80 KiB
80 KiB
Changelog
All notable changes to The Settled Reach project will be documented in this file.
Format based on Keep a Changelog.
[Unreleased]
Added
- 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
Changed
- 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)
Previously added
- 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
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_gapstoinvestigation.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
Changed
- 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
[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_idfield 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/Krenn 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-scheduleCLI 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 —
idvsentity_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_posmisleading unused prefix renamed toobserver_pos(used for sound event filtering)- Stale protocol version doc comment "Current: 9" corrected to 10
- FactionOnly non-numeric
faction_idattribute now logs a tracing::warn instead of silently denying - SOUND_EVENT_ASSETS walk-speed key mismatch —
sfx_footstep_metalcorrected tosfx_footstep_metal_walk
Changed
- Removed orphaned
SimulationTier/LastInteraction/ScopeTag/ScopeKindtypes 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 postingsed -nblanket 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-reviewskill 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 totests/perf/baseline.jsonwith--comparemode 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-batchcommand — batch audio generation from JSON manifests, supports SAO and harmonic synthesis, with--dry-run,--only, and--skip-existingflags--postand--output-oggflags onaudio-generate— chain post-processing (trim, normalize, convert) into a single command
Changed
push-prskill now runs/commitfirst 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_relswhich missed NPCs with no relationship entries; changed totarget in self.npcs
[v0.1.9] — 2026-02-18
Fixed
make gamenow builds client before launching — was missingbuild-clientdependency, causing class_name registration failures aftermake cleanbuild-clientuses--import --quitinstead of just--quit— ensures.godot/cache andglobal_script_class_cache.cfgare created from scratchmake cleanpreservesclient/.godot/directory (clears contents only) to avoid Godot startup issues
Added
--description TEXTflag forticket createCLI — 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-updatetargets (#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-validateandmake checklist-generatetargets, wired intopre-pr-contentgate - 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
gauntletfeature flag (default-on) — allows stripping Gauntlet test world from release builds with--no-default-featuresEXPECTED_ENTITY_COUNTandRESET_PLATE_STABLE_IDSconstants — 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_resetonly —execute_resetremoved (was a maintenance trap; production uses Commands viaplan_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
RoomMembercomponent 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-prnow 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-prtarget — 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) andgreeting(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<InventoryItem>) 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 listinstead of relying on hardcoded branch names — fixes missed branches likeplanning
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-hookstarget,core.hooksPathconfig for worktree-safe hook installation make check-fact-idstarget 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.yamlinstead 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, Krenn/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 stophelper for manual cleanup SR_LIVE=1environment 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 hardcodedentity_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-spriteskill — 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-contentvalidates 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/krenn/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.mdfor 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_ROOTenv var or git rev-parse $REPO_ROOTenvironment variable removed — all scripts, skills, and docs use relative paths- Merged copy branch — 39 tickets, wiki review + content scoping workshops, game world glossary
- Merged maintenance branch — worktree-update skill
Added
make db-backup/make db-install— database backup todocs/backups/(main-only) and restore for new clones- Worktree-update skill backs up the shared database after merges on main
Removed
db/commonwealth.dbfrom git tracking (replaced by shared../settledreach.db)$REPO_ROOTenv var from all 9 worktreesettings.local.jsonfiles
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 teamcommand and--teamfilter — comma-separated team assignment for tickets (server, client, joint, content)
Changed
- All instruction files (CLAUDE.md, skills, agent files) now use
$REPO_ROOTenv var instead ofgit rev-parse --show-toplevel— pre-set per worktree via.claude/settings.local.json start-sprintskill 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-sprintskill usesgit rev-parse --show-toplevelfor 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-sprintskill — automates sprint planning workflow and briefing file generationticket showmulti-ID support and--briefflag 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<PlayerInput> 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 / Krenn System 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<ChunkCoord, ChunkData> 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/ticketCLI — 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-prskill — 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<PlayerInput> 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