fix(ui): gdlint ordering — signals before enums, signal uses int for Mode
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>
2026-04-05 11:25:22 +02:00
jpmschweitzerandClaude Opus 4.6 2e01081de7 refactor(ui): HudGroups z-index model + gameplay occlusion (D-170)
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>
2026-04-05 11:21:31 +02:00
jpmschweitzerandClaude Opus 4.6 09e0c522bd fix(client): split PowerProfile enum to fix last gdlint warning
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>
2026-04-05 11:10:13 +02:00
jpmschweitzerandClaude Opus 4.6 88c7407cb6 style(client): gdformat all 52 GDScript files — zero format warnings
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:09:10 +02:00
jpmschweitzerandClaude Opus 4.6 572e66f026 fix(ui): remove Node2D cursor_renderer from Control-typed HudGroups array
CursorRenderer extends Node2D, not Control — can't be registered in
HudGroups. Removed from gameplay group. Also dropped typed array
annotation to avoid runtime type mismatch errors.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:07:34 +02:00
jpmschweitzerandClaude Opus 4.6 22d74ab6ad refactor(ui): star map registers as implant/map/starchart
Deeper taxonomy: map is a family of views (starchart, system, station,
planet, location), not one app. Same HudGroups mechanics — just a
more specific path.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:05:26 +02:00
jpmschweitzerandClaude Opus 4.6 5ad2452213 feat(ui): implant app hierarchy in HudGroups (D-170)
Implant apps use hierarchical groups: implant/map, implant/wiki,
implant/journal, etc. Apps are mutually exclusive with each other
and with gameplay. Opening implant/map hides gameplay + any other
implant app. Closing returns to gameplay.

API: open_app(), close_app(), toggle_app(), is_app_active().
Star map uses implant/map. Future apps register their own group.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:04:19 +02:00
jpmschweitzerandClaude Opus 4.6 f037bcaa81 feat(ui): HUD visibility groups — gameplay vs implant layers (D-170)
New HudGroups autoload manages show/hide of related HUD elements as
groups. Exclusive groups (gameplay, implant) are mutually exclusive —
opening the star map hides stance indicator, minimap, interaction
prompts, etc. Closing it restores them.

Gameplay nodes registered in main.gd _ready(). Star map registers as
implant group and uses toggle_group() instead of direct visibility.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:01:28 +02:00
jpmschweitzerandClaude Opus 4.6 44cc8cda4c fix(ui): data rows clip to one line, panel clamped to screen
ImplantDataRow uses clip_text + ellipsis instead of wrapping — each
info item stays on one line. Panel position clamped so bottom edge
never exceeds screen bounds.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:57:35 +02:00
jpmschweitzerandClaude Opus 4.6 f0c6e97742 fix(ui): correct Godot 4.6 size flag constants
SIZE_FLAGS_FILL → SIZE_FILL, SIZE_FLAGS_SHRINK_END → SIZE_SHRINK_END.
The _FLAGS_ prefix was removed in Godot 4.6.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:54:11 +02:00
jpmschweitzerandClaude Opus 4.6 6ad1c8255f fix(ui): implant panel width constraint and text wrapping
Panel now clips content and constrains children to its width.
Components set autowrap and SIZE_FLAGS_FILL so text wraps within
the panel instead of overflowing. Bold markdown markers stripped
in ImplantTextBlock constructor.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:51:25 +02:00
jpmschweitzerandClaude Opus 4.6 962596fd57 feat(ui): implant component library + star map refactor (D-169)
New component library at client/ui/implant/:
- ImplantTheme: shared Resource with colors, spacing, font sizes
- ImplantPanel: PanelContainer root with themed background/border
- ImplantHeader: title + subtitle
- ImplantSeparator: themed horizontal rule with above/below spacing
- ImplantDataRow: single-line text with optional color override
- ImplantTextBlock: RichTextLabel for wrapping narrative text
- default_implant.tres: default theme resource

Star map info panel refactored from 140 lines of manual draw_string
calls to 50 lines of component composition via _rebuild_info_panel().

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:47:23 +02:00
jpmschweitzerandClaude Opus 4.6 8d02b110ae fix(ui): star map info panel spacing — split separator padding
Separators now have explicit above (6px) and below (12px) spacing
relative to text baselines. Previously a single 8px block didn't
account for baseline positioning, causing text to merge with
separator lines. Line height bumped to 18px.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:35:05 +02:00
jpmschweitzerandClaude Opus 4.6 d2ea687ec3 fix(ui): star map info panel — dynamic height measurement
Panel now measures all variable content (GTTR text, adjacent systems)
before calculating height. Fixes clipping on hub systems with many
neighbors and long GTTR excerpts. Unified separator spacing (8px).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 10:27:45 +02:00
jpmschweitzerandClaude Opus 4.6 4eb54a6f7a fix(client): resolve all gdlint warnings — zero warnings policy
Fix 354 gdlint warnings across 65 files: 194 class-definitions-order
(reorder declarations), 138 max-line-length (split long lines),
22 code issues (unused args, no-else-return, naming). Update .gdlintrc
to exclude addons/ and raise max-public-methods for test files.
No logic changes — declaration order, whitespace, and naming only.

Ticket: #783

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 09:59:56 +02:00
jpmschweitzerandClaude Opus 4.6 260eefcdd1 refactor(client): decompose main.gd and game_state.gd god objects
Extract SnapshotHandler (static snapshot parsing), SnapshotConsumers
(non-dialogue consumers + audio handlers), and DialogueCoordinator
(dialogue consumers + signal handlers) as class_name scripts.

main.gd: 28KB → 13KB. game_state.gd: 20KB → 8.5KB.
Autoload parse-order safety maintained via load() inline pattern.

Ticket: #775

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 09:59:34 +02:00
jpmschweitzerandClaude Opus 4.6 8eb9e0a383 feat(ui): star map click-through with wiki/GTTR popup and edge visibility
Show system profile popup on select: name, star type, hop distance,
corridor, GTTR excerpt, body count, population, adjacent systems.
Edge rendering changed to show no edges by default, only selected
system's gate lines on click. Star map data extended with wiki fields
for all 301 systems.

Ticket: #780

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 09:59:18 +02:00
jpmschweitzerandClaude Opus 4.6 469114cb0e fix(ui): wire M keybind for star map toggle, clean up info panel
- Add _unhandled_key_input to main.gd: M toggles star_map.toggle_visible()
- Remove topology line from info panel (internal data, not player-facing)
- Cast aperture_count to int (was showing decimal point)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 08:33:07 +02:00
jpmschweitzerandClaude Opus 4.6 c94c5d7acb fix(client): address PR #109 review — 6 warnings + 5 suggestions
Star map (W1-W3, S3):
- _process visibility guard + dirty flag (no redraw when hidden/unchanged)
- _system_hash masked to 31-bit positive range
- Extracted _find_nearest_system() shared helper

game_state.gd (W4):
- Inline load() in apply_snapshot() replaces per-tick overhead; safe at
  runtime because script is already in resource cache

Data pipeline (W5-W6):
- Script-relative path resolution via __file__
- --check mode + make check-star-map staleness target

Minor (S1-S2, S5):
- Removed redundant bone_idx assignment
- Simplified double-negative test assertion
- Documented autoload parse-order convention in CLAUDE.md

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 00:12:48 +02:00
jpmschweitzerandClaude Opus 4.6 0d5323f66c fix(client): resolve GDScript autoload parse-order errors
Autoload scripts are parsed before regular scripts, so class_name
types (CharacterVisualDescriptor, TestHarness, YamlParser) are not
available at parse time. Replace type annotations with untyped vars
and use load() for in-body class references. Fixes all 14 headless
parse errors (9 pre-existing + 5 from Sprint 30 changes).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:40:28 +02:00
jpmschweitzerandClaude Opus 4.6 d876923485 test(client): add Sprint 30 acceptance tests
27 tests covering all 5 sprint tickets: descriptor persistence (#718),
overhead anchor (#712), hair highlight swatch (#719), manifest JSON
completeness (#720), and star map scene/HUD integration (#674).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:48 +02:00
jpmschweitzerandClaude Opus 4.6 aed513eb71 feat(ui): star map insert module — concentric hop-ring view (#674)
New StarMapRenderer: 301 systems in concentric hop-rings from player
location, sector-colored, click-to-select with info panel, pan/zoom.
Integrated into HUD (hidden by default), insert state propagation
wired in main.gd. Data enriched from systems.db + star-map.json via
tooling/generate-star-map-data.py regeneration script.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:36 +02:00
jpmschweitzerandClaude Opus 4.6 bc168c861a feat(client): hair highlight swatch + manifest JSON for exports (#719, #720)
#719: Add display-only hair highlight swatch (Option B) — auto-derived
from primary tint, non-interactive (MOUSE_FILTER_IGNORE).

#720: Remove DirAccess.open() fallback scanning (breaks in PCK exports).
Fully populate manifest.json (11 body types, 14 hair, 4 heads, 4
eyebrows, 8 clothing). Add tooling/generate-character-manifest script
and make manifest target for regeneration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:23 +02:00
jpmschweitzerandClaude Opus 4.6 4c1e0e9c85 feat(client): wire CharacterVisualDescriptor into startup IPC (#718)
encode_startup_message() now accepts optional CharacterVisualDescriptor
as third param, serialized via to_dict(). sim_bridge passes the
descriptor from GameState on new game start. apply_snapshot() restores
descriptor from server snapshot on save/load cycle.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:11 +02:00
jpmschweitzerandClaude Opus 4.6 e8a053080c feat(client): add BoneAttachment3D overhead anchor above Head bone (#712)
Infrastructure for floating UI elements (status indicators, thought
bubbles, alert markers). Marker3D at Vector3(0, 0.3, 0) offset from
Head bone, exposed via get_overhead_anchor() public API.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 23:34:00 +02:00
jpmschweitzerandClaude Opus 4.6 5addfd8382 assets(client): add character test model + raw textures
Test character model (test_raw.glb) with eye, hair, and body textures
for validation of the character compositor pipeline.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:15:09 +01:00
jpmschweitzerandClaude Opus 4.6 fc3b1fa538 assets(client): add character clothing textures, hair, eyebrows, facial hair, heads
Per-body-type texture maps (BaseColor, Normal, Roughness/ORM) for all
clothing items across all body types. Adds eyebrow variants, facial
hair (beard, moustache, mutton chops), hair styles (12 variants),
and head templates. Sprint 28 character visuals pipeline output.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:14:56 +01:00
jpmschweitzerandClaude Opus 4.6 10c680bbc5 assets(client): update character clothing GLBs + add body textures
Updated clothing models (boots_work, coveralls_basic, jacket_utility,
pants_cargo, shirt_henley) for average_m and reference variants.
Added segmented body textures (BaseColor, Normal, Roughness) for all
body types: average_f, average_m, child, heavy_f, heavy_m, muscular_f,
muscular_m, teen_f, teen_m. Sprint 28 character visuals work.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:14:20 +01:00
jpmschweitzerandClaude Opus 4.6 cef2a2f27f feat(assets): regenerated segments, hair, clothing with new pipeline
Body segments: face-based exclusive assignment for all 8 body types
  (average/muscular/teen m/f, child) + hips segment
Hair: solidified 20mm, normals recalculated, white masks (was black)
Clothing: peasant tunic/pants/shoes solidified 25mm for all body types
Eye: iris mask from T_Eye_Split.png green channel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-23 17:44:03 +01:00
jpmschweitzerandClaude Opus 4.6 093b24e38e feat(assets): face-based segmentation pipeline + solidify for hair/clothing
Segmentation:
- Face-based exclusive assignment (no overlap, no caps needed)
- Hips split from torso (pelvis as own segment)
- Torso_upper independent (spine_03 + clavicle, not a variant)
- Clavicle moved from arm_upper to torso_upper

Hair pipeline:
- Solidify modifier (20mm) for scalp hair volume
- Normal recalculation before solidify for consistent direction
- Eyebrows/facial hair NOT solidified
- Fixed mask generation (was outputting black, now white)

Clothing pipeline:
- Solidify modifier (25mm) for clothing thickness
- Peasant shoes added from Fantasy pack

Tooling:
- convert_outfit.py with solidify support
- inspect_glb.py, check_hair_symmetry.py for debugging
- Segment reference distribution locked
- Q-063 footsteps VFX filed

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-23 17:43:04 +01:00
jpmschweitzerandClaude Opus 4.6 4d9840b68f feat(client): character creator overhaul — manifest, segments, eye color
Major changes from runtime testing and iteration:
- Asset manifest (manifest.json) controls all available content —
  replaces filesystem scanning, solves DirAccess/PCK export issue
- Dynamic tabs: only show tabs with manifest content
- Body segmentation: face-based exclusive assignment, hips split from
  torso, torso_upper independent (not a variant)
- Eye color with iris-only mask from T_Eye_Split.png green channel
- Eyebrows tinted with hair color (from body segment, not separate GLB)
- Hair/clothing loaded as skinned meshes on shared skeleton
- Segment hiding disabled for clothing (solidify handles coverage)
- Gender-aware randomizer (no facial hair on female/teen)
- Clothing slots hidden when empty in manifest
- UI: color docks docked to bottom on all tabs, padding, flow layout
- Debug tab with per-segment visibility toggles
- Screenshot automation with test config JSON

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-23 17:42:33 +01:00
jpmschweitzerandClaude Opus 4.6 8218d5a942 fix(client): remove ALPHA output from toon shaders — fixes depth sorting
Writing ALPHA caused Godot to treat all meshes as transparent, breaking
per-pixel depth testing. Hair clipped through the head, clothing through
the body — all caused by object-level depth sorting instead of z-buffer.
Removing ALPHA makes everything opaque with correct depth behavior.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-23 15:39:05 +01:00
jpmschweitzerandClaude Opus 4.6 2614c3c57a fix(client): build tab panel entirely in code — remove from .tscn
TabContainer and its VBoxContainer parent vanish during scene
instantiation when loaded as a child of MainMenu in Godot 4.6.
Moving the entire tab panel construction to _ready() resolves
the issue — the .tscn now only defines the preview side and footer.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 19:11:37 +01:00
jpmschweitzerandClaude Opus 4.6 307a221527 fix(client): resolve TabContainer via find_child instead of @onready
@onready path resolution fails when the scene is instantiated as a
child of MainMenu — the node path is valid in the .tscn but the
layout hierarchy breaks during child instantiation in Godot 4.6.
Using find_child() is more robust for scenes that are dynamically
added to another scene's tree.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:51:09 +01:00
jpmschweitzerandClaude Opus 4.6 a2ef1c34cb fix(client): create TabContainer children programmatically
Godot 4.6 TabContainer silently destroys children defined in .tscn
during scene instantiation ("Parent path has vanished"). Moving tab
shell creation to _ready() fixes the right-side settings panel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:41:24 +01:00
jpmschweitzerandClaude Opus 4.6 18ee89d066 feat(client): add animation support to character compositor
Load UAL animation library onto the skeleton and play idle animation
after character assembly. Adds play_animation() and stop_animation()
public API. Searches all animation libraries for matching animation
name with common idle variant fallbacks.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:33:36 +01:00
jpmschweitzerandClaude Opus 4.6 86acb87771 fix(client): explicit Variant type on JSON.parse_string return
GDScript strict mode rejects type inference from Variant-returning
functions. JSON.parse_string() returns Variant — use explicit type
annotation to satisfy the parser.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:28:35 +01:00
jpmschweitzerandClaude Opus 4.6 acb1119b2a fix(client): add explicit type annotations for GDScript strict mode
Dictionary.get() returns Variant, which fails GDScript's strict type
inference (warnings-as-errors). Add explicit type casts on all
dictionary access in clothing and accessory tab code.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:21:50 +01:00
jpmschweitzerandClaude Opus 4.6 145d8fec17 refactor(client): remove archetype selection, fix Randomise→Randomize
- Remove character_select.tscn and character_select.gd entirely
  (Smuggler/Detective archetypes removed per v0.2 pivot)
- New Game goes straight to character creation
- Rename Randomise→Randomize throughout (US English convention)
- Add *.import and *.uid to client gitignore (import artifacts)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 18:18:47 +01:00
jpmschweitzer 5718f44b8b Merge remote-tracking branch 'origin/client' 2026-03-22 17:56:47 +01:00
jpmschweitzerandClaude Opus 4.6 ebac8c9580 fix(client): address PR #99 review round 2 — 3 doc/comment fixes
1. character_creation.gd:125 — cam_pitch_idx comment: 2=overhead(0°) → (-80°)
2. character_visual.gd:37 — segment arithmetic: 17+2+2=21 → 14+2+2=18
3. decisions/scope.md D-158 — overhead angle: 0° → -80° to match code

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 17:54:53 +01:00
jpmschweitzerandClaude Opus 4.6 2c83809329 fix(client): correct second D-160 segment count reference (21→18)
Stig's review fix caught the first reference (line 9) but missed the
class docstring at line 27. Both now say 18 segments per D-160.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 17:48:50 +01:00
jpmschweitzerandClaude Opus 4.6 33d7d6996b fix(ui): address PR #99 review — character creation editor fixes
13 fixes from PR #99 review on #705 (character editor):

- #10/#11: Add _get_swatch_color() helper; fix stale closure in
  _make_color_swatch (reads current color at click time, not
  construction time); fix _on_modal_ok to use helper instead of
  wrong get_child(0) traversal
- #12: Replace HSV palette with D-165 hardcoded hex values (6×9
  rows, muted HSL per spec — reds/greens/blues/purples/browns/grays)
- #13: Fix fallback asset IDs to match actual files — hair: bald/
  bob/buzzed/long; heads: head_001–004; facial hair: beard/moustache/
  mutton_chops (stubble removed — no asset)
- #14: Remove invented "slot field" TODO comment; replace with
  name-prefix convention note
- #15: Fix overhead camera pitch 0.0°→-80.0° (0° was horizontal,
  not top-down as intended per D-158)
- #16: Make hair highlight swatch non-interactive (_make_display_swatch);
  remove _on_hair_highlight_changed and _hair_highlight_auto flag
- #17: Remove no-op self-assignment in _on_hair_selected; remove
  redundant assignment inside _hair_highlight_auto block
- #18: Store _clothing_dock_container/_accessory_dock_container as
  instance vars — eliminates fragile get_child(3).get_child(0) chain
- #19: Fix test_r_key_triggers_randomise — replaces assert_bool(true)
  with a real assertion checking body_type or skin_tone changed
- #20: Cache scan results in _cached_hair_ids/_cached_head_ids during
  tab build; _on_randomise() reads cache (no re-scan per keypress)
- #21: Fix character_visual.gd docstring "21 segments" → "18 segments"
- #22: Fix _get_accessory_ids_for_slot — apply slot name-prefix
  filtering instead of returning all accessories for every slot

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 17:46:10 +01:00
jpmschweitzerandClaude Opus 4.6 00479fab09 fix(assets): address PR #98 review — all 7 items
Warning fix:
- Remove torso_upper from hides in 3 coverage.json files
  (coveralls_basic, jacket_utility, shirt_henley) and the generator
  script — redundant when torso_variant is "full"

Suggestions addressed:
- Add pants_cargo authoring note about foot segment distinction
- Add pipeline_log.json provenance output to Surface Deform batch
  pipeline (tracks method per variant: surface_deform/shrinkwrap/copy)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 17:22:33 +01:00
jpmschweitzerandClaude Opus 4.6 56e8c70081 feat(client): character creation screen with live 3D preview (#705)
Full character creation UI with 5-tab customisation panel (Body, Head,
Hair, Clothing, Accessories), live 3D compositor preview via SubViewport,
D-165 color picker modal, keyboard navigation, and game flow integration.

- CharacterCreation scene + script (~1440 lines) implementing wireframe spec
- SubViewport with Camera3D (frontal/dramatic/overhead presets per D-158)
- Cardinal rotation (Q/E) per D-155, randomise (R), Tab/Enter/Esc navigation
- Body type grid (11 types, D-159), skin tone dock (9 tones, shared state)
- Head template, hair, facial hair, eyebrow grids with DirAccess asset scanning
- Clothing slot selector with per-item Primary/Secondary/Accent tints
- Accessory slot selector with Primary/Secondary tints (Array[Color] descriptor)
- 54-swatch color picker modal (D-165) with hex input and recent colors
- Auto-derive flags for highlight, eyebrow tint, facial hair tint from hair primary
- Game flow: main_menu → archetype select → character creation → game start
- GameState.character_visual_descriptor field for gameplay consumption
- Updated accessory_tints from single Color to Array[Color] in descriptor + compositor
- 40+ GdUnit tests covering scene structure, signals, keyboard nav, color derivation

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 17:16:47 +01:00
jpmschweitzerandClaude Opus 4.6 042deb6b75 feat(assets): add initial clothing set with all body type variants
Five placeholder clothing items fitted to all 11 body types via the
Surface Deform batch pipeline (60 GLBs total):
- coveralls_basic, jacket_utility, pants_cargo, shirt_henley, boots_work

Each item includes reference.glb, reference_mask.png, coverage.json,
and 11 body-type variant GLBs. All Surface Deform binds succeeded
with no Shrinkwrap fallbacks needed (#711).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 16:56:57 +01:00
jpmschweitzerandClaude Opus 4.6 0b1bfe6a96 fix(assets): address PR #96 review — all 8 items
- Fix stale 21→18 segment count in architecture doc, script docstrings,
  and disk budget table (critical — both reviewers)
- Add average_m/README.md noting role as clothing reference body
- Add __main__ guards to diagnostic scripts
- Preflight-check all source paths in blender_process_bodies.py
- Document solid-white hair masks as v0.2 placeholder for multi-region
- Add fallback size comment for head mask generation
- Add bald_mask.png (1×1 black) for sidecar convention consistency
- Document child non-uniform scale rationale (Y=0.72 vs XZ=0.75)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 15:24:50 +01:00
jpmschweitzerandClaude Opus 4.6 d54040e3b7 feat(assets): add body type segment GLBs for all 11 body types
Adds 198 body segment GLBs (11 body types × 18 segments each) to
client/assets/characters/bodies/:

DIRECT BODY TYPES (6): average_m, average_f, muscular_m, muscular_f,
teen_m, teen_f — segmented from Quaternius FullBody GLTF exports

FORK BODY TYPES (5, auto-scaled from source mesh):
  thin_m, thin_f   — scale (0.82, 1.0, 0.88), narrower/ectomorph
  heavy_m, heavy_f — scale (1.20, 1.08, 1.0), wider/endomorph
  child            — scale (0.75, 0.72, 0.75), forked from teen_m

Each body type contains 18 segments:
  seg_head, seg_neck, seg_torso, seg_torso_upper,
  seg_arm_upper_l/r, seg_arm_lower_l/r, seg_hand_l/r,
  seg_leg_upper_l/r, seg_leg_lower_l/r, seg_foot_l/r,
  seg_eyes, seg_eyebrows

Fork directories include README.md flagging auto-generated status
and scale values. Fork proportions may need artist refinement.

Segmentation uses BMesh vertex-weight selection + 1-ring boundary
overlap for seam-free deformation. D-159 (11 body types), D-160
(18 segments), D-164 (Quaternius source assets).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 15:09:00 +01:00
jpmschweitzerandClaude Opus 4.6 8473986905 feat(assets): add head template library and hair/eyebrow accessory GLBs
Adds the character head and hair accessory asset tiers:

HEAD TEMPLATES (client/assets/characters/heads/templates/)
  4 head GLBs from Quaternius OnlyHead .blends:
  head_001 (regular_f), head_002 (regular_m),
  head_003 (teen_f), head_004 (teen_m)
  Each paired with a 1024x1024 solid-white _mask.png (full-face tintable)

HAIR (client/assets/characters/hair/)
  13 hairstyle GLBs + masks: bob, buns, cornrows, curly, long_wavy,
  medium_wavy, pixie, ponytail, short_fade, short_messy, short_neat,
  undercut, up_do; plus bald.glb placeholder

FACIAL HAIR (client/assets/characters/facial_hair/)
  3 GLBs + masks: beard, moustache, mutton_chops

EYEBROWS (client/assets/characters/eyebrows/)
  4 GLBs (no masks — tinted directly by shader):
  female, regular, teen, thick

Masks are white (full coverage) pending future artist-authored greyscale
maps for per-region tinting. Eyebrows excluded per compositor spec.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-22 15:08:11 +01:00
jpmschweitzerandClaude Opus 4.6 bcd5887b82 fix(client): address PR #95 review — 8 items
SLOT_TO_BONE expanded to 12 slots (earring_l/r, necklace, wrist_l/r).
_clear() outline teardown ordering fixed. toon_masked.gdshader: removed
cull_disabled, added ALPHA output. _attach_to_bone() returns node instead
of bool. skin_tone clamped in from_dict(). D-160 segment count 15→17.
Blender scripts: docstrings + __main__ guards. Reload test tightened.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-20 07:59:23 +01:00