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>
Add push_error on null texture at create time, keep previous texture
on null at update time (entity stays visible mid-game). Add push_warning
on unrecognised octant in _octant_to_direction fallback.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Migrate entity rendering from ColorRect placeholders to Sprite2D with
rendered PNGs at -72.5° from horizontal. Key changes:
- Sprite2D.centered=false, scale=0.5 for 64px source → 32px runtime
- self_modulate for D-033 relationship tinting (modulate.a reserved
for D-015 peripheral dimming)
- 8-octant to 4-cardinal direction mapping for sprite selection
- Feet-anchored ENTITY_OFFSET_Y for correct y-sort with tilted sprites
- Facing indicator repositioned to sprite local center (32,32)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Remove stale smoothing re-enable comments from main.gd (Hoshe #1).
Add DIALOGUE_MAX_WIDTH=640 regression test (Hoshe #2).
Extract GROUND_FLOOR const in tile_renderer (Tyre #3).
Clean up entity_renderer migration comment (Hoshe #3).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical: DIALOGUE_MAX_WIDTH 1200 → 640 to match D-076 spec.
tile_renderer: clarify z = server floor level, not scene z_index.
Add z-filter unit test (tiles at z!=0 must be skipped).
Camera test: is_equal → distance check for float safety, convergence
test frames 40 → 120 for robustness at lower smoothing speeds.
Teleport: remove redundant first snap in _teleport_transition (the
camera block in _process handles it via _teleport_in_progress flag).
entity_renderer: document y-sort bottom-anchor migration path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
tile_renderer: only render z=0 tiles on FloorTiles layer (D-049 z-stack).
entity_renderer: fix footprint from 24x24 to 24x32 per D-044, split
ENTITY_SIZE into ENTITY_WIDTH/ENTITY_HEIGHT with separate offsets.
game_state: add follow_target_id stub for server ticket #241.
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>
Fix SOUND_EVENT_ASSETS walk-speed keys to match actual filename
(sfx_footstep_metal_walk), add play_loop null guard, source indicator
colors from Constants, extract CAMERA_DEFAULT_ZOOM, document
consume-once semantics on close_sound_events.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- main.gd: add has("entity_id") guard to _play_recognition_chimes()
(matches defensive pattern in _play_close_sound_events and update_sound_events)
- sound_indicator_renderer.gd: rename _color_for_type → color_for_type
(public testable API, not an internal-only method)
- test_rendering.gd: update test calls to match rename
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
#345: entity_renderer.gd already used entity_id; added regression tests
confirming old "id" field is rejected and "entity_id" is accepted.
#447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full
viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead
directive "max-width". Recorded as D-076 in decisions/perception.md.
#126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range
sound events (D-018). Node2D at z:951 in World scene. Color-coded per
D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events
partitions Medium events from snapshot sound_events field. Tests added
to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated.
#125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event()
maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*).
GameState.close_sound_events partitions Close events. main.gd calls
_play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd
Layer 4 stubs upgraded to real tests.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Option (a): cursor shape still changes (body orients to targets), but
verb labels and interaction prompts are suppressed when insert_active
is false. Amends D-056 and D-057 with resolution note.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Hoshe:
- COLOR_FADE_DURATION 0.7 → 0.5 to match D-033 spec ("0.5s fade")
- Gauntlet guard tests now exercise InputMapper._unhandled_input()
with synthesized InputEventKey instead of asserting a bool
- Buffer clearing tests use SimBridge pipeline instead of manual nulls
- Add mid-transition re-trigger test (rapid relationship changes)
- Add relationship field to test snapshot NPC
Tyre:
- Add _teleport_in_progress flag to defer smoothing re-enable by one
frame after teleport (prevents same-_process() re-enable race)
- Add _test_gauntlet_mode to SimBridge test snapshot
- Extract TELEPORT_DISTANCE_THRESHOLD constant, mirror in tests
- Add comments: flash preemption, modulate/color independence
- Rename "hub teleport" → "Gauntlet dev teleport" in code comments
to clarify this is not production fast-travel
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Entity renderer now tracks relationship per entity and tweens D-033
tint color over 0.7s when relationship changes (e.g. on confrontation
delivery). Uses manual lerp in _process() for testability instead of
SceneTree tweens. Cursor hover tint cascades automatically via
Constants.color_for_entity_kind().
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical:
- deactivate_insert() now called when selecting non-Insert spoke,
cancelling with no selection, or pressing Escape while insert is
active. Fixes simulation staying paused permanently after Insert.
Warnings:
- Checklist conditions with empty id excluded from get_results() and
get_total_count() — prevents impossible-to-complete checklists.
Warns at load time when empty-id conditions are found.
- _content_base now checks res://content/ first (exported builds),
falls back to ../content for editor/dev mode.
- 26 new tests for D-054 functions: _angle_to_octant (8 octants),
_snap_to_octant_dir (9 cases incl. zero/tiny), _wasd_to_world_dir
(8 facing/movement combos). New test file: test_input_mapper_facing.gd.
Suggestions:
- Cached get_theme_default_font() in checklist overlay _ready().
- Documented InputMapper → GameState coupling as intentional.
- Documented YAML parser # truncation limitation.
- _insert_active reset on Escape dismiss (Tyre #3).
- SimBridge test mode SetFacing reads action_data.facing instead of
InputMapper global (Tyre #4).
- Removed dead _facing_to_rotation() from entity_renderer.gd (Tyre #5).
- Fixed 2 failing facing indicator tests to use InputMapper.facing_angle
instead of GameState.player_facing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Mouse position now determines facing direction as a client-side float.
WASD remapped: W=toward cursor, S=away, A/D=strafe. Facing octant
derived from mouse angle and sent to server via SET_FACING action only
when it changes. EntityRenderer facing indicator uses continuous angle
for smooth rotation. SimBridge test mode updated to handle SetFacing.
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>
Entity renderer: add framerate-independent position lerping so entities
slide between tiles instead of snapping. Tuned for Sprint snappiness
and Walk/Careful fluidity.
Fog shader: set ColorRect to transparent fallback so a shader load
failure doesn't paint solid white over the world. Track camera position
(not player position) so fog stays synced during smooth camera pan.
Restructure GLSL to avoid early return (some GPU drivers miscompile it).
Minor type fixes: typed Array[Vector2] in cursor_renderer tick drawing,
untyped Array in inventory_grid to avoid Godot typed-array cast issues.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fog entity cognitive delay rendering (D-059/D-060): sonar-style sound
pings (3 concentric rings, 1.5s fade), unrecognized grey blobs with
breathing pulse, D-033 color transition at 50% recognition progress,
±0.5 tile position drift. FogEntities node at z:950 between fog
shader and InsertOverlay.
Protocol v7 bump to match server PR #23 (pending_recognitions field).
Wires dialogue box and fog entities into game loop with mock test data.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Protocol decoder now reads tile_kind from VisibleTile and maps it to
the client's tile type string (floor/wall/door/object). GameState
falls back to visible_tiles when the test-mode tiles array is absent,
enabling live server tile rendering.
Fix entity-to-tile alignment: server sends tile-center render coords
(tile 16 -> 16.5) but entity renderer was using raw floats, placing
entities half a tile off. Now floors the coords to get the tile index.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server-driven interaction prompt that displays "E - Talk" when near
an interactable NPC. Decodes v4 nearby_interactions from snapshot,
stores in GameState, renders via InteractionPrompt UI with fade
animation. Extensible interface (get_interaction_target/get_selected_verb)
for future radial verb menu (v0.2).
- Protocol: decode nearby_interactions array with nested VerbOption structs,
entity relationship/observation fields, tick_rate in GameTime
- GameState: store/clear nearby_interactions per snapshot
- SimBridge: test mode generates v4 format with structured verbs
- InteractionPrompt: PanelContainer with fade in/out, polls GameState
- Tests: 19 new test cases covering protocol, state, sim bridge, UI, encoding
- Fixture assertions updated for v4 protocol version
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace hardcoded entity colors with D-033 relationship palette:
Player=#e0e8ff, Npc=unknown teal #4a9ebb, Object=grey #8b8ba0.
Phase 1 defaults by entity kind; Phase 2 (#361) will derive color
from RelationshipState via knowledge graph.
Entities in peripheral vision dimmed to 50% alpha (D-015).
Player entity gets a Polygon2D triangle indicator showing facing
direction, rotated from GameState.player_facing.
82 tests total, 0 failures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Count-based dirty tracking missed content changes when tile/visibility
count stayed the same (e.g., door opening, player moving through
corridor). Now re-renders all layers when GameState.current_tick
advances, which correctly handles every snapshot change.
Adds 3 tests for tick advancement and same-count-different-content
scenarios. 68 total tests, 0 failures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Sprint 2 rendering pipeline: tiles (#129), fog (#131), camera (#116).
- tile_renderer.gd: programmatic TileSet with floor/wall/door/object
placeholder tiles, renders from snapshot tile data
- fog_renderer.gd: TileMapLayer overlay with three visibility states
(visible/fog-edge/hidden), computed from visible_positions data
- Camera2D: smoothing enabled (speed 6.0), 2x zoom, locked to player
- game_state.gd: stores visible_tiles and visible_positions from snapshots
- sim_bridge.gd: test data with 8x8 room, corridor, and Manhattan
distance visibility for development without server
- Scene render order: Tiles -> FogOverlay -> Entities
- Background clear color set to near-black for unexplored areas
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
entity_renderer.gd used wrong field names ("id" instead of
"entity_id", "type" instead of "kind.variant", "position" instead
of x/y). Now matches Protocol.decode_entity() output exactly.
Also centers entities (24x24) within 32px tiles.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Hoshe critical fixes:
- _action_enum_to_wire uses InputMapper.Action constants instead of
fragile integer literals; OPEN_MENU explicitly handled as client-only
- Remove int() coercion on tick/entity_id — use direct assignment since
GDScript int is signed 64-bit (safe for realistic tick values)
- Check encode result before buffering in send_input() — reject empty
bytes instead of corrupting the outbound stream
- Test snapshot now uses Protocol format {tick, entities} instead of
legacy schema; GameState updated to derive player position from
entity data; main.gd and world_renderer.gd updated accordingly
Hoshe warnings:
- 5 negative tests added (truncated bytes, wrong type, missing fields,
empty bytes, encode validation) — 20/20 tests pass
- receive_bytes signal is emitted at consume time in poll_snapshot by
design (documented in code)
Tyre suggestions:
- Remove duplicated root-level fixtures — single source of truth in
client/tests/fixtures/msgpack/
- gen_fixtures.rs writes directly to client/ directory
- Add `make fixtures` target for regeneration
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fix input_mapper double-check bug (redundant InputEventKey + pressed filter)
- Add bounds checking for position arrays in entity_renderer and game_state
- Make test snapshot deterministic (incrementing counter, not wall clock)
- Fix tween overlap in monologue_display (cancel active tween before new one)
- Extract TILE_SIZE constant from magic number 32
- Add 5 D-030 Layer 1 fixture tests for snapshot parsing (7/7 total passing)
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>