230 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 7231b28850 chore(meta): release v0.1.22
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 17:25:31 +01:00
jpmschweitzerandClaude Opus 4.6 6bcdc48412 feat(client): add visual test harness with golden regression
Gives Claude eyes: `make screenshot` captures a rendered frame,
`make test-visual` compares against golden PNGs, `make visual-update`
regenerates goldens. Built to debug the Sprint 22 fog regression and
prevent future visual regressions across fog, HUD, dialogue, and UI.

Config-driven via tests/visual.json (11 scenarios, 2 flows).
Capture engine boots main.tscn with real GPU rendering (not --headless),
waits for NoiseTexture2D async gen, uses deterministic shader time.

Components:
- visual_capture.gd: SceneTree capture engine (scenario + movie modes)
- visual_scenarios.gd: per-scenario setup hooks
- tooling/visual-diff: pixel comparator (PIL primary, struct fallback)
- tooling/visual-thumbnail: contact sheet + crop tool
- tests/run-visual: suite script (xvfb wrapping, golden workflow)
- fog_state.gd: override_time for deterministic captures
- fog_shader.gd: fog_noise_ready signal for settle sequencing

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:33:55 +01:00
jpmschweitzerandClaude Opus 4.6 8ac904fe69 fix(client): remove return statements from fog fragment shader
Godot 4.6 OpenGL3 compatibility mode does not support 'return' in
fragment(). The early returns on lines 68 and 82 caused silent shader
compilation failure, making the fog overlay render as a no-op — the
root cause of the Sprint 22 fog regression.

Restructured to if/else-if/else chain preserving identical logic.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:33:33 +01:00
jpmschweitzerandClaude Opus 4.6 6d416d144f fix(client): simplify fog shader to match D-015 — light fog only, blur exploration edge
The 5-layer fog model's deep fog sub-zone (alpha 0.55-0.70) was designed
for the old peripheral sector. After #569 removed peripheral, tiles behind
the player dropped straight to deep fog — indistinguishable from unexplored
black over dark scene tiles.

D-015 is explicit: behind = light fog overlay, art preserved, just "not
fresh." There is no deep fog sub-zone.

Changes:
- Remove dual light/deep fog alpha — all explored tiles use alpha 0.25-0.35
- Add 5x5 Gaussian blur on exploration texture to soften staircase boundary
- Use blurred exploration value for the visual transition (raw for anti-bleed)
- Remove DARK_OVERLAY constant (zone_tint handles all explored color)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 00:22:01 +01:00
jpmschweitzerandClaude Opus 4.6 95875cb92d fix(client): restore tiles variable for zone tint loop in fog_state
The merge of visual and client branches dropped the `tiles` variable
declaration. The client branch refactored bounds calculation to use
`visible_positions`, but the visual branch's zone tint loop still
iterates over `visible_tiles` for zone_id data.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 00:04:22 +01:00
jpmschweitzer f80b6c1aca Merge remote-tracking branch 'origin/visual'
# Conflicts:
#	CHANGELOG.md
#	client/scripts/autoloads/fog_state.gd
#	client/shaders/fog.gdshader
2026-02-28 23:43:26 +01:00
jpmschweitzerandClaude Opus 4.6 12c2d86771 fix(assets): deprecate VIS_PERIPHERAL and fix spec table label
Round 4 review: mark VIS_PERIPHERAL as deprecated (peripheral sector
removed in #569, constant retained for test compatibility). Fix spec
status table row from "peripheral sector" to "cone gradient".

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:38:29 +01:00
jpmschweitzer 150faca5d9 Merge remote-tracking branch 'origin/client' 2026-02-28 23:34:36 +01:00
jpmschweitzerandClaude Opus 4.6 2f22fbe4c1 fix(assets): purge stale 5-layer/peripheral references from fog spec
Round 3 review fixes — thorough spec cleanup:
- Remove visibility_sectors from data flow (peripheral removed in #569)
- Remove player_pos uniform (cone center implicit in visibility_tex)
- Update FogState pseudocode: remove sector step, add zone tint step
- Update lifecycle diagram to match single update_from_state() call
- Fix "5-layer fog" → "3-state fog" in Files to Create and impl notes
- Mark zone tint open question as resolved (Sprint 22, D-077)
- Document filter_nearest rationale on zone_tint_tex (D-073 hard zones)
- Note low-saturation tint is intentional per D-046 Hopper test

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:26:30 +01:00
jpmschweitzerandClaude Opus 4.6 6fac224d55 fix(client): prevent signed overflow in world_seed generation and load
GDScript int is i64 — when randi() returns a value with bit 31 set,
left-shifting by 32 sets bit 63, producing a negative i64. MessagePack
encodes this as a negative integer, which Rust rmp_serde rejects when
deserializing as u64, causing ~50% startup failure rate.

Fix: mask bit 31 before shifting in new_game() to cap entropy at 63
bits. Also mask the sign bit in _read_seed_file() to handle save files
written before this fix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 23:24:46 +01:00
jpmschweitzerandClaude Opus 4.6 b025fe8152 chore(db): remove db/connectors backwards-compat symlink (#568)
Remove the db/connectors → tooling/db/ symlink added in Sprint 21
(#274) and migrate all references to use tooling/db/ directly.

- Delete tracked symlink from db/connectors
- Remove duplicate db/connectors/* permission patterns from settings
- Update project-structure.md to reflect removal
- Move whatsinagame/static/db/connectors/ to whatsinagame/static/tooling/db/
- Update 20 whatsinagame template, skill, and test files
- Update comment references in client/tests/test_anti_tedium.gd
- Historical docs (old sprint briefings, changelog, discussions) left as-is

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:13:26 +01:00
jpmschweitzerandClaude Opus 4.6 b9b9c923a0 fix(assets): correct gradient radius comment from 6-8 to 3-4 tiles
The 7x7 Gaussian kernel (sigma 2.0) produces a 3-4 tile radius
gradient, not 6-8 tiles. Header comment now matches the function
comment and actual math.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:12:56 +01:00
jpmschweitzerandClaude Opus 4.6 50aba3adf6 fix(client): address PR #78 review comments
- Widen world_seed entropy from u32 to full u64 by combining two randi()
  calls (Hoshe warning #1)
- Persist world_seed to save directory and restore on resume_game() so
  loaded sessions maintain D-010 deterministic replay (Tyre warning #2)
- Constrain EntanglementConfig intrigue range based on flat value so
  mundane_ratio stays within D-029 spec [45,55]% (both reviewers)
- Remove dead VIS_PERIPHERAL constant and _grow_bounds() method
- Update test_client_p1 peripheral test for forward-only simplification
- Fix misleading exp_fade shader comment (filter_nearest = hard step)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 22:11:17 +01:00
jpmschweitzerandClaude Opus 4.6 552c90a264 fix(assets): review fixes — spec alpha ranges and noise symmetry
Sync fog-shader-spec.md with actual shader values after #563 tuning:
light fog 0.25-0.35 (was 0.26-0.34), deep fog 0.55-0.70 (was 0.54-0.70).
Pseudocode now uses symmetric noise remapping (noise*2-1)*amp to match
the shader. Added first-call guard comment on _tint_bytes in fog_state.gd.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 20:04:10 +01:00
jpmschweitzerandClaude Opus 4.6 d591f44b35 feat(simulation): add world_seed IPC and EntanglementConfig (#175, #178)
Implements the StartupMessage protocol: client generates world_seed in
SessionManager.new_game(), sends it after handshake, server uses it to
seed SimRng and sample EntanglementConfig.

EntanglementConfig samples flat ∈ [25,35]%, intrigue ∈ [15,25]%, mundane
as remainder (D-029). Same seed produces identical config (D-010
determinism). Different seeds produce distinct configs in ≥90% of pairs.

Protocol flow: HandshakeMessage (server→client) → StartupMessage with
world_seed (client→server) → SimRng initialization → tick loop.

10 Rust tests (determinism, variation, bounds, sum invariant).
9 GDScript test stubs + 2 encode tests for client-side pipeline.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:26:31 +01:00
jpmschweitzerandClaude Opus 4.6 ebc87d8e74 fix(client): fix fog system — blocky edges and zero explored visibility (#569)
Root cause: update_from_state() used visible_tiles (always empty in live
server mode) instead of visible_positions for bounds calculation. Bounds
never grew beyond 64x64, so tiles outside that area rendered as solid
unexplored black.

Fix: new _grow_bounds_from_positions() method reads visible_positions
(always populated from server snapshots). Shader fix: removed the
(explored < 0.01 && vis_raw < 0.01) guard that cut off the Gaussian
gradient at unexplored tile boundaries. Doubled blur step size for
D-066 compliant 6-8 tile soft gradient. Added debug_exploration mode
for diagnostic rendering of the exploration texture.

19 acceptance tests covering exploration persistence, bounds grow-only
invariant, gradient margin, Forward-only visibility writes, and
exploration data surviving texture resize.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:26:13 +01:00
jpmschweitzerandClaude Opus 4.6 dddfceeb5a fix(assets): tune fog shader alpha and add zone temperature tint per D-059
Ticket #563. Light fog alpha tuned to 0.25-0.35 range (was 0.25-0.55),
deep fog alpha set to 0.55-0.70 with zone temperature tint from
zone_tint_tex (bar=warm #2a1f15, hub=cool #1a1f2e, corridor=neutral
#1a1a1a). Two Perlin noise cycles: 8-10s light, 15-20s deep.
Zone tint texture now populated per-tile from server zone_id in
fog_state.gd with preservation across texture resizes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 14:11:56 +01:00
jpmschweitzerandClaude Opus 4.6 a862426f84 docs(docs): add Sprint 22 briefings and track Godot auto-generated files
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>
2026-02-28 12:20:02 +01:00
jpmschweitzerandClaude Opus 4.6 1edc8bb1ec refactor(client): simplify fog shader to 3-layer model
Reduce from 5-layer to 3-layer fog: clear (forward cone), explored
(light overlay preserving art), and unexplored (solid near-black).
Remove peripheral sector handling from fog_state.gd.

Also preserve exploration data across texture resizes — previously,
resizing the fog texture lost all explored-tile state, causing tiles
behind the player to render as unexplored black instead of light fog.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 12:19:44 +01:00
jpmschweitzerandClaude Opus 4.6 a69e69e663 feat(perception): ground vision cone in human sensory physiology
- Visible half-angle 150° → 100° (200° arc), matching average human
  binocular field. Blind spot widens from 60° to 160° — genuine
  vulnerability behind the character.
- Forward half-angle stays at 60° (120° arc) — binocular overlap zone.
- Peripheral zone represents combined sensory awareness: visual
  periphery + subconscious sound/motion tracking, not just eyes.
- Per-character VisionConeConfig allows implants and perception modes
  (D-017) to widen beyond the unaugmented baseline.
- Fog shader: smooth back-edge gradient via smoothstep blend between
  Layer 2 (peripheral) and Layer 3 (deep fog), eliminating blocky
  stair-stepped tiles at the rear of the vision cone.
- D-015 updated with physiological basis and per-character config.
- D-017 updated with vision cone modification by perception modes.
- D-020 updated with protocol versioning policy: PROTOCOL_VERSION
  gates wire format, not gameplay parameters.
- DB backup after sprint 21 close.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 22:31:29 +01:00
jpmschweitzer dd0de2ff04 Merge remote-tracking branch 'origin/visual' 2026-02-27 21:50:36 +01:00
jpmschweitzerandClaude Opus 4.6 e28be513cd fix(assets): review fixes — fog noise speed and kernel UV clamping
Deep fog noise scroll speed 0.045/0.03 → 0.06/0.045 to match D-059
15-20s breathing cycle spec. Clamp sample_visibility() UV coordinates
to [0,1] to prevent sticky gradient at map edges.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 21:48:39 +01:00
jpmschweitzerandClaude Opus 4.6 93c9d2dcb4 fix(client): bump protocol version to 17 after server merge
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 21:36:32 +01:00
jpmschweitzerandClaude Opus 4.6 df1d9c8990 fix(assets): add Gaussian blur to fog visibility for soft cone edge
The visibility texture has binary per-tile values (0/180/255) — bilinear
filtering alone only smooths ~1 tile, producing hard stair-stepped edges
at the LOS boundary instead of the 6-8 sim tile gradient D-059 specifies.

Add sample_visibility() with 7x7 Gaussian kernel (sigma 2.0) that
spreads the LOS boundary into a 3-4 tile radius gradient. Lower
PERIPHERAL_LOW from 0.55 to 0.08 so gradient tiles enter the peripheral
fog branch. Fix Layer 1/2 alpha discontinuity at CLEAR_THRESHOLD.
Guard against gradient bleed into unexplored tiles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:40:49 +01:00
jpmschweitzerandClaude Opus 4.6 8934a8201d fix(assets): tune fog shader alpha and clean cone edge per D-059
Layer 2 (peripheral): reduce peak alpha 0.55→0.38, noise 0.1→0.05,
taper noise to zero near clear boundary for a clean gradient edge.
Layer 3 (deep fog): reduce alpha range 0.78-0.90→0.62-0.76 so zone
temperature tint breathes through. Layer 5 unchanged (alpha 1.0).

Ticket: #564

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:33:47 +01:00
jpmschweitzer d170362d1f Merge remote-tracking branch 'origin/server' 2026-02-27 19:24:42 +01:00
jpmschweitzerandClaude Opus 4.6 64bf4ec539 fix(client): address PR #73 review — race conditions and defensive guards (#257)
- Defer LOAD_GAME dispatch until SimBridge reaches CONNECTED (critical)
- Guard _build_saves_list() against queue_free() race on rapid reopen
- Disable save entries with empty newest_save, guard in _on_save_selected
- Send before show_loading on F6 quickload, skip overlay on send failure
- Clear pending_load_path in _on_new_game()/_on_continue() (stale path)
- Add hide_loading(success: bool) API for future failure-state UI
- Add test_save_load_flow_sprint21.gd covering LoadingScreen + GameState

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 18:06:16 +01:00
jpmschweitzerandClaude Opus 4.6 d31ac1cc70 feat(simulation): error handling and recovery — panic supervision, state hash, structured errors (#85)
Protocol v17: add state_hash (desync detection) and sim_errors
(structured error reporting) to ObserverSnapshot. Add SimError,
SimErrorKind, SimErrorBuffer types. Wrap main loop app.update() in
catch_unwind — on panic, send a final SimError snapshot before exit.
Report recoverable deserialization errors to client via SimErrorBuffer.
Compute per-tick state hash from player position + NPC count + tick.
Update all test fixtures and golden files for protocol v17.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 17:46:27 +01:00
jpmschweitzerandClaude Opus 4.6 c797869503 feat(client): add save/load game flow and move debug_overlay (#257, #561)
#257: Add Load Game screen to main menu with sorted save list, loading
overlay during quickload round-trip, and pending_load_path cross-scene
flow. F5/F6 quicksave/quickload were already wired.

#561: Move debug_overlay.gd from scripts/ui/ to ui/ for consistency
with all other UI components. Update scene and test references.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 11:07:10 +01:00
jpmschweitzerandClaude Opus 4.6 be72cccb2a fix(client): bump protocol version to 16
Match server v16 protocol (triangle crisis events on ObserverSnapshot).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 23:53:37 +01:00
jpmschweitzer 3c634a937d Merge remote-tracking branch 'origin/server' 2026-02-25 23:50:56 +01:00
jpmschweitzerandClaude Opus 4.6 89158f2f2a chore(simulation): regenerate msgpack fixtures for protocol v16
Updates all client-side msgpack test fixtures and server test
harnesses to include the new triangle_crisis_events field added
in protocol v16.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 22:33:32 +01:00
jpmschweitzerandClaude Opus 4.6 de136fc1a5 refactor(client): unify duplicate YAML parsers into YamlParser (#560)
Extract shared YamlParser utility (client/scripts/util/yaml_parser.gd)
with parse() for nested typed dicts and parse_flat() for dotted-key
string format. UIStrings._parse_yaml() and ChecklistEvaluator's inline
parser both delegate to YamlParser, removing ~140 lines of duplication.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 22:00:05 +01:00
jpmschweitzerandClaude Opus 4.6 964bb9c459 refactor(client): extract SnapshotEventRouter from main.gd (#559)
New SnapshotEventRouter class (46 lines) provides callable-based
snapshot dispatch via register(), register_always(), and dispatch().
main.gd _process() now calls _router.dispatch(snapshot) instead of
15+ inline if-has blocks. Handlers registered in _ready().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 21:59:56 +01:00
jpmschweitzerandClaude Opus 4.6 6f9c97ca03 refactor(client): decouple dialogue_box from GameState and AudioManager (#558)
Replace 3 direct GameState.dialogue_active mutations and all
AudioManager.apply_dip/clear_dip calls with signals:
dialogue_state_changed, audio_dip_requested, audio_dip_cleared.
dialogue_box.gd now has zero references to GameState or AudioManager.
main.gd wires coordinator handlers in _ready() (D-020).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 21:59:47 +01:00
jpmschweitzerandClaude Opus 4.6 c8de1a0629 refactor(client): make stationary_ticks and zone_id server-authoritative (#557)
apply_snapshot() now reads stationary_ticks and zone_id directly from
the server snapshot when present (D-020 compliance). Client-side
accumulation and tile lookup retained as deprecated fallbacks until
the server populates these fields. Protocol.gd extended with decode
paths and TODO markers for the server team.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 21:59:38 +01:00
jpmschweitzer 30a5311f24 Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-25 16:54:29 +01:00
jpmschweitzerandClaude Opus 4.6 3725a3df5e fix(client): address PR #70 review — event leak, quit flush, notification color
- input_mapper.gd: call set_input_as_handled() before early return on
  empty game_id so F5/F6 events don't propagate to other handlers
- session_manager.gd: defer scene change by one frame after buffering
  quit-save so SimBridge._process() flushes the outbound buffer
- monologue_display.gd: tag queued notifications with is_notification
  flag so drain path routes to _show_notification_line (correct color)
  instead of _show_line (lattice-profile fallback color)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 15:43:53 +01:00
jpmschweitzerandClaude Opus 4.6 e1ea07e746 feat(client): save/load client UI — F5/F6 quicksave/quickload (#554)
Wire SaveGame/LoadGame player actions through the full client stack:
protocol v15 decode, InputMapper F5/F6 bindings, SimBridge wire mapping
with one-shot carry-forward, GameState save_result field, and HUD
notification via monologue display. Quit-to-menu triggers quicksave
before scene change.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 13:15:05 +01:00
jpmschweitzer a0ed10468b Merge remote-tracking branch 'origin/ci' 2026-02-25 13:09:47 +01:00
jpmschweitzerandClaude Opus 4.6 51bad2e606 fix(client): bump protocol version to 15
Server bumped to v15 in Sprint 19 (save_result field) but client
constant was never updated. Fixes cross-language fixture test failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 13:08:45 +01:00
jpmschweitzer cf4919913e Merge remote-tracking branch 'origin/client'
# Conflicts:
#	CHANGELOG.md
2026-02-25 13:07:00 +01:00
jpmschweitzer e51650ec74 Merge origin/main into client (resolve CHANGELOG conflict) 2026-02-25 13:04:01 +01:00
jpmschweitzerandClaude Opus 4.6 b6c4ecb302 feat(ci): protocol version handshake client + IPC benchmark (#556, #342)
#556: HANDSHAKING state in sim_bridge.gd — decodes first framed message
as HandshakeMessage, validates vs Protocol.PROTOCOL_VERSION, 5s timeout,
handshake_complete/handshake_failed signals.

#342: IPC benchmark now reads and validates HandshakeMessage before
starting the timing loop.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:57:59 +01:00
jpmschweitzerandClaude Opus 4.6 e7f1e80307 fix(client): POI category key mismatch — use poi_category from wire format
protocol.gd decoded server's poi_category as "category", minimap.gd
read "category" — both now use "poi_category" matching the wire format.
Protocol falls back to "category" for older server snapshots.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:57:29 +01:00
jpmschweitzerandClaude Opus 4.6 ab654c8865 test(client): add sprint 18 test suites for examine display and minimap
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:52:04 +01:00
jpmschweitzer 1bd528e521 Merge remote-tracking branch 'origin/main' into ci
# Conflicts:
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_0.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_127.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b31m1.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b32.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_32767.msgpack
#	client/tests/fixtures/msgpack/snapshot_empty.msgpack
#	client/tests/fixtures/msgpack/snapshot_multi_entity.msgpack
#	client/tests/fixtures/msgpack/snapshot_one_npc.msgpack
#	client/tests/fixtures/msgpack/snapshot_player.msgpack
#	client/tests/fixtures/msgpack/snapshot_v2_full.msgpack
#	server/src/perception/observer/mod.rs
2026-02-25 12:51:41 +01:00
jpmschweitzerandClaude Opus 4.6 83a244fc2c fix(client): address PR #67 round 2 — broken tests, BBCode escape, expiry loop
- Add missing _test_input_queue proxy to SimBridge (26 call sites across
  6 test files broken by TestHarness extraction)
- Parent quit dialog to SceneTree root instead of caller node to prevent
  orphaned reference if caller freed before user responds
- Remove deprecated rng.randomize() call (Godot 4 auto-seeds)
- Clear debug overlay state (_npc_paths, tick timing) on session change
  via new GameState.game_id_changed signal to prevent entity ID collisions
- Update settings_dialog quit_to_menu() call site (no-arg signature)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:47 +01:00
jpmschweitzerandClaude Opus 4.6 732b5f3adc fix(simulation): resolve duplicate examine_result field and regenerate fixtures
Removed duplicate examine_result from ObserverSnapshot (old ExamineResultEvent
superseded by ExamineResultWire). Fixed serde_default test version assertion.
Regenerated golden file and all fixture .msgpack files. 1070 Rust tests passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:17 +01:00
jpmschweitzerandClaude Opus 4.6 7d5fdc82b6 feat(ci): IPC serialization fixture files and cross-language tests (#271)
Five new .msgpack fixtures: snapshot_minimal, snapshot_full,
player_input_move, player_input_interact, malformed. Rust generator in
gen_fixtures.rs, 7 Rust validation tests in serialization.rs, GDScript
cross-language test in test_ipc_fixtures.gd (22 assertions).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:48:07 +01:00