# Changelog All notable changes to The Settled Reach project will be documented in this file. Format based on [Keep a Changelog](https://keepachangelog.com/). ## [Unreleased] ## [v0.1.30] — 2026-04-05 ### Added - `corridor-status` subcommand for atlas CLI — shows remaining unfinished systems grouped by geographic sector and hop distance (#744) - Star map insert module — concentric hop-ring view of 301 systems, sector-colored, click-to-select with info panel, pan/zoom (#674) - BoneAttachment3D overhead anchor above Head bone for future floating UI elements (#712) - CharacterVisualDescriptor wired into startup IPC and snapshot restore for save/load persistence (#718) - Display-only hair highlight swatch (auto-derived from primary tint) in character creation (#719) - Asset manifest fully populated (11 body types, 14 hair, 4 heads, 4 eyebrows, 8 clothing) with regeneration script (#720) - Sprint 30 acceptance test suite (27 tests across all 5 tickets) ### Fixed - `habitable_planet_count` filter now accepts both "breathable" and "standard" atmosphere values — previously all committed systems reported 0 habitable planets (#762). Systems committed before this fix may have stale `habitable_planet_count = 0`; re-commit to update. - `corridor-status` uses LEFT JOIN so systems without gate records are included in counts - `generate_body_matrix` now emits `atmosphere: "standard"` (was "breathable") to match committed-system conventions - DirAccess asset scanning replaced with manifest JSON — fixes character creation in exported PCK builds (#720) - Star map set_insert_active() no longer auto-shows the modal panel (#674) - Star map insert state propagation wired into main.gd (#674) ## [v0.1.29] — 2026-04-03 ### Added - Complete body catalogs for all 301 star systems — every system now has proper_name, bodies, and stations in systems.db - 24 new system proposals authored across east_reach (6) and deep_frontier (18) corridors - Bulk-synced 233 proposals into systems.db that were missing from prior sessions - Named all remaining unsettled systems with GJ designations (301/301 complete) - Silence topics and narrative hooks for Deep Frontier corridor systems - Named 5 unnamed stations/bodies: Morwenna, Havelmark, Portela, Grindvik, Sturen Platforms ### Fixed - 7 duplicate body IDs in proposals (planet and gas giant sharing same letter suffix) - star_type/spectral_class mismatches corrected across 36 atlas proposals - GJ1002 copy-paste planets differentiated with unique orbital parameters - GJ880 malformed spectral_class and Leirvik station population - GJ3325 malformed spectral_class - 40 proposals brought to minimum planet count and given asteroid belts - atlas-verify now allows named uninhabited bodies (lore names) - GJ-111 spectral_class corrected to F5/F6V (matching wiki) - GJ-3943 spectral_class corrected to K5V+M3V (valid binary notation) - GJ-903 wiki page completed (was empty stub) - Deleted superseded tooling/atlas-helpers.sh ## [v0.1.28] — 2026-03-23 ### Added - Character creation screen with live 3D preview, 5-tab panel (Body, Hair, Clothing, Accessories, Debug), manifest-driven content - Face-based body segmentation pipeline — exclusive assignment per face, no overlap, 19 segments (head, neck, torso_upper, torso, hips, arms, hands, legs, feet, eyes, eyebrows) - 6 body types: average/muscular/teen m/f from Quaternius Source tier .blends - Solidified hair (20mm) and clothing (25mm) for depth-correct layering over body - Skin tinting with per-body-type embedded textures and white recolor mask - Eye color with iris-only mask derived from T_Eye_Split.png green channel - Eyebrow tinting from hair color via body segment shader - Quaternius peasant outfit set (tunic, pants, shoes) across all body types - Asset manifest (manifest.json) controlling all available content — replaces filesystem scanning - Pre-push lint hook: GDScript parse + gdlint + gdformat (advisory) + Rust clippy/fmt - Screenshot test automation with JSON config, 4-cardinal captures, quit-after-screenshot - Debug tab with per-segment visibility toggles, All ON/OFF buttons - Scroll zoom (cursor-toward on zoom in, head-bone targeting) - Dynamic UI: tabs hidden when no content, clothing slots hidden when empty, facial hair hidden for female/teen/child - Gender-aware randomizer - 26 Q-records filed (Q-063 through Q-088) covering plugins, architecture patterns, and future features - 15 tickets filed (#722-736) for tooling, UI, distribution, and QA improvements - Araminta agent updated with Poly Haven + Quaternius asset sourcing rules ### Fixed - **ALPHA output in toon shaders caused all depth sorting failures** — removing ALPHA from toon.gdshader and toon_masked.gdshader fixed hair/head clipping, clothing/body clipping, and all z-fighting issues simultaneously - Character editor: color swatch stale closure, modal OK child traversal, D-165 HSL palette, fallback asset IDs, overhead camera pitch, hair highlight display-only - Archetype selection screen removed (v0.2 pivot — no Smuggler/Detective) - GDScript strict typing errors (Variant inference on Dictionary.get(), JSON.parse_string()) - TabContainer children vanishing on scene instantiation — moved to programmatic creation - Hair meshes exported with proper skinning (was export_skins=False) - Hair mask PNGs were solid black (Blender image API bug) — regenerated as white - Rust formatting issues caught by new pre-push hook - D-148 overhead camera angle convention clarified (0° → -80°) ### Changed - Body segmentation: torso split into torso_upper (spine_03 + clavicle) and torso (spine_01 + spine_02), hips (pelvis) as independent segment - Clothing no longer hides body segments — solidify handles visual coverage, segment hiding reserved for amputation/prosthetics - Randomise → Randomize (US English convention) - pr-push skill: mandatory runtime smoke test before pushing - pr-review skill: parse check before spawning reviewers, process gap flagging ## [v0.1.27] — 2026-03-17 ### Added - 29 zone-type behavior templates completing the full library of 31 zone types per D-142. 2,210 culture-neutral behavior primitives across rural, industrial, port, extraction, commercial, administrative, research, medical, military, security, entertainment, residential, detention, archaeological, wilderness, and diplomatic zones - Generator-compatible overheard conversation RON format replacing the deprecated named-NPC YAML. 16 sample conversations parameterized by role pair and zone type with knowledge_payload for investigative value - Cross-culture name pool collision checking in validate-ron (`--check-name-collisions` mode) - Drifter's Guide to the Reach — 100% coverage (301/301 systems). 262 new GTTR entries across all 5 regions plus updated regional index pages with hop-grouped tables - GJ 6711 / Abzu workshop — 6 rounds, 24 documents: initial briefs (4 agents), cross-pollination syntheses, sealed envelope (observation is load-bearing), stress test challenges against existing canon, final syntheses with Abzu naming, mechanics design (watch investment counter, six player verbs, bleed tile states, Adams & Ford entry filing), carry-out proposals (unresolved — reward design TBD) - Star map topology and real-coordinate SVG visualizations - Compact of Westphalia faction page — mutual recognition treaty, ~30-40 west_reach systems, four core principles, rotating council, internal treaty-vs-government tension - Batch 18 wiki pages — 18 systems reassigned from deep_frontier into named corridors (Waterkant, Breëvlei, Stilwater, Mossbank, Ribeirão, Nascente, Dernier Quai, Marktfeld, Bestevaer, Lichtung, Knotenpunkt, Posto Avançado, Weitblick, Último Farol, plus 4 unsettled) - Batch 17 wiki pages — Xa Vời, Eisfeld, Confluent (60+ wine châteaux), Dunkelholz, Echternach (Luxembourgish), Bout du Chemin (French), Grenzstein, plus GJ 4056 (unsettled) - Corporation doc for Vins de Grand Vide — négociant cooperative, three-tier classification (Grand Vide Classé / Vins de Corridors / Vin de Table du Vide), 6 named estates, 350-year commercial archive - Batch 16 wiki pages — 13 south_reach systems at hops 7-8 including Espinho, Okahandja, Encrucijada, Quilombo, Velha Guarda, Fragua, Puerto Último, plus GJ 902 (unsettled, reserved for base building DLC per D-145) - Batch 15 wiki page — Shimanami (east_reach hop 8) - Batch 14 wiki pages — Wagtoring, Dunmore, Caledonia's End (north_reach hops 7-8) - Batch 13 wiki pages — Stillvakt, Haltefenn, Vindkast, Kopparhytta, Steinfeld, Brückenau (west_reach hops 7-8) - Corporation docs for Nordmark Skog (timber, Stillvakt) and Talbräu (lager, Brückenau) - D-145: base building DLC — GJ 902 habitable moon as potential player settlement site - South_reach wiki pages (batch 12) — Matamba, Inhambane, Isibaya, Kaapse Baai, Mwangaza, Dzimbahwe, Vuurkloof, Várzea, Nowa Huta, plus GJ 695A (unsettled) - Corporation docs for Ferreira Monteiro (trade arbitration, Matamba) and Stalownia Kowalski (heavy equipment, Nowa Huta) - East_reach wiki pages (batch 11) — Kaur's Observatory, Seongho, Tình Yên, Purnima, Marunong, Clearwater Station, Tam Giang, Jeonnam, Dagat, Suối Vàng - Inner hub wiki pages (hops 3-4) — Crown's Hollow, Cairnside, Schuilhoek, Travessia, Nová Tržnice - Corporation doc for Mercado Travessia (grocery chain, Travessia) - Corporation docs for Adams & Ford Publishing, Calloway Distillery, thrds (updated index) - 300-system CSV framework (systems-framework.md) — 66 columns covering colonization waves, cultural archetypes, tone framework, economic distribution, and Van Maanen's Star validation (D-095) - Star map gate topology — 300-node network with 334 edges across 6 sectors, generated and hand-tuned for natural corridor structure in frontier space - Star map generation pipeline — seed-based generator, sculpting script, core sector patcher, topology tuner with bridge-safe connectivity guarantees - d2 sector diagrams — 6 sector maps + overview visualization of gate network - Multi-table star systems DB schema with GJ catalog IDs as primary keys — 8 tables covering identity, gates, history, economy, factions, culture - Full wiki prose for 10 core systems — Sirius, Ran, Tau Ceti, Sol, Arbour, Groombridge, Struve, Cygni B, ACB, Bastion - Corporation wiki pages — Gate Corporation, Mastroianni Vehicle Group, Prometheus Labs - Wiki category index pages for star-systems, corporations, factions, technology, contraband, concepts - 10 next-tier systems named and assigned roles — Renaissance, Nova Roma, Prometheus, Proxima, Rigil Kentaurus, Barnard's Star, Lacaille, Cairn, Meridian, Aurelius - `hop_distance_from_gateway` column in system_gates table ### Changed - Renamed GJ-7547 from Wag-'n-Bietjie to Skemeraand ("twilight evening") — better tonal fit for hop 22 position - Rebuilt catalog.md and star-systems/index.md — now covers all 301 systems (227 named) organized by sector and hop distance - 14 systems reassigned from deep_frontier into named corridors at hops 5-7 (5 north, 3 south, 3 east, 3 west) - Renamed Carrefour to Confluent; expanded to 60+ named châteaux with 16 individually described estates - D-095 aperture range amended from 4-8 to 1-8 — single-aperture dead-end systems valid for isolated frontier outposts - D-095 amended: inter-system gates are alien-built (aperture count alien-determined), intra-system span gates are human-built (Institute reverse-engineering, Gate Corporation license) - All system identifiers migrated from arbitrary S-numbers to GJ astronomical catalog IDs - Q-039 (gate topology generation) resolved by 301-system star map ### Removed - Redundant `astronomical_id` column from star systems schema (system_id IS the GJ number) ## [v0.1.26] — 2026-03-13 ### Added - ContentType::Factual — lines with numbers, denials, causal chains bypass LLM and serve base text directly (#650, D-138) - Voice pipeline observer integration — enrichment systems rewrite dialogue/conversation text with voiced versions before snapshot assembly (#652) - SQLite settings storage — per-player persistent settings via rusqlite (bundled), IPC protocol v20 with ChangeSettings/RequestAllSettings/DeleteSetting commands (#627) - Composable behavior engine — three-layer action+modifier+context primitives replace flat culture×zone×role behavior strings (#633, D-139, Q-057 resolved) - Stronger few-shot examples for Friendly and RoutineDeviation tells (#651) - AI-Enhanced Dialogue toggle — settings panel toggle with layered hardware detection (RAM/TPT/degradation), battery auto-suspend with player override, warning label (#646, D-138) - PlatformInfo autoload — client-side OS abstraction centralizing all platform queries: power state, memory, CPU, GPU, display, locale, file paths, diagnostics helper (#659, D-141) - Vael and Osse culture profiles with voice personas, behavior modifiers, and explicit NEVER blocks (#653) - Behavior modifiers for all three cultures — 7-category contract: work_pace, physical_manner, social_signal, task_completion, environmental_scan, offduty_posture, authority_response (#634) - Zone-type template architecture — behavior primitives moved from per-location files to reusable zone-type templates (content/global/zone-types/). 31 zone types planned for v1.0 (#661, D-142) - POI three-tier system — large POIs as zone types, abandoned flag for decay variants, poi_overlay for small landmarks (D-142) - Authoring guides for base text elevation, culture creation, and content directory structure - D-140: dialogue re-voicing quality constraints — Paula's six rules - D-142: zone-type template architecture for scalable NPC behavior across 300+ systems ### Removed - v0.1 content loading system — server/src/content/ module (8200 lines), tooling/content-converter/, tooling/validate-content, content-ron/, content/_meta/ (#655, D-122) - AiDialogueDetector — duplicate of HardwareDetector, replaced by PlatformInfo abstraction (#659) - v0.1 hand-authored Van Maanen's Star dialogue, monologue, and NPC profiles — 64 files superseded by generated NPCs (#656, D-122) - Detective mission system — investigation knowledge, lattice-commission faction, design docs, workshop archives (#657, D-117) ### Fixed - Name pool cross-contamination — zero overlaps across Van Maanen's Star, Vael, and Osse cultures - D-141 → D-142 reference correction in zone-type templates - Modifier coverage expanded to 2+ per category for all cultures; authority_response differentiated Van Maanen's Star/Osse - Gendered pronouns removed from culture-neutral zone-type templates - Ungrounded lore terms (Syndic, Meridian registration) replaced with generic descriptors in Osse culture - Stale notes in content-structure-canonical.md and base-text-authoring-guide.md corrected - Legacy annotation added to overheard.yaml (#664 tracks replacement) - Dead dual_lens properties stripped from environmental YAML ### Changed - Protocol version bumped to 20 — ObserverSnapshot includes settings_response field (#627) - All 18 agent briefings updated for v0.2 pivot — removed detective/smuggler/hand-authored references, aligned with generator-first approach (#658) - 5 agent profiles (miri, ozzie, paula, inigo, hoshe) updated to remove stale v0.1 framing (#658) - Q-015 closed as obsolete (D-122 eliminates hand-authored FRIEND content) - D-018 perception model: franchise-specific example replaced with generic framing ## [v0.1.25] — 2026-03-07 ### Fixed - Name pool first-pick bias — generator spike produced "Dav" as NPC 1 across all seeds; now uses derived RNG per zone+culture (#628) - Behavior dedup — same behavior string no longer assigned to multiple NPCs in one zone run (#629) ### Added - Zone identity specs renamed to location-specific: van-maanens-star-rural-zone.ron and van-maanens-star-industrial-zone.ron — acknowledges these are culture×zone content, not reusable templates (#630, Q-057) - ~108 new NPC behavior pool entries across all roles in both zone files — trader stage directions, foreman humanity behaviors, dock_worker/technician off-shift/break room behaviors (#630) - Q-057 open question: composable behavior generation — decompose hand-authored pools into role actions + culture modifiers + context tags (#633, #634) - Relationship-to-behavior pipeline — NPC behavior lines now reflect social connections (rivals ignore each other, friends gravitate, subordinates defer) (#631) - Want/State layer — NPCs have internal motives (Bored, Alert, Suspicious, AvoidingSomeone, LookingForInfo) that leak through observable micro-tells (#632) - LLM voice pipeline — Spike 1 (sr-voice CLI) and Spike 2 (full pipeline integration) complete. Gemma 2B Q4_K_M via stdin/stdout JSONL pipes, composition engine with double-prompt technique, 39 quality test cases (#638-644, D-138) ## [v0.1.24] — 2026-03-06 ### Added - Character archetype select screen — two-card UI (Smuggler/Detective) between New Game and session start, keyboard+mouse selection, ESC cancels (#588, D-027) - Triangle activation consumer — urgent monologue chime fires once per triangle per session when triangle_crisis_events received (#590, D-039) - News ticker HUD — scrolling marquee visible in The Last Shift zone, hidden elsewhere, reads current_ticker from snapshot (#592, D-039) - Triangle activation proximity monologue lines — 5 smuggler lines (Kael Davan) and 5 detective lines (Sera Venn/Torek Lintar) that fire when observing triangle anchor NPCs post-activation (#597, D-035, D-039) ### Changed - Protocol version bumped to 19 — StartupMessage includes character_archetype, snapshot includes triangle_crisis_events and current_ticker (#588, #590, #592) ## [v0.1.23] — 2026-03-04 ### Added - TileKind enum (Floor/Wall/Void/Restricted) on WalkabilityMap with per-tile type data alongside walkability (#576, D-094) - Location YAML tile format — hand-author tiles as string arrays (F/W/V/R characters), loaded into WalkabilityMap on production startup (#577) - Chunk streaming system — ChunkLoadRadius and cadence-gated load/unload around player position, v0.1 covers full district (#578, D-012) - EngagementRecord component — per-NPC observation time, conversation count, and monologue trigger count tracked by perception/dialogue/monologue systems (#570) - MovementHistoryBuffer resource — 3000-tick ring buffer of player positions with co-presence proximity query (#571) - Storyteller lifecycle rules — single activation per session, no concurrency, terminal resolution constants (#572) - Storyteller activation_pass() — gate/proximity/engagement scoring/routing/module selection/TriangleActivatedEvent on 10-tick cadence (#579) - Debug console server — 10 DebugCommandKind variants (AdvanceTicks, SkipToContamination, TeleportToPosition, InspectNpc, ListTriangles, etc.) with DebugResponsePayload on ObserverSnapshot (#580) - Debug console client — tilde-toggle UI panel with command input, output log, settings toggle, and full DebugCommandKind dispatch via protocol v18 (#581) - Entity-bound dialogue speaker colors — NPC colors assigned by entity ID (not screen position) with per-conversation lifecycle and round-robin palette (#573) - Sova Transit District tile maps — 5 locations authored: The Terminal (44×28), The Last Shift (34×22), Maintenance Corridors (58×6), Gate Ground (40×34), Gate Gallery (32×10) (#582, #583) ### Fixed - LOS boundary walls — 1-tile wall margin beyond vision cone included in visible_tiles as BoundaryWall sector, walls at fog edge now render instead of bleeding into fog (#584) - LOS boundary walls client — BoundaryWall tiles render through fog without marking explored, 4 new fog tests verify lifecycle (#585) - Entity renderer test failures — updated 7 stale ColorRect/position assertions for Sprite2D migration, fixed SoundIndicatorRenderer class cache (#574) - Dialogue speaker color contrast — re-enforce contrast floor after desaturation for passive (overheard) lines - PROTOCOL_VERSION 17 → 18 mismatch — client rejected every server snapshot - Debug console D-088 pause — sim now pauses while console is open, matching dialogue/settings overlay behavior - Debug console settings toggle reads live state instead of ConfigFile, preventing checkbox divergence ### Changed - PROTOCOL_VERSION bumped 17 → 18 (debug_response field on ObserverSnapshot, DebugCommand PlayerAction variant) ## [v0.1.22] — 2026-03-03 ### Added - Visual test harness — `make screenshot`, `make test-visual`, `make visual-update` for automated visual regression testing with golden PNGs across 11 scenarios (fog, HUD, dialogue, minimap) - Visual movie mode — `make visual-movie` captures interaction flows as frame sequences with contact sheet generation - World seed protocol — StartupMessage carries world_seed from client to server after handshake, enabling deterministic NPC population seeding (D-010, D-029) - EntanglementConfig — per-seed NPC population ratios (flat/mundane/intrigue) sampled from seeded RNG with D-029 bounds, ensuring same seed = same world (#175, #178) - Fog debug mode — toggle FogState.debug_exploration to render raw exploration texture as colored overlay for diagnostic use - D-110 through D-112: z-level addressing, subterranean architecture, no instancing decisions - Q-051: speech bubble indicator over speaking NPCs - Sprint 22 "Wire" briefings (server, client, visual, CI, planning, joint) ### Added (server) - Production NPC pool generation — 23 authored Sova NPCs spawn with EntanglementTag (Flat/Intrigue) based on triangle membership (#176, D-029) - Authored triangle instantiation — 5 Sova triangles (3 active forks, 2 passive tensions) loaded from content YAML with deterministic IDs (#188, D-087) - Contamination activation mechanic — timer-based storyteller fires after 30 game-minutes, pressures active triangles, emits ContaminationEvent (#254) - Modifications data model stub — Vec on chunk entities, round-trips through save/load for future construction DLC (#567, D-112) - Zone Gate gauntlet room — two-zone test room with door boundary, zone crossing detection system (#512) - Fuzzy map tests — 50-seed randomized testing of procedural maps against 4 structural invariants (#509) ### Fixed - Fog shader: silent compilation failure in OpenGL3 compat mode — removed `return` statements from fragment() which are not supported, causing fog overlay to render as no-op (root cause of Sprint 22 fog regression) - Fog system: blocky stair-stepped edges at vision cone boundary — doubled Gaussian blur step size for D-066 compliant 6-8 tile smooth gradient (#569) - Fog system: zero visibility in explored areas — switched bounds calculation from visible_tiles (empty in live server mode) to visible_positions, and removed shader guard that cut off gradient bleed into unexplored tiles (#569) - Fog shader alpha tuned to D-059 spec: light fog 0.25-0.35 (was 0.25-0.55), deep fog 0.55-0.70 (was 0.78-0.90) — world content now visible through fog instead of hidden behind it (#563) ### Changed - Fog shader now distinguishes light fog (near cone, neutral dark) from deep fog (far from cone, zone temperature tint) with separate Perlin noise breathing cycles (8-10s / 15-20s) - Zone temperature tint populated per-tile from server zone_id: bar=warm amber-dark, hub=cool blue-dark, corridor=neutral dark (D-059/D-046/D-077) - Simplified vision cone from 3-sector (forward/peripheral/blind) to forward-only 120° arc — server sends only forward-cone tiles, client renders explored tiles behind the player with light fog overlay - Simplified fog shader from 5-layer to 3-layer model (clear, explored, unexplored) - Fog texture resize now preserves exploration data — tiles behind the player stay as light fog instead of reverting to unexplored black - Updated D-015/D-017 perception decisions to reflect simplified cone model - Moved connector scripts from db/connectors/ to tooling/db/ (#274) — backwards-compat symlink removed in #568 ### Removed - db/connectors symlink — all references now use tooling/db/ directly (#568) ## [v0.1.20] — 2026-02-25 ### Added - Social site template schema — RoleSchema (#163), SpaceSpec (#164), TriangleDef (#106) with YAML deserialization, sample templates at server/data/templates/ - Single-ownership model — TemplateOwnership component, TemplateReferenceMap resource, cross-template reference links preserved across save/load and tier eviction (#165, D-025) - Triangle generation — intra-template constraint satisfaction assigns NPCs to triangle roles, minimum 2 triangles per template with fallback on imperfect seeds (#107) - Triangle escalation system — tick_triangle_escalation runs per game-minute, tension increments toward ToleranceThreshold, TriangleCrisisEvent emitted on Active phase entry, ResolveTriangle stub command (#250, D-087) - Protocol v16 — TriangleCrisisEventWire on ObserverSnapshot for future client rendering of triangle crises - D-093: Sova Transit District spatial layout — 4 social sites (Terminal, Bar, Gate Cluster, Sector 3), 2 encounter nodes, zone palette, gate cluster 7-zone spec, z-level scheme (z=0 maintenance, z=1 main, z=2 observation gallery), 3 investigation paths, corridor widths - D-094: Spatial hierarchy — chunk (64×64 sim) → block (128×128 sim) → district (4×4 blocks, 256×256 visual), supersedes D-014 estimate - D-095: Horizon stations and transport lore — span gates (human-built, dual-use), horizon stations (alien-built, 4-8 apertures), "The Ring" per-system naming, sequential hop travel, The Loop internal tram - Generator architecture workshop brief (ticket #562) — top-down pipeline for district generation, targeting Q-036 resolution - SnapshotEventRouter — callable-based snapshot dispatch replaces inline if-has blocks in main.gd (#559) - YamlParser shared utility — unified YAML parsing for UI strings and checklist conditions (#560) ### Fixed - Wire triangle crisis event queue into observer snapshot — clients now receive TriangleCrisisEventWire via protocol v16 (was always empty) - Persist TriangleState in SaveStateV1 — triangle phase and tension survive save/load cycles - Validate dangling with_role references in TriangleDef constraint validation - Replace O(n²) fallback NPC assignment with BTreeSet; prevent same NPC assigned to two roles in one triangle - Replace O(N*M) scan in apply_resolve_triangle with BTreeMap index for O(1) per-command lookup - Add From impls for RoleId, TriangleId, StableId, TriangleCrisisEventWire — eliminate fragile .0 newtype access - Consolidate near-identical unit tests with integration counterparts ### Changed - Sova station profile updated — horizon gates located at The Van Maanen Ring (800 AU), not on Station Sova; Admin Hub houses transit processing facility only - game_state.gd: stationary_ticks and zone_id now read from server snapshot with deprecated client-side fallbacks (#557, D-020) - dialogue_box.gd: decoupled from GameState and AudioManager via signals — zero direct autoload references (#558, D-020) - main.gd: snapshot dispatch via SnapshotEventRouter, dialogue signal coordinator handlers (#559, #558) - ui_strings.gd and checklist_evaluator.gd: delegate to YamlParser, ~140 lines of duplication removed (#560) ## [v0.1.19] — 2026-02-25 ### Added - Sprint 20: Shape planned — 11 tickets (server 6, client 4, planning 1) covering template/triangle schemas, client refactors, and district layout design discussion - Planning team ticket type in sprint-plan skill — supports design discussions with purpose-assembled agent panels, Qatux and SI for bookkeeping - Client PR #70 merged — save/load client UI, F5/F6 quicksave/quickload (#554) - Server PR #68 merged — Sprint 19 save/load, tier eviction, test infra (7 tickets, 2714 lines) - Client PR #67 merged — Sprint 19 test infra, session management, debug overlay (5 tickets, 2547 lines) - CI PR #69 merged — Sprint 19 test runners, IPC fixtures, protocol handshake, benchmark (4 tickets, 1297 lines) - Test runner scripts — 7 bash scripts (run-rust, run-godot, run-ipc-fixtures, run-ipc-protocol, run-ipc-integration, run-ipc-benchmark, run-all) with structured JSON output (#270, D-030) - IPC serialization fixtures — 5 msgpack fixtures with Rust generator, cross-language GDScript validation (22 assertions) (#271, D-030) - Protocol handshake client — HANDSHAKING state in SimBridge, HandshakeMessage decode with 5s timeout (#556, D-020) - IPC round-trip benchmark — p50/p95/p99 latency reporting, 5ms threshold (#342, D-020) - Protocol version handshake — `HandshakeMessage` as first IPC frame before tick loop, forward-compatible input handling (#555, D-020) - Protocol v15 — `save_result` field on ObserverSnapshot for client save/load confirmation - State serialization primitives — `serialize_npc_to_frozen`/`deserialize_npc_from_frozen` with full D-024 10-axis coverage for tier eviction freeze/thaw (#96, D-026) - Scope tag system — `ScopeTagKind` (Neighborhood, ActiveQuest, Colleague, KnownContact), `ScopePinned` marker, automatic assignment from KnowledgeGraph and RelationshipGraph (#98, D-026) - Timestamp-based eviction — `LastInteractionTick` LRU tracking, `SimSpacePressure` resource, BinaryHeap eviction respecting scope-pinned entities, Active cap 80 (#97, D-026) - Save/load ECS extraction — `save_to_file`/`load_from_file` via MessagePack, `SaveGame`/`LoadGame` IPC commands, `SaveLoadResultWire` on ObserverSnapshot (#553, D-085) - ScopePinned eviction regression test — adversarial at-scale test proving pinned NPCs survive eviction even with oldest ticks - Test infrastructure — Layer 3 integration test entry point, three-layer architecture per D-030 (#200) - Information boundary negative tests — 4 tests proving no passive KG leakage, LOS fog holds, tier boundary holds, per-NPC save isolation (#272, D-010) - gdUnit4 CI runner script — headless test execution via `run_gdunit4.gd` with exit code for CI (#205) - Scene testing utilities — SceneHelper class with node existence, signal, and path helpers for gdUnit4 (#206) - GameState apply_snapshot tests — 14 tests covering v2+ fields: game_time, facing, interactions, monologue, stance, inventory (#206) - Game session management — per-game save directories under `user://saves/-/` per D-085, SessionManager autoload, main menu scene (#258) - Debug visualization overlay — F3-toggled dev overlay with LOS rays, vision cone arcs, NPC path trails, knowledge confidence tags, tick timing sparkline (#348) - SimBridge→TestHarness extraction — test simulation logic separated into dedicated RefCounted class with backward-compat proxy API - Workshop outcomes files — formal closure for content-gap-analysis, KG-information-boundaries, v01-content-scoping, v01-gap-analysis, wiki-review - D-087 through D-092 — recovered decisions from v01-content-scoping and wiki-review workshops (triangle config, pause system, content scope, voice registers, anchor lines, complicity theme) - Q-030 through Q-039 — open questions from workshop backlog (seed schema, style guide, cultural ingredients, NPC architecture, PC archetypes, sacred/profane framework, district skeleton, generator pipeline, authored content estimate, gate topology) - Decision ID claim system — `db/connectors/decision` CLI with `next`, `claim`, `check-dupes` commands to prevent cross-worktree D/Q/R ID collisions, pre-commit duplicate check - D-085: Per-game save directory structure — every new game creates `user://saves//`, F5 quicksave, F6 quickload - Q-029: Save file format design — long-term considerations for versioning, compression, integrity, metadata headers - D-086: Renumbered insert icon system (was D-084 on visual branch) to resolve cross-worktree ID collision - Save/load wireframe updated for D-085 — LOAD tab shows games grouped by directory with expand/collapse, QUICKSAVE slot, F5/F6 hints - Sprint 19: Persist planned — 16 tickets (server 7, client 5, CI 4) covering save/load, tier eviction/scope, test infrastructure - Character creation & game setup workshop brief — covers creation model, seed boundary, gate activation, quest seeding, game toggles (resolves Q-011) - Protocol v14 — `poi_list`, `examine_result`, `player_knowledge` ObserverSnapshot wire types with live KG serialization (#151, #174, #264) - Minimap rendering — circular 160px diegetic insert overlay with POI dots (colored by category), border arrows for distant POIs, player-centered fixed-north (#151) - Dialogue UI hardening — confrontation italic voice (D-063), examine result overlay with 5s auto-dismiss and confidence coloring (#174) - Knowledge/journal panel — right-side insert panel (J key), facts grouped by entity, contradicted entries in amber with strikethrough, stale entries dimmed, mutual exclusion with dialogue (#264) - Sprint 18 client test suite — 50 gdUnit4 tests for dialogue (D-062, D-063, D-064) and journal (KG parsing, scene structure, UIStrings), plus test plan document - D-084: dual-namespace line ID scheme for auto-generated NPCs — role pool (shared, unchanged) + instance override (opt-in, seeded counter). Resolves Q-028 (#544) - Tier 1 drama module schema (`content/schemas/drama_module.schema.yaml`) — entry conditions, NPC requirements, event sequences, outcomes, pool format (#158) - Smuggling ring v0.1 stub module (`content/modules/tier1/smuggling_ring_v0_1.yaml`) — vertical slice Tier 1 module with 6 NPC roles, dual event sequences, 5 outcomes (#158) - Line ID authoring guide (`docs/design/line-id-authoring-guide.md`) — dual-namespace conventions for hand-authored and auto-generated NPC content - Tier 1 module authoring guide (`docs/design/tier1-module-authoring.md`) — field reference, NPC pattern/motivation tables, design principles, pre-submission checklist - Background tier state machines — schedule, mood, relationships, job tick once per game-minute for Background NPCs (#95, D-026) - NPC vision system — symmetric shadowcasting for Active-tier NPCs, NpcMemory with last-known-position and zone inference (#115, D-011) - NPC player-awareness behavior — PlayerAwareness component tracks LOS duration, suspicion accumulation, routine deviation triggers (#244) - Skill system & combat flag — SkillSet component (BTreeMap), CombatCapability marker from combat_trained skill (#91, D-024) - Player-action social propagation — three-order trust ripple (100%/40%/20%) through RelationshipGraph with cycle prevention (#249, D-029) - Examine mechanic — process_examine_interaction with character-filtered observation text, KG DirectObservation write, examine_result in ObserverSnapshot (#242) - Character goal/pressure framework — CharacterPressure component (exposure/institutional/relationship), wired to snapshot HUD data (#248) - Save state data model — SaveStateV1 struct with MessagePack serialization, roundtrip tests for entity/KG/relationship/clock state (#256) - Tell state derivation wired into ObserverSnapshot — integration tests for Nervous tell on Major secret + high stress (#337) - Sprint 18: Touch planned — 14 tickets (server 9, client 3, copy 2) covering examine mechanic, NPC awareness, social propagation, minimap, dialogue UI, save state model - `.claude/rules/` directory — modular auto-loaded instructions (tea-cli, git-safety, project-structure, team-patterns, local-services) - KnowledgeGrant untagged enum with Fact and Entity variants, ContentEntityRegistry for NPC spawn-time entity resolution (D-079, #545) - KnowledgeGranted event processing — grants fire at dialogue line selection, runtime NPC KG guardrail (D-079, #546) - ContradictionClaim struct with 600-tick window detection in observe_entity, epistemic neutrality for both sources (D-083, #547) - NPC-to-NPC knowledge transfer system — trust-gated fact exchange, confidence capping at KnowsOf, ToldBy source construction (D-080, #548) - tell_state KG awareness — NPC relationship reads from KG for other-entity state, MVP information boundary (D-082, #549) - Contradiction monologue with pre-resolved entity names, PersonOfInterest relationship shift, THE FRIEND arc event chain (D-083, #550) - Unprompted disclosure system — DisclosureCandidates component, 7 trigger gates, three-layer rate limiting, two-stage trait filter (D-081, #551) - Trait modifier system — Cautious/Gossipy/Loyal/Talkative filter predicates via content-authorable config (D-081, #173) - POI data model and proximity-based discovery system via KnowledgeGranted events (#148, #149) - Protocol versioning tests — version round-trip, mismatch detection, serde_default migration pattern, full variant coverage (#232) - Team monitoring rules — heartbeat rule for stuck agent detection, bottleneck detection pattern - `tooling/tea-comment` — single-command wrapper for posting Gitea PR/issue comments with multi-line bodies - D-086: Insert icon system — custom SVG icons over icon fonts, authored to insert geometric constraints with lattice_profile weight scaling - Insert/HUD wireframe and visual spec (#314) — dual character variants (smuggler social network view, detective investigation overlay) with pixel-precise layout, entity markers, time display, border arrows, commission grid, and all interaction states - Contradiction monologue lines — 16 hand-authored lines (8 detective, 8 smuggler) for Sera/Kael FRIEND arc, Phase 2 blindsiding + Phase 3 pattern recognition, cognitive-dissonance-not-accusation tone per D-083 (#552) - Diegetic tutorial monologue — 20 lines (10 per character) teaching movement, fog, sound, NPC interaction, and insert/HUD through character voice, fire-once on first-time events (#330) - Diegetic time display on insert HUD — station local time (HH:MM), day phase with cycle-tinted color, day number on InsertOverlay (#263) - Relationship color accent on E-Talk overlay — 3px left-edge bar using D-033 palette signals NPC relationship at a glance (#537) - `Constants.format_game_time()` helper for converting game-minutes to HH:MM station time - `/sprint-status` cleanup sweep skill — consistent health report with tickets by status, PR cross-reference, bookkeeping issue detection, and open work by team - `sprint sweep` CLI subcommand — structured JSON output for sprint health checks (grouped tickets, per-team summary, issue detection) - Knowledge Flow & NPC Boundaries workshop — 5 D-records (D-079–D-083) covering grant architecture, NPC-to-NPC propagation, unprompted disclosure, NPC information boundaries MVP, contradiction detection pipeline - 7 knowledge graph implementation tickets (#545–#551) with full dependency chain and line estimates - Contradiction monologue content ticket (#552) for Sera/Kael FRIEND arc - Sprint 17 completion proofs: contradiction detection fires, NPC-to-NPC knowledge transfers - Entity renderer migrated from ColorRect placeholders to Sprite2D with D-019 angle sprites — self_modulate for D-033 tinting, 8→4 octant direction mapping, feet-anchored y-sort (#540) ### Fixed - Client protocol version bumped to 15 to match server (was still at 14 after server PR #68 added save_result field) - gen_fixtures.rs version comments changed from hardcoded 14 to PROTOCOL_VERSION constant - run-ipc-benchmark dead --iterations flag removed (Rust compile-time constant governs rounds) ### Changed - Team boundary framing — replaced worktree-centric language with `$WORKTREE_TEAM` env var identity across CLAUDE.md and skills (sprint-start, sprint-plan, pr-review) to prevent agents from following `.git` pointers across boundaries - CLAUDE.md compacted from 188 to 67 lines — CLI references, endpoints, and patterns moved to `.claude/rules/` - `/sprint-status` delegates to haiku subagent — keeps sweep JSON, template read, and PR list out of main context window - `sprint sweep` JSON trimmed — removed unused fields (`ok`, `sprint.status`, `priority`, `ticket_id`), shortened issue detail strings - Sprint status output template condensed — rendering rules moved to skill definition, bookkeeping table simplified to 2 columns - Model selection documented in CLAUDE.md — `/model sonnet[1m]` and `/model opus[1m]` for 1M context sessions - Sprint 17 briefings updated with workshop results — server (14 tickets), copy (2 tickets), client (2), visual (1) - Q-024 (gossip timing), Q-025 (KG memory), Q-026 (contradiction detection) closed - Sprint 16 closed (8/8 done) - 3D sprite render pipeline — Camera3D at D-019 angle (-72.5° from horizontal), three-point studio lighting rig, orthographic projection, resolution chain 1024→256→64 - Generic NPC capsule model (24×32px footprint per D-044) and structural wall model for pipeline validation - Test sprites: 8 runtime 64px sprites (NPC + wall × 4 directions) deployed to client/assets/sprites/ - Pipeline documentation (renderer/README.md) — camera spec, lighting rig, resolution chain, model authoring guide - DialogueResponse verb handler — players pick dialogue options and receive follow-up lines via full D-028 four-layer pipeline (#539) - Trust-gated gossip verification — integration tests confirm Secret/Real/Surface tier gating per D-075 (#171) - Line variety tracker wiring — DialogueCooldownTracker prevents repeat lines within 600-tick window (#338) - DialogueResponse cross-language fixture for GDScript testing - Sprint team lifecycle through PR review — teams stay alive for commit → push → review → fix loop → approve → shutdown - Zone_id extraction in game_state.gd optimized from O(N) tile scan to O(1) dictionary lookup — builds _tile_by_coord from member visible_tiles covering both test and live paths (#543) - Shared run_dialogue_pipeline() helper eliminates ~60 lines of duplication between Talk and DialogueResponse systems - Dialogue and monologue line IDs migrated from location-scoped (the-terminal_d_039) to NPC-scoped (kael-davan_d_001) namespace — each NPC has an independent sequence per D-035 (#542) - DialogueCooldownTracker documented as per-player-global by design (NPC-scoped line IDs per D-035 prevent collision) - CONFRONTATION_LINES marked TODO for migration to D-028/D-035 content pipeline - pr-push and pr-review skills updated with team lifecycle awareness ### Fixed - PR #59 review: stale mood vocabulary updated in line-pool-format.md, style-guide, and content-directory-structure.md to post-Sprint 14 values - PR #59 review: orphaned location-scoped IDs in maintenance-tech.yaml comments and smuggler-inventory.yaml cross-references updated to NPC-scoped - PR #59 review: Lera Sessik tenure corrected from "twelve years" to "eighteen years", NPC header fixed - PR #59 review: ring-operative.yaml fact_id corrected from `location.surveillance_gaps` to `investigation.surveillance_gaps` - Dialogue systems moved from BridgePlugin to NpcPlugin — game logic registers where it belongs (#538) - Schedule ambiguity: emit_observation_events now has explicit .before(advance_tick) constraint - process_dialogue_response updates ActiveDialogue tick and InteractionMemory on follow-up - DialogueResponse range check added (CLOSE_RANGE, matching Talk/Confront pattern) - Weighted selection fallback replaced with unreachable!() — dead code removed - assert!(false) → panic!() in serialization tests (clippy) - SetFacing and TeleportToHub added to roundtrip test coverage ## [v0.1.15] — 2026-02-23 ### Added - Sprint 16 "Converse" briefings — 8 tickets across server/client/copy/visual teams - 19 UI wireframes — HUD, dialogue, monologue, popups, menus in v0.1 and v1.0 variants with D-record cross-references - d2-diagram skill — text-to-diagram generation with project defaults (theme 200, dagre, PNG) - frame0-wireframe skill — UI wireframing via Frame0 HTTP API, replaces MCP dependency with bash+curl - 16 decision diagrams — architecture, data-flow, entity, state, and UI categories covering all project decisions ### Changed - frame0-wireframe skill rewritten — JSON-as-truth workflow with frame0-sync.py, batch export, renderer-only guidance - pr-review skill — all reviewer agents now use worktree paths instead of git show - Dialogue panel is always visible as permanent insert UI element (D-061) - Makefile: check-protocol target verifies server/client protocol versions match before build - D-035 amended: line ID namespace changed from location-scoped to NPC-scoped (Sprint 15) - Tilemap z-layer filtering — FloorTiles renders z=0 only, z=1/z>1 reserved for future layer nodes (#71, D-049) - Entity 24x32 footprint per D-044 visual hierarchy — split ENTITY_SIZE into WIDTH/HEIGHT with separate offsets (#72) - Follow target stub on GameState — `follow_target_id` field ready for server #241 Follow verb - Manual exponential camera smoothing — CAMERA_SMOOTHING_SPEED constant (8.0), same lerp pattern as entity renderer (#117) - 31 new Sprint 15 validation tests — camera smoothing, UI framework z-layers, entity footprint, Sprint 14 regressions - SpatialIndex trait with naive Vec implementation — entities_in_range, entities_at, update methods with Manhattan distance (#340) - NPC generation pipeline — procedural seeding of all 10 D-024 axes via SimRng with constraint validation (#92) - Personality and tell system — 5 tell categories (Nervous, Angry, Friendly, Guarded, RoutineDeviation) derived from NPC axis values each tick (#90) - Tolerance threshold monitoring — ToleranceBreachEvent on stress exceeding per-NPC threshold, mood FSM integration (#105) - Routine deviation detection — RoutineDeviationEvent on wrong location/activity for day phase, absence detection, pathfinding-aware (#243) - Follow mechanic — Follow verb, proximity/LOS tracking, double-frequency observation events, NPC suspicion accumulation, configurable thresholds (#241) - Monologue event triggers — observe_npc, hear_sound, observe_anomaly, witness_interaction, post_conversation with D-035 context tags (#119) - Protocol v13 — tell_state on VisibleEntity, follow_state on ObserverSnapshot, Follow verb ## [v0.1.14] — 2026-02-21 ### Added - Unified dialogue log — player-NPC and overheard NPC-NPC conversations in one chronological scrolling panel (#535, D-061/D-078) - F3 debug overlay — real-time game state display with tick, FPS, position, entity counts, dialogue/monologue status (#511) - Monologue display — multi-line priority queue with character colours, italic BBCode, stagger animation (#122) - Protocol v9 — conversation_events, conversation_ended, dialogue_response fields with carry-forward logic - Dialogue theme system — configurable NPC name colour palette, entry timing, passive opacity via dialogue-theme.yaml - Monologue display system visual spec — typography, positioning, stacking, priority, fade animation, character color differentiation, 80-char line constraint (#315) - Entity color system spec — D-033 relationship-to-player mapping, transition animations, color blindness assessment (#304) - Text display hierarchy spec — 4 content pipelines (dialogue, monologue, observation, environmental) with z-layers and positioning (#316) - Sound indicator visual design — fog-edge pulse for D-018 three-range sound model with direction encoding and range differentiation (#317) - THE FRIEND visual treatment spec — 3-phase earned visual detail for Kael Davan and Sera Venn (#318) - Environmental text visual standards — signage, terminal, and news ticker rendering with bilingual Concordat/Van Maanen's Star treatment (#334) - Tell visual/behavioral expression spec — 5 tell categories mapped to 6 Tier 2 behaviors (#251) - Monologue line pool maxLength raised from 160 to 256 chars (soft guidance ≤160) - NPC name masking infrastructure — entity-anchored dialogue log with server-side role labels, retroactive name update on learning, NpcColorIndex for stable color assignment - Dialogue option keyboard selection (1/2/3 number keys) and numbered option labels - Interaction list chrome — background panel, mouse hover highlighting, click-to-interact, pointing hand cursor ### Changed - D-061 updated to document unified conversation log architecture from Sprint 14 - Dialogue options switched from RichTextLabel to Label for reliable VBoxContainer sizing ### Fixed - Visual grammar dialogue max-width corrected from "~70% screen width" to 640px per D-076 - BBCode injection in dialogue log formatting — server-sourced strings now escaped with [lb] - Per-frame dialogue log rebuild replaced with dirty flag (performance) - dialogue_active lifecycle — now cleared after panel fade completes per D-064 - PAUSE/UNPAUSE routed through main.gd input recording for bug report replay (#507) - WASD input freeze after filing bug report — LineEdit focus not released before queue_free() across CanvasLayers - WASD not reactivating after Talk — dialogue_active held for entry_lifetime instead of cleared immediately - Recognition chime spam — entity IDs now tracked permanently per room instead of expiring - Audio path warning — res://audio/ corrected to res://assets/audio/ in AudioManager - world_radial.tscn anchors_preset warning — changed from 15 to 0 - bug_report_dialog.gd push_warning changed to print for informational message ## [v0.1.13] — 2026-02-20 ### Added - D-078: Overheard NPC conversation — passive dialogue panel with server-authoritative stochastic word occlusion - Sprint 14 "Live" briefings — 22 tickets across server (7), client (3), copy (6), visual (6) ## [v0.1.12] — 2026-02-19 ### Added - Tier marker components (#93), active tier simulation (#94), tier transition logic (#99) - Information tag schema (#138), component-level access control (#139) - Line previewer CLI (#193) - Sound event system — server pipeline (#124) - Close-range stereo audio — client positional 2D (#125) - Medium-range visual indicators — fog-edge directional arrows (#126) - HashMap ban in simulation crate via clippy (#343) - Tracing crate infrastructure — JSON format, tick duration logging (#344) - System dependency graph debug command — `--dump-schedule` CLI flag (#346) - rng_seed field on ObserverSnapshot for deterministic replay (#527) - v0.1 Visual Grammar Document (#303) - Placeholder art specification (#252) - Spatial layouts: Logistics Hub (#311), Bar (#312), Smuggling corridors (#313) - Cultural generation guide — 5-dimension framework for Sova Transit District cultural voice (#189) - Sova Texture Appendix — 20-term slang glossary, sensory profile, Meridian self-censorship rules (#302) - Contraband specification — unlicensed lattice components, supply chain, street terminology (#321) - Sova Station Profile — 6 districts, governance, off-station references (#320) - Span Gate Transit Schedule — hourly schedule, maintenance windows, ring operational calendar (#336) - Meridian Coverage Map — 10 named zones from Commission-grade to dead air (#335) - Character definition schema and both character builds — smuggler + detective (#179, #180, #181) - Divergent starting knowledge and relationships per character (#182, #183) - Detective institutional chain of command (#322) - Contradiction arc design document — reusable FRIEND pattern (#332) - Mirror moment design document — 7 core dual-perspective observation triggers (#329) - First 5 minutes experience design — systemic opening per character (#259) - Opening hook content per character (#260) - Knowledge vocabulary for v0.1 content — entity/world categories, prerequisite format (#368) - Knowledge state vocabulary — author-facing quick reference (#309) - Knowledge fact catalogs — 10 YAML files in content/global/knowledge/, 73 canonical facts - D-075 endorsement — archetype dimension review recorded in decisions/content.md - Flat NPC memorable trait pass — Pael, Ren, Tev with noise-floor profiles (#307) - Environmental text content — 20 items across Terminal, Bar, and Corridors with dual-lens notes (#262) - Diegetic insert flavor text — per-character labels and notification strings (#331) - News ticker / Meridian feed — 30 lines including batch 44xx recall dual-lens moment (#306) - Workplace content pack — The Terminal: 5 NPC dialogue files (#190) - Bar content pack — The Last Shift: 3 NPC dialogue files (#191) - Smuggling ring content pack — maintenance corridors: coded vocabulary, dual registers (#192) - Generation pass expansion — 80 ambient variant lines across all 9 dialogue files (#194) - Sprint 13 "Sound" briefings — 9 tickets across server, client, audio, visual teams; full audio architecture + gauntlet expansion + monologue display spec ### Fixed - Entity renderer field name bug — `id` vs `entity_id` (#345) - Dialogue max-width pixel value — 640px per D-076 (#447) - Routine tests missing ActiveSim — 3 of 5 tests passed trivially without the required tier marker - `_observer_pos` misleading unused prefix renamed to `observer_pos` (used for sound event filtering) - Stale protocol version doc comment "Current: 9" corrected to 10 - FactionOnly non-numeric `faction_id` attribute now logs a tracing::warn instead of silently denying - SOUND_EVENT_ASSETS walk-speed key mismatch — `sfx_footstep_metal` corrected to `sfx_footstep_metal_walk` ### Changed - Removed orphaned `SimulationTier`/`LastInteraction`/`ScopeTag`/`ScopeKind` types from tier.rs (unused outside own tests) - Sound pipeline documented as intentionally empty in v0.1 (no producers yet, full pipeline wired) - Observer test setup now inserts SoundEventQueue resource for integration coverage - Added FactionOnly positive test case and Medium-range occlusion TODO - Sound indicator colors sourced from Constants instead of duplicated hex literals - play_loop() null guard on stream.duplicate() - Camera zoom fallback uses Constants.CAMERA_DEFAULT_ZOOM ## [v0.1.11] — 2026-02-19 ### Added - Sprint 12 "Build" briefings — 50 tickets across server, client, copy, visual, ci teams; production-layer foundations + all v0.1 copy authoring - `.tmp/` gitignored repo directory for agent temp files — avoids Bash permission prompts during PR review comment posting - `sed -n` blanket permission in shared settings ### Changed - All skills renamed to domain-action convention (e.g. `commit`→`git-commit`, `review-pr`→`pr-review`, `gen-audio`→`audio-gen`, `render-sprite`→`sprite-gen`) — 12 renames total - `pr-review` skill uses Write tool into `.tmp/` instead of Bash heredocs to `/tmp/` ## [v0.1.10] — 2026-02-19 ### Added - `project.yaml` — technical project descriptor with version, architecture, simulation, and content model as the canonical version source of truth - Scratchpad: asset generation pipeline idea (registry, status tracking, prompt versioning, pre-sprint cohesion) - Scratchpad: remote terminal proxy idea for mobile monitoring of Claude Code permission prompts and interactive elements - `make perf-baseline` — full plugin stack tick benchmark (50 measured ticks, 5 warmup) capturing per-tick timing, entity counts, process RSS, and shadowcast benchmarks; outputs structured JSON to `tests/perf/baseline.json` with `--compare` mode for regression detection (>20% threshold, D-026 budget check) - Michroma font integration (#517) — Michroma-Regular.ttf as game font with +1px tracking FontVariation, global Theme with cyan-white (#E0F7FA) implant text color, IMPLANT_TEXT_COLOR/DIM/PULSE constants - Mouse-relative facing and movement (#526, D-054) — mouse position determines facing direction (client-side float), WASD remapped to cursor-relative (W=toward, S=away, A/D=strafe), SET_FACING action sends octant to server, smooth facing indicator rotation - Room reset client UX (#502) — amber reset_plate tile type, 0.15s screen flash on room reset, 'Reset Room' interaction verb - Auto-checklist progress tracking (#503) — ChecklistEvaluator parses room YAML and evaluates 7 condition types against GameState with latching, ChecklistOverlay renders progress in gauntlet mode only, 48 new tests - 4 ambient zone loops: station base, workplace, bar, corridor — SAO-generated organic soundscape with crossfade loop points (#327) - 2 footstep SFX: metal walk and run — SAO hybrid with best-transient extraction (#327) - `audio-batch` command — batch audio generation from JSON manifests, supports SAO and harmonic synthesis, with `--dry-run`, `--only`, and `--skip-existing` flags - `--post` and `--output-ogg` flags on `audio-generate` — chain post-processing (trim, normalize, convert) into a single command ### Changed - `push-pr` skill now runs `/commit` first when uncommitted changes are detected - Insert open/close now sends explicit PauseSimulation/ResumeSimulation (#518, D-058) — replaces toggle-style pause with idempotent pair - Interaction list colors reference Constants.IMPLANT_TEXT_COLOR instead of hardcoded values - World radial menu uses theme font instead of ThemeDB.fallback_font - Monologue chimes replaced with production-quality manual synthesis — insert-tech aesthetic per D-074, pure sine harmonics with mathematical envelopes (#327) ### Fixed - Bidirectional relationship check (#515) — Check 9 tested `target in npc_rels` which missed NPCs with no relationship entries; changed to `target in self.npcs` ## [v0.1.9] — 2026-02-18 ### Fixed - `make game` now builds client before launching — was missing `build-client` dependency, causing class_name registration failures after `make clean` - `build-client` uses `--import --quit` instead of just `--quit` — ensures `.godot/` cache and `global_script_class_cache.cfg` are created from scratch - `make clean` preserves `client/.godot/` directory (clears contents only) to avoid Godot startup issues ### Added - `--description TEXT` flag for `ticket create` CLI — previously required raw SQL workaround to set ticket descriptions ### Changed - UI audio assets revised — monologue chimes re-generated (0.8s, insert-tech aesthetic), fog_recognition re-generated (was silent), all 8 assets normalized to 44.1kHz stereo LUFS -16 (#453) - review-pr skill: explicit verdict rules — critical/warning → REQUEST_CHANGES, suggestion-only → APPROVE ### Added - `make golden-diff` + `make golden-update` targets (#486) — developer workflow for golden file comparison and regeneration; safe restore on cargo failure - Gauntlet checklist YAML schema (#497) — 7 condition types evaluable from ObserverSnapshot, per-room checklists for 3 rooms, `make checklist-validate` and `make checklist-generate` targets, wired into `pre-pr-content` gate - Gauntlet room timer + personal bests (#496) — GauntletHUD shows TIMER: MM:SS (PB: MM:SS), starts on room entry, resets on room change, persists stats to user://dev/gauntlet-stats.json, session summary on disconnect, hidden in non-gauntlet mode - WRONG button F12 MVP (#495) — bug report capture: pause sim, show modal prompt, save snapshot.json + render.txt + description.txt to user://bug-reports/, Esc to cancel - GameState.room_id and gauntlet_mode fields — parsed from ObserverSnapshot, enabling gauntlet UI - BUG_REPORT action in InputMapper (F12 binding) with SimBridge wire guard (client-only) - 24 new anti-tedium tests — GauntletHUD lifecycle (16: timer, PB, visibility, room change, session tracking) + BugReportDialog (8: pause/unpause, wire guard, text render, edge cases) - whatsinagame starter kit — reusable multi-agent team bootstrap for any project (3-tier profiles, 18 skills, 16 agent archetypes, stakeholder personas, ticketing DB, decision tracking) - Domain-action naming convention for skills documented in create-skill guide - `gauntlet` feature flag (default-on) — allows stripping Gauntlet test world from release builds with `--no-default-features` - `EXPECTED_ENTITY_COUNT` and `RESET_PLATE_STABLE_IDS` constants — entity counts derived from StableId ranges instead of hardcoded values - Debounce exact-boundary test for room reset (tick 9 rejected, tick 10 accepted) - Reset plate StableId verification in `stable_id_ranges_match_spec` - Runtime content test (`content_runtime.rs`) separated from structural loading tests - Client P2 tests (#492) — 16 gdUnit4 tests for camera (smoothing, zoom, viewport, follow, no-pan), entity alpha/color (peripheral, forward, NPC color, player constant), UI (monologue, interaction, inventory, dialogue, pause, fog blob, fog z_index) - Client P3 tests (#493) — 12 gdUnit4 tests for z-layer ordering (floor/ysort/fog/UI), entity lerp (snap, converge, LERP_SPEED=12.0), Tyre additions (recognition, facing, delta scaling, blob removal) - Anti-tedium regression tests (#494) — 5 tests: F12 no-crash guard, no queued input, gauntlet UI hidden in default/normal snapshot/multi-tick modes ### Changed - Room reset API consolidated to `plan_reset` only — `execute_reset` removed (was a maintenance trap; production uses Commands via `plan_reset`) - `room_at()` documented with z-range and corridor overlap assumptions - TCP runtime test now has 10s read timeout and registers player in EntityRegistry ### Removed - Dead `RoomMember` component from reset.rs (defined but never used) - Protocol v8: dialogue_response field decoding (DialogueResponseEvent with line_id, text, speaker_entity_id) from server #305/D-028 - Test client binary scaffolding (#480) — standalone crate at `tooling/test-client/` with CLI (--connect, --replay, --text, --json, --quiet, --golden, --ticks), exit codes (0/1/2), golden file JSON diff, JSONL replay loader - Snapshot text renderer (#481) — `format_snapshot_text(&ObserverSnapshot)` pub-exported from server crate, entity labels as kind:entity_id sorted by distance, room name stub, 10 unit tests - Sprint 9 (Gauntlet) briefing files — server, client, CI, audio, joint — 23 tickets across 4 teams - Weapon aim lock audio (`sfx_weapon_aim_lock.ogg`) — clinical targeting confirmation tone for weapon aim state (#440) - Stance change audio (`sfx_stance_change.ogg`) — subtle mechanical click for stance toggle feedback (#440) ### Fixed - MessagePack int_64 encoder dead code branch (#516) — `-(1 << 63)` overflowed making int_64 branch unreachable; negative values beyond int_32 now correctly encode as 0xd3 instead of 0xcf - Cross-encoder fixture pipeline hardened — encode failures now exit non-zero instead of writing empty .msgpack files (#475 review) - GDScript fixture test no longer silently skips on missing/empty fixture dir — asserts instead (#475 review) - GDScript fixture generator covers all PlayerAction variants (added MoveSouth, MoveEast, MoveWest, Unpause, ToggleStanceDown, WalkAway) - `make pre-pr` now checks GDScript fixture staleness alongside Rust fixtures - Protocol version bumped from 7 to 8 to match server — fixes 5 test failures from version mismatch - Interact action encoding changed from unit variant to struct variant to match server's PlayerAction::Interact { target_entity_id, verb } - Monologue duplication test (test_monologue_not_duplicated_after_consumption) fixed — was using poll_snapshot() which doesn't consume _last_snapshot in test mode - `make pre-pr` target — full pre-PR verification chain: lint → build → test → content validation → fixture staleness (#460, #465) - Branch-specific pre-PR variants: `make pre-pr-server`, `make pre-pr-client`, `make pre-pr-content` - Content cross-reference validation (9 checks) — canonical_id uniqueness, relationship targets, location slugs, dialogue locations, fact_ids, triangle membership, npc_count, dialogue line_ids, bidirectional relationships (#464) ### Fixed - Dialogue schema missing `focused` (mood) and `greeting` (situation) values added in Sprint 7-8 content - Speaker wire ID silent fallback — dialogue now warns and skips when target entity missing from registry (was silently using 0) - Cross-plugin system ordering — trigger_recognition_monologue now runs after detect_anomalies (latent determinism bug) - Walk-away ordering — process_walk_away now runs after process_talk_interaction (prevents same-tick race) - ActiveDialogue overwrite — new Talk while in existing dialogue now emits IncompleteInteraction before replacing - Server-side Talk range check — handle_talk now enforces CLOSE_RANGE before setting TalkRequest (was client-only) - ExamineNpc label collision — VerbKind::ExamineNpc now uses "Examine NPC" label (was "Observe", same as generic Observe) - Dead conditional in main.rs collapsed (both branches were identical) - WalkAway variant added to all_player_action_variants_roundtrip serialization test ### Changed - DialogueCooldownTracker.used changed from Vec to BTreeMap for O(log n) lookup (D-041 compliance) - MonologueState.shown_ids changed from Vec to HashSet for O(1) contains check (was O(n) per tick) - Secret trust tier documented as unreachable with TODO for Phase 2 KG-gated unlock ### Added - Determinism test: different_seed_produces_different_replay — exercises SimRng via dialogue weighted selection - Dialogue selection pipeline (#305, D-028) — 4-layer filtering engine: access tier from KG relationship, situation derivation from game state, trust tier, weighted topic+mood scoring via SimRng. Full Talk verb → selected line → ObserverSnapshot pipeline with cooldown tracking - ContentSlug component (#452) — stable content identity from YAML (e.g. "kael-davan") independent of runtime Entity handles, for knowledge graph interaction memory across save/load - Walk-away KG recording (#427, D-064) — IncompleteInteraction knowledge events with Talk/Confront type, ActiveDialogue tracking, walk-away detection clears dialogue and records in KG - Anomaly detection for urgent recognition (#450, D-060) — AnomalyMarker flags PersonOfInterest/Contradicted entities for 0.3s cognitive delay instead of 0.6s normal - Recognition monologue during cognitive delay (#451, D-060) — monologue fires at delay START (grey blob phase), not completion. v0.1 fallback lines, anomaly prioritization, cooldown tracking - Server --test-mode, --port, --seed CLI flags (#459) — LISTENING:{port} stdout signal, OS-assigned ports, deterministic seed override, stderr-only tracing - Determinism gauntlet test (#466) — 20-tick replay determinism regression test with movement, stance, pause/unpause exercise - Pause guard test suite (#461-463, #468) — 7 tests covering movement, unpause, roundtrip, stance, interact, batch, tick_rate during pause - EntityRegistry lifecycle tests (#469) — stale mapping, re-register, unknown unregister edge cases - Boundary value encode/roundtrip tests (#471) — 41 values across all MessagePack integer format boundaries - Encoding asymmetry tests (#473) — Rust decoder accepts GDScript-style signed encodings for unsigned fields - Boundary fixture generation (#472) — 14 raw + 5 snapshot fixtures at integer format boundaries - Malformed batch rejection test (#479) — truncated, garbage, and mixed payloads rejected atomically - Per-fix determinism unit tests (#467) — equidistant NPC ordering, visible tile sorting, same-tile mover resolution ### Fixed - Determinism: visible_ids HashSet → BTreeSet for stable iteration order (#456) - Determinism: visible entities in snapshot sorted by entity_id (#457) - Determinism: movers sorted by Entity bits in validate_movement (#458) - Pause guard blocks all actions except Pause/Unpause while paused (previously only blocked movement) ### Changed - Protocol version bumped from v7 to v8 (dialogue_response field in ObserverSnapshot) ### Added - AudioManager autoload (#255, D-068/D-069/D-073) — 5-bus architecture (Music, Ambient, WorldSFX, PlayerActions, UISounds), directory-scan asset registry, spatial/non-spatial playback, audio dip profiles (dialogue, confrontation, listening_focus) with low-pass filter sweep, zone crossfade stub - Dialogue response selection (#435, D-061/D-062) — structured options with response_id, priority sorting, max 3 visible, invisible locked options, RichTextLabel for BBCode support - Walk-away mechanic (#437, D-064) — WASD triggers WalkAway input during dialogue, 300ms fade, dialogue_active flag gates movement, re-show on server interrupt - Confrontation text styling (#436, D-063) — italic first-person options, 1.5s monologue beat with dialogue dim to 70%, audio dip via AudioManager, walk-away cancels in-flight beat - MessagePack boundary value tests (#470) — 41 values (25 positive, 16 negative), encode-only header verification, roundtrip, Rust-style unsigned decode overlap tests - Client P0 regression tests (#477) — monologue carry-forward (Bug #5), camera stability during pause (Bug #2) - Client P1 tests (#478) — fog shader state (4), entity lifecycle (2), pending recognition blob (1) ### Changed - Fog byte magic numbers replaced with named constants (#476) — VIS_HIDDEN/PERIPHERAL/FORWARD, EXP_UNEXPLORED/EXPLORED/VISIBLE in FogState - Dialogue options now carry structured {text, response_id, priority, confrontation} instead of plain strings - Protocol v7 dialogue decode validates and skips malformed options ### Added - QA test architecture workshop complete — 3-round, 7-agent workshop producing 60 tickets (epic #455): Gauntlet test world (7 rooms, 48 entities), test client binary (tooling/test-client/), determinism fixes, content validation, make pre-pr pipeline, 38 client tests, anti-tedium features, human tester workflow - Workshop skill updated — agents now write output files to disk instead of sending messages, fixing documenter access - Camera anchor test suite — 10 gdUnit4 tests verifying camera init, smoothing cycle, and player tracking - Entity position lerping — framerate-independent exponential smoothing so entities slide between tiles instead of snapping ### Fixed - Server never sends snapshots — blocking TCP read in receive_bridge_inputs stalled the entire bevy Update schedule; switched to non-blocking I/O with WouldBlock handling - Camera doesn't center on player at startup — Camera2D smoothed_camera_pos starts at (0,0); now disable smoothing during init, snap to player, re-enable after first anchored frame - Player moves while game is paused — movement commands now discarded when TickRate is Paused (pause/unpause still process) - Spacebar only pauses, doesn't toggle — added UNPAUSE action with toggle logic based on tick_rate state - MessagePack encodes tick 128 as -128 — off-by-one in signed int boundary checks (<=128 instead of <128) across int8/16/32/64 branches - Monologue/dialogue lost on snapshot overwrite — one-shot events now carried forward when a newer snapshot replaces an unconsumed one - Fog shader white screen on load failure — ColorRect defaults to transparent, shader load failure logged instead of crashing - Fog desync during camera smooth pan — fog rect now tracks camera position instead of player position ### Changed - Server game loop throttled to ~20 ticks/sec (50ms frames) — non-blocking TCP loop no longer spins; remaining frame budget available for NPC AI - Hold-to-move input model — movement polled each frame with stance-based throttle (Sprint=200ms, Walk=400ms, Careful=600ms, Crouch=800ms) and composite diagonals (W+D → northeast) - D-053 updated with client throttle rates and input model documentation ### Added - Dialogue box UI skeleton (#434, D-061) — bottom screen, max 20% height, ~65% width, NPC speech + max 3 response options, insert-styled colors, WASD walk-away with 300ms fade, no close button, diegetic on InsertOverlay z-layer 6 - Fog entity visualization (#431, D-059/D-060) — cognitive delay rendering: sonar-style sound pings (3 concentric rings, 1.5s fade), unrecognized grey blobs with 0.8s breathing pulse, D-033 color transition at 50% recognition progress, ±0.5 tile position drift, FogEntities node at z:950 ### Changed - Client protocol version bumped from 6 to 7 (pending_recognitions decode for cognitive delay) - GameState: current_dialogue and pending_recognitions fields wired from ObserverSnapshot v7 - Scene tree: DialogueBox added to InsertOverlay, FogEntities at z:950 between fog shader and InsertOverlay - Test mode: mock dialogue (Kael NPC, 3 options) and mock cognitive delay entity (6-tick recognition cycle) ### Added - Archetype evidence presentation spec (#443, D-065/D-034/D-033) — detective case file vs smuggler notebook design document: item definitions, knowledge graph presentation, contradiction markers, THE FRIEND arc walkthroughs, systems interaction map, authoring guidelines - Cognitive delay system (#423, D-060) — CognitiveDelay component buffers perception events before emitting KnowledgeEvents (0.6s base / 0.3s urgent at 10 tps), pending_recognitions in ObserverSnapshot v7 for client fog entity visualization, cancellation on entity LOS exit - ListeningFocus eavesdrop system (#426, D-053) — stationary_ticks tracking for eavesdrop positioning bonus, 30-tick threshold (20 for Careful stance), Sprint blocks accumulation, registered after validate_movement - YAML content loader with hot-reload (#326, D-028) — LinePool system parsing dialogue/monologue YAML into BTreeMap-indexed pools, 4-layer query filtering (access > situation > trust > topic+mood), timestamp-polling hot-reload (dev-only), graceful failure preserves previous content - Line pool format specification (#308) — formal spec at docs/architecture/line-pool-format.md defining YAML structure, tag enums, 4-layer filtering pipeline, prerequisite-to-KG mapping, ID format, and Rust loader interface - InteractionMemory KG schema design (#442, D-064) — design doc at docs/architecture/interaction-memory-schema.md extending FactKnowledge with interaction tracking, 5-state InteractionState enum, monologue prerequisite extension, NpcTolerance reconciliation - Audio discussion decisions D-067 through D-074: recognition chime timing, 5-bus architecture, audio dip profiles, confrontation as cognitive vulnerability, monologue chime placeholder strategy, universal conversation murmur, zone crossfade, hybrid audio generation - Asset pipeline documentation system (docs/assets/) with category-based index, sonic palette, and generation templates for audio, visual, and video pipelines - Stable Audio Open connector and post-processing wrappers (audio-generate, audio-health, audio-post) with timeout handling for 11GB VRAM constraint - gen-audio skill with prompt assembly system (sonic palette prefixes + category templates + asset descriptions) - 6 interaction UI audio assets (#440): cursor_hover, weapon_aim, implant_open, fog_recognition, sfx_monologue_chime, sfx_monologue_chime_urgent — generated via SAO, needs duration trimming (#453) - Dialogue/confrontation ambient dip implementation spec with full Godot AudioBus tween code - Synthesis tooling (tooling/synth_ui_sounds.py) for programmatic insert-tech sound generation ### Changed - Protocol version bumped from 6 to 7 (pending_recognitions field in ObserverSnapshot) - MessagePack fixtures regenerated for protocol v7 - Monologue trigger system uses .values() iterator (clippy fix) - Monologue schema: relationship prerequisite now requires target and state fields - 389 tests total (70 new) — cognitive delay pipeline, line pool loader, ListeningFocus, content watching, serialization - Renamed asset-gen skill to gen-image for consistent gen-* naming pattern - Client protocol v6 bridge — decode player_stance (4 variants) and player_inventory from ObserverSnapshot, TOGGLE_STANCE_UP/DOWN input actions, 25 gdUnit4 tests - Three-scope z-layer rendering pipeline (D-049) — world z:0-900 inside CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal CanvasLayer 30. Y-sort contract enforced, reserved VFX/airborne/lower-floor ranges documented - Cursor state machine (#429, D-056) — 4 states (Default/EntityHover/ObjectHover/WeaponAim), 150ms transitions, insert-styled geometric shapes - Fog shader rebuild (#430, D-059) — 5-layer fragment shader with animated Perlin noise, CanvasGroup compositing, FogState autoload for visibility/exploration textures - Entity interaction list (#432, D-057) — vertical multi-verb menu, insert-styled, sprint suppression, diegetic toggle - World radial menu (#433, D-058) — 2 spokes (Observe + Insert), drag-release and click-click input, 60-degree acceptance zones - Inventory UI (#438, D-065) — 3x3 grid, 40x40px slots, 1-9 hotkey selection - Stance indicator (#439, D-053) — color-coded HUD text, C/X keybinds - Architecture docs: z-layer gap analysis, fog shader spec, flying taxi feasibility analysis ### Changed - Scene tree restructured: Entities z_index 3->0 (critical y-sort fix), FloorObjects->10, YSortGroup->100, Overhead->300, FogOverlay->900, ModalLayer added - constants.gd rewritten with three-scope z numbering and full reserved range documentation - Fog renderer replaced: TileMapLayer-based fog_renderer.gd deleted, replaced by shader-based fog_shader.gd + fog.gdshader ### Added - ObserverSnapshot v6 wire protocol (#449) — player_stance (MovementStance) and player_inventory (Vec\) fields with serde defaults for backward compatibility - Stance system (#417) — Sprint/Walk/Careful/Crouch movement stance with tick-based speed (1/2/3/4 ticks per move), monologue rate multipliers (40%/100%/150%/100%), PlayerMoveCooldown component, ToggleStanceUp/Down player actions - TilePresence posture layers (#420) — Standing/Prone/Seated/Fixture occupancy layers enabling same-tile coexistence (e.g. seated NPC + standing player), layer-based collision in validate_movement - ObjectType component (#421) — Readable/Container/Terminal/Door/Pickup/Furniture types with Phase 1 verb sets computed from type + proximity range - Phase 2 verb filter (#422) — KG-gated observer-side verb processing: POI priority flips (D-060), Confront injection at KnowsDetails+ confidence, contradiction marking, archetype-specific label relabeling (Smuggler sees Move/Stash, Detective sees Scan/Flag on containers) - CharacterArchetype component — Smuggler/Detective archetype for Phase 2 verb label differentiation (D-057) - VerbKind::Confront — Phase 2 only verb injected when observer has KnowsDetails+ on an NPC at close range - Smuggler inventory system (#424) — CarriedBy(StableId) component, Take/Place verbs, 9-slot (3x3 grid) capacity, auto-slot assignment, info boundary enforcement (carried items invisible to other observers) - MovementProfile component (#418) — per-archetype default stance (smuggler=Walk, detective=Walk), applied on spawn, factory methods for future archetypes - Sprint interaction buffer suppression (#419, D-055) — sprint stance explicitly clears interaction buffer, no verbs computed or sent during sprint, anomaly monologue pipeline unaffected - Sprint anomaly double-take monologue (#428, D-055) — SprintAnomalyQueue component detects Contradicted entities during sprint, fires delayed retroactive monologue after ~1.5s ("Wait — something wasn't right back there"), first-in-wins queue semantics, 3 hardcoded v0.1 lines ### Changed - Protocol version bumped from 5 to 6 (stance, inventory, ObjectType, verb system fields) - MessagePack fixtures regenerated for protocol v6 - Input processing queries expanded for stance and cooldown components with backward-compatible Option wrapping - Observer pipeline queries expanded for Stance and CharacterArchetype components - NearbyInteraction carries object_type and contradicted fields for Phase 2 context - BridgePlugin system ordering: process_sprint_anomaly_monologue runs after trigger_monologue, compute_observer_snapshot runs after anomaly processing - Player spawn includes MovementProfile, Stance, PlayerMoveCooldown, and SprintAnomalyQueue components - 331 tests total (131 new) — comprehensive QA coverage across stance, occupancy, Phase 2 verbs, sprint suppression, inventory, anomaly monologue, and wire format ### Added - D-066: Dual-scale grid — 0.5m simulation tiles for stealth granularity, 1m visual tiles for proportional art (2x retina factor). All world geometry 2x2 sim tile minimum so cover/LOS maps 1:1 with visuals. Amends OQ-01. - Sprint CLI (`db/connectors/sprint`) — unified sprint lifecycle management with 5 subcommands: status, start, stop, start-work, prepare. Auto-detects sprint from DB state and team from git branch. Guards prevent activating unplanned sprints. - Shared permission settings in `.claude/settings.json` — git, ticket/sprint CLI, make, tea, and core skills pre-approved across all worktrees. Deny rules block destructive operations. - Decisions D-053 through D-065 from Control & Interaction Workshop — formalized interaction verb system, contextual actions, NPC awareness model, and related design decisions - Sprint 6 Touch briefings for server, client, copy, and joint teams - Control & Interaction Workshop outputs — full workshop notes and outcomes - Smuggler inventory item specs for transit district (#441) - Start-workshop skill for multi-agent design workshops ### Fixed - Added worktree boundary rules to CLAUDE.md — agents must stay within the git root, no navigating to sibling worktrees or above the repo - Plan-sprint skill now enforces worktree-relative paths in generated briefings - Worktree-update skill now discovers branches dynamically via `git worktree list` instead of relying on hardcoded branch names — fixes missed branches like `planning` ### Changed - Start-sprint and plan-sprint skills updated to use sprint CLI instead of manual multi-query workflows - Permission syntax migrated from deprecated `:*` suffix to modern space-wildcard format across all worktrees - Internal monologue trigger system (#414) — enter_location fires on first tick, time_idle fires after 100 ticks of no movement, 300-tick cooldown, dedup within session, random line selection from content pools via ChaCha20 RNG - MonologueEvent in ObserverSnapshot v5 — current_monologue field carries id, text, and display duration across the IPC bridge - Client monologue display wiring — protocol v5 decoding, GameState extraction, HUD display pass-through ### Fixed - NPC spawn missing Interactable component (#413) — NPCs spawned from content and proof room now have Interactable, enabling E-prompt detection - PlayerAction::Interact was a no-op (#415) — changed from unit to struct variant with target_entity_id and verb fields, server logs interaction data ### Changed - Protocol version bumped from 4 to 5 (MonologueEvent field, Interact variant change) - MessagePack fixtures regenerated for protocol v5 ### Changed - UIStrings YAML parser now handles arbitrary nesting depth and inline comments — adapts to copy team's restructured ui-strings.yaml with multi-level sections (relationship_states, health_values) - HUD uses new YAML keys: `hud.perception_mode_prefix`, `hud.time_prefix`, `hud.health` (empty prefixes display values directly) - Interaction prompt keybind hint ("E") hardcoded instead of loaded from YAML — keybinding is not copywriter text ### Added - Pre-commit FactId validation hook (#393) — grep-based check validates fact_id references in content YAML against canonical knowledge catalogs; advisory mode when catalogs are stubs, enforcing mode when populated - Pre-commit hook infrastructure — `.config/hooks/` with modular dispatcher, `make setup-hooks` target, `core.hooksPath` config for worktree-safe hook installation - `make check-fact-ids` target for manual fact_id validation - UIStrings autoload with YAML-based UI string loading (#409) — minimal YAML parser, `get_text()` lookup with fallback-to-key - HUD and interaction prompt labels now loaded from `client/data/ui-strings.yaml` instead of hardcoded strings - Character voice speech patterns (#310) — sentence-level execution spec for smuggler and detective covering contractions, punctuation, stress markers, vocabulary, verbal tics, and authoring checklist - NPC authoring style guide (#379) — 954-line handbook: tier budgets, 9 NPC patterns, dialogue/monologue rules, tag taxonomy, dual-lens coordination, Van Maanen's Star/Sova culture, FRIEND phase mapping, validation checklist - UI microcopy (#409) — 72 YAML strings for client integration: interaction verbs, relationship states, HUD labels, perception modes, notifications, knowledge panel, tutorial prompts - Kael Davan FRIEND pack (#297) — 86 hand-authored lines across 3 locations, 5-phase relationship arc with contradiction scene, dual-lens notes - Sera Venn FRIEND pack (#298) — 75 hand-authored lines at The Last Shift, trust-gated gossip, avoidance contradiction, contaminated trust arc - PC-as-NPC content (#401) — 70 authored items enabling second-playthrough recognition (D-039 wow moment #4) ### Changed - Moved ui-strings.yaml from content/campaigns/_meta/ to client/data/ for direct Godot client loading ### Fixed - Fact ID format collision across FRIEND content — normalized 73 flat IDs to dotted category.topic format, fixing broken detective evidence chain from Sera to Kael observations - Entity ref format inconsistency — normalized underscore format to npc:hyphenated across ~15 monologue references - Phase tag inconsistency between FRIEND packs — standardized to phase-N format, added missing phase-2 tags to Kael ring ops lines - Detective monologue gap for Kael — added 7 observation lines (7 → 15 total), added mood tags and bar_evening situation to Kael bar content - Hoshe QA briefing updated with integration test coverage priorities — test harnesses, dedicated client-server test map, edge case focus - Sprint 5 "Live" team briefings — copy (6 tickets), client (2), CI (1), joint coordination for content-at-scale sprint targeting FRIEND packs, voice patterns, NPC style guide, PC-as-NPC authoring, UI microcopy, FactId validation - Live server mode (`make game`) — single command builds server, launches client with TCP connection, auto-kills server on exit; `make stop` helper for manual cleanup - `SR_LIVE=1` environment variable switches SimBridge from test mode to real TCP server connection - TileKind in wire protocol (#412) — server sends Floor/Wall/Door/Object per visible tile, client renders walls and floors in live mode - Input roundtrip integration test (#411) — spawns real server, connects via TCP, validates full movement and interact pipeline - Debug logging for received player inputs on server (visible with `RUST_LOG=debug`) ### Fixed - Interaction prompt target+verb data now attached to Interact action in game loop (#405) — was TODO stub, server receives `{target_entity_id, verb}` payload - Player entity detection uses `kind.variant == "Player"` instead of hardcoded `entity_id == 1` — fixes "player not found" warnings when connected to real server (which assigns different IDs) - Movement keys now work in live mode — client was sending millisecond timestamps as input tick, server only processes ticks <= current frame counter; now uses server tick from latest snapshot - Entity-to-tile alignment in live mode — server sends tile-center render coords (tile 16 → 16.5), entity renderer now floors to tile index before positioning ### Added - Content loader Phase 2 (#408) — 2-phase spawn pipeline loads real YAML content into ECS entities: enums, entity attributes, pools, templates, triangles, NPC profiles with Want/Tolerance/Contentment/Personality/Tells/Skills axes plus cross-reference resolution for Secrets, Relationships, Information, and DailyRoutine - Global enum YAML files (#387) — 9 enum definitions (situations, topics, moods, triggers, access-tiers, trust-tiers, activities, patterns, motivations) from D-035 taxonomy - Entity attributes YAML (#388) — 16 canonical knowledge graph attribute keys from D-024 with A7 workshop updates - Seed-time pools (#389) — 5 single-candidate pools for deterministic v0.1 testing - Social site templates (#390) — 3 templates (logistics-hub, bar, smuggling-ring) with role slot definitions per D-025 - Triangle YAML files (#391) — 5 v0.1 triangles (3 active fork, 2 passive) per D-024 workshop synthesis - Seed configuration schema design (#394) — design document defining game-start randomization: FRIEND selections, pool draws, template assignments, entanglement config, ChaCha20 RNG protocol - YAML to RON converter tool (#403) — build-time converter in tooling/content-converter/, runs via `make content-ron` - Line previewer CLI (#407) — 4 subcommands (dialogue, monologue, coverage, sequence) for content authors to test line selection without running the full game - Happiness added to WantKind enum — Harek remapped from Safety to Happiness ### Fixed - Dialogue-pool schema corrected to use arrays for situation/topic/mood per D-035 (were incorrectly single strings) - NPC want.primary changed from narrative strings to WantKind enum keywords — fixes silent Want component drop at spawn time - Schema enum constraint added to npc-profile.schema.json for want.primary validation ### Added - Sprint 4 "Feel" team briefings — copy (8 tickets), server (9), client (1 carry-over), CI (1), joint coordination - Interaction prompt system (#405) — server-driven "E - Talk" prompt decoding v4 nearby_interactions with nested VerbOption structs, fade animation, extensible get_interaction_target/get_selected_verb interface for future radial verb menu - Art direction & mood board workshop (3 rounds + closing) — 4-agent team establishes visual identity, 16 art direction principles, 9 mood board images, 10 candidate decisions (D-042–D-051) - 3D-to-2D sprite render pipeline (`client/tooling/sprite_renderer/`) — Godot @tool scene renders textured 3D models at "the angle" (-72.5deg ortho) from 4 cardinal directions at 1024/256/64 resolutions with outline applied at working resolution - `/render-sprite` skill — CLI wrapper for the render pipeline with headless import step - Pipeline POC: Era 1 institutional wall + bar green wall textures generated via Nano Banana and rendered through full pipeline - PerceptionQuery trait and ActivePerceptionMode resource — abstraction layer for D-017 perception mode swapping (NaturalVision default implementation) - VisibilityGeometry intermediate resource decoupling FOV computation from entity filtering - Client-side PROTOCOL_VERSION enforcement — snapshot decoder rejects version mismatches with error log - POI verb priority test in observer pipeline — asserts both verb kind and priority values end-to-end ### Changed - Observer pipeline decomposed into two-stage system: compute_visibility_geometry (geometry) → compute_observer_snapshot (entity filtering + assembly) - POI verb priority adjustment moved from simulation phase (interaction.rs) to perception phase (observer) — fixes D-010 information boundary violation - compute_nearby_interactions no longer reads KnowledgeGraph — determines verb availability by proximity only, verb priority adjusted by observer - compute_nearby_interactions scheduling moved from SimulationPlugin to BridgePlugin for explicit ordering with geometry and observer systems - Client test snapshot updated to v4 format (Protocol.PROTOCOL_VERSION, tick_rate replaces paused) ### Added - Content validation tooling — `make validate-content` validates campaign YAML files against JSON schemas, maps files by directory context - Entity::to_bits() roundtrip test — guards against bevy version changes silently breaking wire IDs - TickRate switch mid-accumulation test — verifies Half→Full→Paused→Half transitions preserve accumulator state - Tick rate scaling system (#406, D-052) — Full/Half/Paused rates with fractional accumulation, SetTickRate player action, replaces binary pause flag - Proximity detection and interaction verbs (#404, D-060) — compute_nearby_interactions system with Manhattan distance ranges (close ≤2, mid ≤5), context-sensitive verb computation (Talk, Observe, Examine), PersonOfInterest priority flip, NearbyInteraction in ObserverSnapshot v4 - Content directory skeleton (#385, D-057) — district-as-atomic-pack layout with Sova Transit first district, 17 NPC stubs, 3 locations, 5 triangles, dialogue/monologue pools, factions, knowledge catalogs, enum definitions - Content schema definitions (#386) — 8 JSON Schema files (draft 2020-12) for district, location, npc-profile, dialogue-pool, monologue-pool, triangle, routine, fact-catalog validation - PROTOCOL_VERSION constant in bridge types — versioning strategy documented (subprocess IPC, serde defaults for field evolution) - Campaign, system, station JSON schemas for hierarchical content validation ### Fixed - Test suite aligned with server v4 protocol enforcement — all hand-built snapshots include version field, verb priorities 1-indexed, ExamineNpc label corrected to "Observe" - E2E proof tests resilient to entity ordering — player found by kind instead of array position, wall-hides test checks specific NPC position instead of total count, supports 3-NPC proof room layout - Wire entity_id now uses StableId consistently across observer, observation, interpretation, and interaction systems (was Entity::to_bits() in some paths) - Restored system/station/district hierarchical fields in district metadata (incorrectly removed during canonical_id cleanup) - Unregistered entities in observer/interaction now log tracing::error instead of silently falling back to Entity::to_bits() ### Changed - NearbyInteractionBuffer refactored from global Resource to per-entity Component on PlayerCharacter — multiplayer-ready (D-009) - Observer module split into mod.rs (244 lines) + tests.rs (480 lines) — reduces module complexity - Content directory restructured from flat districts/ to hierarchical campaigns/main/systems/van-maanens-star/stations/sova/districts/transit/ — path mirrors canonical IDs, glob-based discovery, multi-campaign/DLC ready - Content manifest (content.yaml) rewritten for glob-based district discovery - District identity fields (system, station, district) now derived from directory path — removed from district.yaml required fields - NPC canonical_id schema accepts district-scoped IDs (npc:transit.kael-davan) for cross-district uniqueness - ObserverSnapshot protocol bumped to v4 — adds nearby_interactions field, tick_rate replaces paused field in GameTime - NearbyInteractionBuffer.interactions is now private with take() accessor (no per-frame clone) - NearbyInteraction.distance changed from f32 to u32 (matches manhattan distance) - Missing PlayerCharacter in input processing now panics instead of silent no-op - Verb sort uses (priority, kind) tuple for deterministic ordering at equal priority - Unregistered entity in knowledge events triggers debug_assert + error (was warn) - District schema: canonical_id is now optional (derived from directory path at load time) - Skills trimmed for CLAUDE.md deduplication — search-docs (-48%), ticket (-17%), review-pr (-35%) now reference CLAUDE.md for basics instead of repeating them - Review-pr reviewer profiles extracted to `references/reviewer-profiles.md` for progressive disclosure ### Removed - Dead generate_snapshot function in bridge/mod.rs — superseded by compute_observer_snapshot - content/global/regions/ directory — region data absorbed into system.yaml metadata ### Added - Dual Lens Authoring Guide — 7-chapter reference for writing content that works for both smuggler and detective perspectives (D-027, D-028, D-032, D-034, D-035) - THE MIRROR pattern spec — transparency-as-contrast NPC design with Naia Tamm reference implementation and generator template - Smuggler voice card — register parameters, 5 voice anchors, 4 anti-patterns, paired comparison examples, display constraints, authoring checklist - Smuggler moral arc spec — 4-phase trajectory (Comfort, Doubt, Reckoning, Compromise), FactId gates, monologue trigger rules, Kael intersection mapping - PC-as-NPC unified spec — starting knowledge/relationship graphs, tell inversion, orientation monologue, 9-step conversion checklist, v0.1 smuggler + detective briefs - Triangle 1 Hub Power Volume Escalation fork — 3-path smuggler decision (escalate/stabilize/mediate), ~41 authored dialogue lines, NPC state change tables - Content directory structure design doc — runtime content/ layout, canonical ID format, 8 JSON Schema specs, 3-tier validation pipeline, migration path from wiki - Interaction verb spec — 7 v0.1 verbs (Move, Look, Monologue, Examine Object, Examine NPC, Talk, Overhear), priority resolution, server pipeline architecture - v0.1 wow moments checklist — maps all 6 D-039 moments to content deliverables, tickets, dependencies, completion status - Nils Davan off-stage NPC stub — ring coordinator, GHOST + HANDLER pattern, lattice message design, relationship map - NPC pattern/motivation mapping applied to all 18 NPC wiki pages with composition reads - Structured NPC data model (#86) — replaced stub string/f32 fields with typed enums and integer types for D-010 determinism (WantKind, SecretSeverity, Skill, PersonalityTrait, CombatStyle, RelationshipKind) - Global RelationshipGraph resource (#87) — BTreeMap with tuple key for efficient prefix queries and reverse lookups - A* pathfinding system (#237) — PathRequest/ComputedPath/PathBlocked components with cardinal-neighbor A* and manhattan heuristic - NPC path following system (#238) — MovementSpeed throttling, per-tick path advancement with MoveIntent creation - Daily routine system (#88) — NpcPlugin with PreviousDayPhase resource and check_phase_transition system issuing PathRequests at day-phase boundaries - Multiple NPC spawning (#84) — 3 distinct NPCs (dock worker, field tech, guard) with full component bundles and RelationshipGraph edges - Observation event generator (#239) — RoutineDeviation, Absence, and NewEntity triggers from comparing visible snapshot against NPC routines and knowledge state - Review-pr skill routes reviewers by branch type — server/client get Hoshe+Tyre, copy gets Hoshe+Paula+Miri, visual gets Hoshe+Araminta, audio gets Hoshe+Ozzie - Start-sprint skill spawns team agents from sprint briefings — parses the Agents line, creates a team with tasks from tickets, and launches all listed agents as background teammates ### Fixed - IPC error handling (#341) — DeserializationWithDump/MutexPoisoned error variants, hex dump logging on deserialization failure, graceful error classification in bridge I/O systems - NpcPlugin system ordering — routine phase transitions now run before pathfinding so PathRequests are picked up same frame - Stale doc comment in observation event generator — system runs before knowledge updates, not after - Clippy warnings from Rust 1.93 — derive Default, is_multiple_of, collapsible if ### Changed - Hael renamed to Naia Tamm across all wiki files (16 files updated) - Canonical full names applied to 11 single-name NPCs (Voss→Arvo Voss, Devra→Devra Talsen, etc.) - Location shortcodes standardized in monologue guide (hub_m_ → terminal_m_ per D-036) - Entity attributes updated to 16 canonical keys — 4 new role-perspective keys (risk_assessment, loyalty_assessment, position_integrity, moral_weight), secret_held→leverage_held rename - Drin Rosta expanded from Tier 3 to Tier 2 — full 10-axis profile, 6 voice lines, Triangle 2 + Triangle 5 roles - NPC index roster table expanded with Pattern and Motivation columns - Sprint 3 "Know" team briefings regenerated from database — all four files (server, client, joint, copy) now match actual sprint 3 ticket assignments - Ticketing database moved to shared worktree location (`../settledreach.db`) — eliminates binary merge conflicts across branches - All Python connectors use script-relative path resolution instead of `$REPO_ROOT` env var or git rev-parse - `$REPO_ROOT` environment variable removed — all scripts, skills, and docs use relative paths - Merged copy branch — 39 tickets, wiki review + content scoping workshops, game world glossary - Merged maintenance branch — worktree-update skill ### Added - `make db-backup` / `make db-install` — database backup to `docs/backups/` (main-only) and restore for new clones - Worktree-update skill backs up the shared database after merges on main ### Removed - `db/commonwealth.db` from git tracking (replaced by shared `../settledreach.db`) - `$REPO_ROOT` env var from all 9 worktree `settings.local.json` files ### Added - Worktree-update skill — non-destructive branch sync with PR detection and conflict safety - Game world wiki — 45-file glossary covering Sova Transit District: 17 NPCs, 5 triangles, 3 social sites, 7 factions, knowledge vocabulary - Wiki Review workshop (4 rounds + lead interview) — 300-world generator model, cultural ingredients menu, three-system NPC architecture, Sacred/Profane/Middle Kingdom framework - v0.1 Content Scoping workshop (2 rounds + closing) — 16 EntityKnowledge keys, mechanical NPC mapping, YAML content format, 7-verb interaction model, server-authoritative pause, 20 decisions (D-042–D-061) - 39 implementation tickets (#371–#409) from content scoping workshop — copy 21, server 13, client 2, ci 1 - Control & Interaction workshop brief (queued) - Large content push team pattern in CLAUDE.md - Inigo sound designer agent — soundscape design, ambient layers, diegetic cues, D-018 audio propagation - Team-agent mapping in sprint planning — each team has defined default agents for briefing assignment - Sprint skills recognize all team branches (server, client, copy, audio, visual, ci) - Sprint 3 "Know" team briefings — server (6 tickets), client (2 tickets), joint (2 split tickets), copy (1 carry-over) - Copy team sprint briefing for Sprint 2 (#368 knowledge vocabulary) - Sprint 2 proof: fog of perception E2E tests (#357) — 3 tests verifying all 7 acceptance criteria through real server pipeline (movement, tiles, fog, wall hiding, corner reveal) - Server proof room — wall at (16,14) between player at (16,16) and NPC at (16,13) for LOS testing - Dynamic test snapshot in SimBridge — tracks player position from queued inputs, Bresenham LOS, Manhattan-distance visibility for standalone demo mode - 4 Bresenham LOS unit tests — clear path, wall blocked, diagonal, same position (PR #13 review) ### Fixed - Type safety in GameState visible_tiles loop — validates Dictionary with x/y keys before access (PR #11 review) - Consistent reset_test_state() usage across all test files (PR #13 review) - E2E connection loop now detects server process death early (PR #13 review) - Corner reveal test verifies NPC position at (16.5, 13.5) (PR #13 review) - Entity renderer skips redundant modulate.a writes when alpha unchanged (PR #11 review) ### Added - Observer snapshot knowledge integration (#366) — VisibleEntity carries relationship state (D-033 color) and observation type (Visible/Remembered), remembered entities appear as fog ghosts at last known position - Knowledge graph system (#361, #362, #363, #365) — per-entity KnowledgeGraph component (D-041), StableEntityId + EntityRegistry, KnowledgeEventQueue, decay system, 4-level confidence hierarchy - Direct observation knowledge flow (#364) — perception emits DirectObservation/LeftLOS events to knowledge graph, entities entering/leaving LOS tracked - Protocol v2 decoder — extracts game_time, player_facing, visible_tiles, and per-entity visibility sectors from ObserverSnapshot v2 - D-033 entity color palette (#130) — relationship-based colors (teal/green/amber/red), Phase 1 defaults by entity kind - Peripheral vision dimming — entities in peripheral vision rendered at 50% alpha (D-015) - Player facing direction indicator — Polygon2D triangle on player entity showing 8-directional facing - GameState v2 fields — game_time, player_facing, visibility_sectors stored from snapshot data - Test snapshot updated to v2 format with visibility sectors, game_time, and player_facing - Observer visibility query (#112) — replaces unfiltered generate_snapshot with LOS-filtered compute_observer_snapshot combining shadowcasting + vision cone - Vision cone system (#111) — forward/peripheral/blind sectors per D-015, Facing component updated on movement - Symmetric shadowcasting (#110, #359) — Albert Ford algorithm with rational fraction slopes, benchmarked 1.2-10.5x faster than recursive, symmetry guaranteed (D-035) - ObserverSnapshot v2 schema (#358, #25) — version field, GameTime, FacingDirection, VisibleTile, VisibilitySector types, visibility tag on entities - D-035 decision record — symmetric shadowcasting selected over recursive (resolves Q-018) - Tile rendering engine (#129) — programmatic TileSet with floor/wall/door/object placeholders, renders from snapshot tile data - Fog overlay rendering (#131) — three visibility states (visible/fog-edge/hidden) via TileMapLayer overlay - Camera lock to character (#116) — Camera2D smoothing at 2x zoom, locked to player position (D-015) - Test room environment — 8x8 room with corridor and Manhattan-distance visibility for development without server - `ticket team` command and `--team` filter — comma-separated team assignment for tickets (server, client, joint, content) ### Changed - All instruction files (CLAUDE.md, skills, agent files) now use `$REPO_ROOT` env var instead of `git rev-parse --show-toplevel` — pre-set per worktree via `.claude/settings.local.json` - `start-sprint` skill now requires plan mode — agent must create and get approval for a concrete sprint plan before starting implementation ### Fixed - Entity renderer protocol field mismatches — "id"→"entity_id", "type"→"kind.variant", "position"→x/y fields now match Protocol.decode_entity() output - Entity centering — entities (24x24) now centered within 32px tiles instead of top-left aligned - `start-sprint` skill uses `git rev-parse --show-toplevel` for worktree-safe absolute paths — fixes "No such file or directory" errors on team branches ### Changed - Background clear color set to near-black for unexplored areas (was default Godot gray) - Scene render order: Tiles → FogOverlay → Entities (fog covers tiles, entities render on top) - FogOverlay node type changed from Node2D to TileMapLayer for tile-based fog rendering - GameState now stores visible_tiles and visible_positions from snapshots - Test snapshot includes player entity (kind "Player"), second NPC entity, tile data, and visibility data ### Added - Sprint 2 "See" briefings (server, client, joint) — fog of perception through the bridge - `/plan-sprint` skill — automates sprint planning workflow and briefing file generation - `ticket show` multi-ID support and `--brief` flag for compact human-readable output - Q-018 through Q-023 — 6 open questions from architecture audit (shadowcasting, entity ID stability, collision resolution, tick overflow, pathfinding cache, debug visualization) - 5 architecture spike workshop briefs (knowledge graph, observer pipeline, NPC AI state machines, save/load, map authoring) - 17 tickets from architecture audit (#339-#355) — 7 Sprint 1 tasks, 5 Sprint 2+ tasks, 5 workshop epics - End-to-end connection test (#81) — GDScript test spawning Rust server, connecting via LocalBridge, sending MoveNorth input, verifying player movement in snapshot response (D-030 Layer 3) - Batch input encoding (Vec\ wire format) — Protocol.encode_player_inputs() batches all inputs per tick into one framed message matching server expectations - EntityKind::Player fixture — snapshot_player.msgpack for cross-language testing, multi-entity fixture updated to include all 4 entity kinds - 7 new tests (4 batch encoding, 1 framed batch roundtrip, 1 Player fixture decode, 1 E2E connection), 43 total client tests passing - LocalBridge GDScript TCP transport (#79) — 4-byte big-endian length-prefix framing matching Rust server, StreamPeerTCP wrapper with partial read handling - ServerProcess subprocess manager — spawns/stops Rust server via OS.create_process(), auto-cleanup on destruction - SimBridge live transport integration — _process() polling loop for TCP receive/send, connection state machine (DISCONNECTED → CONNECTING → CONNECTED → ERROR) - 8-directional input support — 4 diagonal movement variants (NE, SE, SW, NW) in InputMapper, SimBridge wire mapping, and project.godot input actions - 12 LocalBridge tests (framing roundtrips, cross-layer Protocol+framing, diagonal wire mapping) - 4 diagonal movement cross-language fixtures (Rust → GDScript, D-030 Layer 1) - 33 total client tests passing (up from 20) - TcpBridge transport for Godot client connection — TCP localhost IPC alongside existing Unix socket LocalBridge - Input processing system (process_player_input) — drains InputQueue, converts PlayerActions to MoveIntent components, handles pause/unpause - Snapshot generation system (generate_snapshot) — builds ObserverSnapshot from ECS state with render coordinate conversion - Bridge I/O systems (receive_bridge_inputs, send_bridge_snapshot) — wire bridge to ECS pipeline with graceful disconnect detection - Full game loop in main.rs — TCP accept, tick loop with ServerRunning resource, CLI/env addr config - PlayerCharacter marker component, Player EntityKind variant, SnapshotBuffer resource - E2E game_loop integration test verifying player movement through full pipeline - 8 new tests (3 TCP bridge + 4 input processing + 1 E2E game loop), total 53 - Architecture audit framework (docs/audits/) — adversarial two-round review pattern by Tyre + Troblum - Sprint 1 architecture review — full decision + code audit, GREEN architecture, AMBER implementation plan - v0.1 content gap analysis workshop — 6 agents, 2 rounds, 9 content layers, 8 new decisions (D-032 through D-039) - D-032: Separate monologue pools per playable character (hard partition, not filter) - D-033: Entity color represents relationship to player character (asymmetric per character) - D-034: THE FRIEND NPC pattern — production-level emotional centerpiece per character (Kael Davan, Sera Venn) - D-035: Converged tag taxonomy for dialogue/monologue line pools (6 structural + 3 selection tags) - D-036: Sova Transit District / Van Maanen's Star as v0.1 setting (first named star system) - D-037: Contraband specification — unlicensed lattice components (moral ambiguity by design) - D-038: Audio in v0.1 scope — 8 AI-generated files via Stable Audio Open - D-039: All 6 wow moments promoted to v0.1 must-have scope - LocalBridge IPC over Unix domain sockets (#78) — length-prefixed MessagePack framing, SimBridge implementation, BridgeResource ECS wrapper - Tile collision system (#236) — TilePosition component, chunk-based WalkabilityMap (D-012), MoveIntent + validate_movement system - TilePosition ↔ f32 render coordinate conversion (to_render_coords, from_render_coords) bridging simulation and wire format - Chunk load/unload support in WalkabilityMap — HashMap with 32x32 tile chunks - 8-directional movement — diagonal PlayerAction variants (MoveNortheast/Northwest/Southeast/Southwest) + TilePosition::all_neighbors() - Entity-entity collision in validate_movement — spatial occupancy check prevents multiple entities on same tile - 25 new tests (4 framing + 2 IPC integration + 17 movement unit + 2 movement integration), total 45 - MessagePack serialization for GDScript (ticket #77) — Protocol codec decoding ObserverSnapshot/PlayerInput from Rust wire format, encoding PlayerInput for server - Godot4MessagePack library (pure GDScript) for MessagePack encode/decode - Rust fixture generator (gen_fixtures.rs) producing canonical .msgpack test fixtures with rmp_serde - 8 cross-language protocol tests verifying Rust↔GDScript MessagePack compatibility (D-030 Layer 1) - SimBridge wired to Protocol codec with receive_bytes()/drain_outbound() for transport layer - `db/connectors/ticket` CLI — ergonomic ticket management (list, show, create, assign, sprint, deps, search, epics, children, count) with JSON output - Sprint 1 "Run" created with 8 stories targeting moving character on screen via IPC bridge - Ticket skill rewritten to use ticket CLI instead of raw SQL wrapper scripts - Godot 4 client boilerplate (epic #277) — scenes, autoloads (SimBridge, GameState, InputMapper), rendering stubs, UI shell (HUD, minimap, monologue display), input system with semantic actions - gdUnit4 test framework with 7 tests (2 smoke + 5 D-030 Layer 1 fixture tests for snapshot parsing) - make ci-client pipeline (lint, build, test via gdUnit4 headless runner) - Camera tracking locked to player position (D-015), monologue display wired to snapshot data (D-016) - Gitea tea CLI instructions in CLAUDE.md — non-interactive flags, PR workflow patterns - `/review-pr` skill — dual-agent PR review with Hoshe (code quality) and Tyre (architecture) in parallel, Gitea integration, vendor file exclusion patterns, local merge workflow, heredoc workaround - Automated Rust install via `make setup` (tooling/install-rust script, rustup + clippy + rustfmt) - Automated Godot download/install via `make setup` (tooling/install-godot script, installs to ~/bin/godot4) - InputQueue tick ordering enforcement via debug_assert (determinism guard) - Serialization roundtrip tests for all PlayerAction and EntityKind variants (D-030 Layer 1) - Edge case tests: day wraparound at midnight, day() calculation, out-of-order input rejection - Test runner switched to cargo-nextest (D-030 requirement) - Rust/bevy_ecs simulation server boilerplate (epic 276) — Cargo project, module structure, core ECS types, plugin scaffolding, deterministic simulation resources, test infrastructure - SimulationTime resource with D-031 time system (10 ticks/game-minute, 4 day phases) - SimRng deterministic RNG resource (ChaCha20, seeded for replay) - InputQueue resource for timestamped semantic player actions - ObserverSnapshot and PlayerInput IPC types with MessagePack serialization (D-020) - SimBridge trait abstracting client-server transport - CauseChain production component for information provenance tracking (D-030) - SimulationTier types with LRU eviction support (D-026: Active/Background/StateSaved/Ungenerated) - NPC 10-axis model components (D-024: 7 essential + 3 supporting + CombatCapability) - Server test infrastructure: 11 inline unit tests + 4 integration tests (smoke + serialization round-trips) - make ci-server pipeline verified green (clippy, fmt, build, test) - Round 18 v0.1 gap analysis workshop — 7 agents, 2 rounds, 4 tracks (concept proof, wow factor, missing systems, testability) - D-030: Testability architecture — 8 sub-decisions for ticket #214 (gdUnit4, hybrid Rust testing, CauseChain component, three-layer IPC testing) - D-031: Time system — 10 ticks = 1 game-minute, 4 day phases (Morning/Afternoon/Evening/Night), diegetic clock display - 41 new tickets from gap analysis: 3 epics (Movement & Collision, Observation & Interaction, Game State Management) + 38 stories - 15 priority promotions including 3 tickets to critical (deterministic replay, divergent knowledge, divergent relationships) - 21 new dependency records mapping critical path through collision → pathfinding → NPC movement → routine execution - Workshop directory convention established with per-workshop subdirectories - Project directory scaffold: client/, server/, tooling/, tests/, .config/, .cache/ - Top-level Makefile with dev workflow targets (setup, build, run, test, lint, ci, clean) - Whitelistable sqlite-init and sqlite-seed wrapper scripts completing the db/connectors/sqlite-* set - Round 17 content architecture workshop — Full team (8 agents, 3 rounds) defining content pipeline - D-023: Three-tier content model (authored drama modules, templated content, procedural filler) with life-sim substrate - D-024: NPC generation model — 10 axes (7 essential + 3 supporting) with CombatCapability ECS component - D-025: Social site / functional cluster as atomic Tier 2 template unit (4-8 NPCs, 15-40 tiles) - D-026: Simulation tiers with timestamp-based LRU eviction (Active/Background/State-saved/Ungenerated) - D-027: Vertical slice — smuggler + detective two-character proof-of-concept (supersedes D-006) - D-028: Dialogue architecture — tagged line pools with four relational layers (access tiers, history, trust-gating, unprompted disclosure) - D-029: Population entanglement ratio — 30% flat / 50% mundane triangles / 20% intrigue-entangled - Content architecture workshop brief documenting the "life first, drama second" design philosophy - Mellanie (Copywriter) activated from standby for content authoring phase - Round 16 faction development — Full faction framework with lore, political analysis, mechanical grounding (session closed, awaiting team input for v0.1 selection) - 3D reputation system: Trust × Usefulness × Exposure per faction - Faction mechanical grounding: starting loadouts, information asymmetry, blind spots, resource loops - Power dynamics analysis: formal vs. real power distribution across factions - Character drama templates: whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator - Betrayal vectors and conspiracy potential for all six factions - "First 30 Minutes" test demonstrating six mechanically distinct faction perspectives - D-021: Official project title "The Settled Reach" confirmed, domain settledreach.com secured - Round 14 worldbuilding — "The Settled Reach" original SF setting foundation with full team reactions - Original terminology established: Settled Reach, Founder Gates, Span Gates, Interstitium, neural lattice, Meridian, imprint, re-embodiment, Perpetuals, the Unbound, Forking, Severance - Four enhancement tiers: Baseline, Augmented, Transcendent, Elevated (plus the Threshold as endgame horizon) - Two-tier death system: soft death (lattice intact) and hard death (lattice destroyed, imprint restore) - Six factions: Concord Assembly, Syndics, Separatists, Guardians of Autonomy/Severance, Veil Institute, Lattice Commission - Infrastructure-as-mystery: Builders inhabiting the Interstitium, Gyre events as leakage - Miri's IP originality guardian role — flags concepts too close to source franchises - Whitelistable wrapper scripts for SQLite and Qdrant connectors (sqlite-query, sqlite-exec, qdrant-search, qdrant-index, qdrant-health, qdrant-count) - Architecture evaluation and risk assessment documents for Godot+Rust bridge approach - Round 13 engine selection discussion — full team debate on engine paradigms - D-020: Engine and architecture selection — Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC - Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf) ### Fixed - create-skill references to nonexistent init_skill.py and package_skill.py scripts - SimBridge wire format: inputs now batch-encoded as Vec\ array per server protocol (was sending individual inputs per frame) - SimBridge server args: positional address format ("127.0.0.1:9876") matching server CLI, port default corrected to 9876 - Wire format mismatch: LocalBridge now uses rmp_serde::to_vec_named() (named maps) matching client Protocol.gd expectations - EOF on bridge read now returns BridgeError::Transport for disconnect detection instead of empty Vec - WalkabilityMap rewritten from flat Vec to chunk-based HashMap per D-012 architecture (Tyre review) - LocalBridge mutex .unwrap() → .expect() for clearer panic messages (Hoshe review) - Documented 16MB MAX_MESSAGE_SIZE rationale in framing.rs (Hoshe review) - Client input_mapper double-check bug (redundant event.pressed + is_action_pressed) - Bounds validation on snapshot position arrays in game_state.gd and entity_renderer.gd - Deterministic test snapshots (replaced Time.get_ticks_msec() with incrementing counter) - Tween overlap in monologue_display.gd (cancel active tween before creating new one) - SubViewportContainer missing SubViewport child in minimap.tscn - Cargo.toml edition 2024 → 2021 for broader toolchain compatibility - Relationship.target_name: String → target_id: u64 for entity scalability (Tyre review) - DayPhase enum now derives Serialize/Deserialize (consistent with other enums) - Replaced all absolute paths (macOS and Linux) with project-relative paths across round-16 docs - Removed duplicate ROUND-16-STATUS.md from project root (content already in round-16-session-notes.md) - Added relative-path convention to Qatux agent persona for cross-system consistency ### Removed - dotfiles/tmux.conf (no longer needed) ### Changed - Q-018 (shadowcasting algorithm selection) resolved via D-035 - All 18 agent briefings updated for decisions/ directory split and DEVOPS.md references - Implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) now include Development Workflow sections with Makefile targets - Q-009 (time system) resolved via D-031 - Ticket catalog expanded from 232 to 273 tickets with sprint sequencing (Run → Feel → Content → Validate) - Ticket skill updated to use wrapper scripts exclusively (no more direct python3 calls) - Miri's role updated from Canon Guardian to Worldbuilder & Setting Designer (original IP pivot) - Project description updated to reflect D-020 engine decision - Connector usage instructions now reference wrapper scripts instead of python3 directly - Q-001 (engine selection) resolved via D-020