Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
151 KiB
Changelog
All notable changes to The Settled Reach project will be documented in this file.
Format based on Keep a Changelog.
[Unreleased]
Added
- Architecture-flavor trait-template catalog (D-232, #993/#1005) — the foundation for how generated settlements look: a 28-template catalog of holistic cultural building-grammar bundles (economic-function pools + per-corridor baselines + heritage callbacks like iberian-hacienda, nordic-timber, east-asian-temple, arab-oasis), each economically gated and seed-drawn, plus a sparse per-body bias table for hero worlds. Build-time guardrails ensure ≥5 templates are eligible per economic class and none dominates a pool. Storage + bake only so far; the generator that draws from it lands later in Phase 4
- Authored per-system specialization layer (D-237, D-233 re-amended) — each inhabited system gains three authored, static, deterministic identity fields driving world generation:
economic_specialization(27-value vocabulary with scale baked into the value, e.g. breadbasket vs estate_farm vs terroir),cultural_specialization(activity + founding-heritage vocabulary so e.g. a Vietnamese-founded system reads correctly instead of taking its corridor's default), anddominant_faction(who governs). Authored lore wins; unnamed systems fall back to a deterministic-but-varied seed-hashed draw so they don't all read identically - Kanban + milestones workflow (D-221) — replaces sprint-based workflow with dependency-driven batch selection, many-to-many milestones,
/whats-nextskill with Si refinement review,/pr-processskill (author-side review comment pickup), clerk pre-push hook for D-record consistency - Atlas orbital redesign — horizontal orrery layout with half-sun on left, globe textures loaded from wiki, radius-based body sizing (Earth = 24px reference, unclamped), partial orbital arcs
- Globe texture coverage — 100% of 3240 bodies now have globe.png; generated oort cloud + asteroid belt generics via Gemini, donor-filled 40 missing bodies from same-class pool
- Body radius scatter — deterministic ±scatter on
body_radius_kmseeded by body_id; gas giants 40k-60k km, moons 200-2600 km, Sol system uses real radii; exported tostar_map_data.json - Atlas interaction — double-click system on reach map opens orbital view, double-click body opens regional heightmap, M closes atlas from any screen, ESC navigates back through screen stack
- Inline body detail panel — clicking a body in the orbital view shows an info panel on the right with full-size globe artwork, body stats, and population; clicking another body swaps the panel
- Regional atlas wiki loading — heightmaps and markers load directly from the wiki filesystem, fixing "TERRAIN DATA PENDING" for all bodies with authored heightmaps
- Agent-team coordination tools —
SendMessageplusTaskList/TaskUpdate/TaskGetadded to all 21 agent definitions so custom subagents work as full teammates in tmux split panes (message the lead, claim/complete tasks, shut down cleanly);TaskCreatedeliberately withheld to keep task creation with the lead git-centralize-guardhook — PreToolUse hook blocking.git-mutating commands for agent-team teammates, keying on theagent_typefield present only in teammate hook input; version control stays centralized to the team lead- Gemma naming methodology doc (
docs/gemma-naming-methodology.md) — preserves the corridor-aware LLM place-naming approach (sector palettes, few-shot prompting, dedup, Earth-major blocklist, deterministic fallback) as institutional knowledge after the naming pipeline's retirement - Layer-1 world topography cascade (#953, D-208/209/210) — deterministic empty-world generation in Rust: D8 priority-flood drainage (rivers/basins, ~45 ms/body after optimization), 7 geographic settlement-attractor tags, and sub-biome + terrain-modification-cost classification. The foundation the settlement-placement layer builds on
- Canonical 16-bit heightmaps (#963, D-202) — every body's elevation is now a per-body 16-bit grayscale
heightmap.png(1024×512,sea_levelin a tEXt chunk); the old color render is renamedreliefmap.png. Single source of truth the generation cascade reads - Deterministic generation cascade (#952, D-224/D-200) —
SeedChain, a single splitmix64-based seed-derivation contract descending from the master world seed with domain separation (replaces ad-hoc seed mixing); an extensible per-layer cascade harness (run_cascade); and a golden-seed regression test pinning Layer 0→1 output (source heightmap SHA-256 + serialized topography) so any determinism drift is caught
Changed
- Founding-heritage pass — every divergent-heritage system now reads true (#1016) — authored a
cultural_specializationfor ~140 more systems (32 → 171), so a Vietnamese-, Igbo-, Finnish-, Korean-, Shona-, or Persian-founded system reads as itself instead of defaulting to its corridor's dominant culture. The heritage vocabulary is now a canonical 47-people taxonomy spanning the British Isles, Iberia/Latin America, Europe, sub-Saharan Africa, South/East/SE Asia, the Pacific, and the Middle East/Central Asia. Pinned only where a system's founders diverge from their corridor baseline; corridor-typical systems keep the regional default - Heritage rebalance — five systems renamed (#1019) — the corridor over-represented southern-African heritage, so five genuinely-thin afrikaans systems are refounded with new cultures: Droëland→Marib and Stilwater→Sawad (Arab), Koeberg→Akhgar and Carnarvon→Golestan (Persian), Skuilplek→Sığınak (Turkic). Their worlds, stations, drifter-guide entries, and the corporations named after them are renamed to match; the distinctive mysteries each system carries are preserved. Load-bearing systems (Eerste Wacht, Helderoog, Brandpunt, …) are untouched
teammateModeset toauto— teammates spawn in tmux split panes when the lead runs inside tmux, with graceful in-process fallback- Planet simulation native resolution → 1024×512 (#963) — finer base terrain for the lower cascade layers (deterministic; same continents, more detail). Rivers are now computed by the cascade's drainage rather than painted by the sim, so they actually reach the sea
- markers.json → names-only flavored pool (D-223, #951) — all 2,398 bodies carry place names only, no positions or geometry; river/mountain positions derive from the heightmap + drainage, settlement positions from the economic sim + placement, with pooled names attached at generation time. The six hand-authored "templates" dissolve into ordinary named bodies
import_economicsowns the atlas index (#951) — now the soleregen-dbgenerator that touches the atlas tables; loads the names pool intoatlas_city_namesand empties the geometry tables, which the Phase 4 server cascade fills- Rust dependency maintenance (#966) —
rand→ 0.9.4 (clears the RUSTSEC-2026-0097 unsound advisory), a ~90-package semver-compatible freshness sweep (bevy 0.18.1, clap 4.6, others), and the deprecatedserde_yamlreplaced with the maintainedserde_norwaydrop-in fork. No CVEs outstanding - Pre-push clippy now lints tests + examples (#967) — added
--all-targets, closing the gap that let test-code lint debt accumulate unchecked; the existing cfg(test)/test-target clippy-1.93 debt was cleared in the same pass
Fixed
- Sawad's "unsettled neighbour" canon contradiction (#1019) — the system formerly called Stilwater described its neighbour GJ 914A as having no settlement, but GJ 914A is a three-century-old colony (now Marib); the "Far Gate" mystery is reworded to keep the unexplained-transit-hours hook without the false claim
- Godot 4.6 type inference parse errors in
main.gd(var zoom,var speed) that prevented the main scene from loading physical_keycodeused throughout for layout-independent key handling (waskeycode, broke on non-US layouts)
Removed
- Sprint CLI (
tooling/db/sprint), sprint skills (/sprint-start,/sprint-plan,/sprint-status), team-scoped file restrictions, sprint briefing workflow - Atlas geometry generator + LLM naming pipeline (#951, D-223) —
generate_atlas.py,gemma_naming.py,naming_core.py,apply_name_fixes.py, the redundantimport_city_names.py, their tests/QA/runner scripts, and thefix_fewshot_bleed/prune_atlas_featuresgeometry tools. Procedural placement and authored names are superseded by the deterministic server cascade and the frozen name pool atlas_body_heightmapsDB table (#963, D-202) — elevation moved out ofsystems.dbinto per-body PNG files (avoids binary merge conflicts and DB bloat); the Rust cascade loads the file
[v0.2.0] — 2026-05-03
Process milestone: final sprint-based release. Development moves to kanban + milestones (Q-096).
[v0.1.38] — 2026-05-03
Added
- Generation cascade D-records (D-194–D-218) — 25 decisions formalizing the full pipeline from planetary heightmap to walkable tile: WorldTier taxonomy, settlement classification, city generation context, drainage routing, attractor matching, district mix, block irregularity, tile conditions
- Atlas data pipeline (#901–#911) — new
atlas_body_heightmaps,atlas_city_names,atlas_feature_names,atlas_province_boundariestables;body_radius_kmcolumn; three new importers (heightmaps, city names, province boundaries via D8 watershed);economic_rolenormalized to 7 canonical values - Phase 1 generation pipeline (#916–#924) — 10-module
server/src/atlas/package: heightmap BLOB loader, BodyWorldState LRU cache, D8 drainage routing, background generation queue with Rayon pool, five-phase attractor matching, three-component district mix, block irregularity, tile condition thresholds - District skeleton generator (#899) —
generate_skeleton()wires the full atlas pipeline to produce filledDistrictSkeletoninstances from city markers + planet data. Phase 1 scope: SettingType/ComplexityTier derivation, layout mode assignment, 4×4 block grid with zoning, multi-block reservations - SystemNameIndex (#926) — Aho-Corasick text scanner over body/station/system names for background pre-generation queue integration (D-206)
- Free camera viewer (#898) — F4 toggles decoupled camera with WASD pan + scroll zoom; input suppressed in free-camera mode; implant UI remains accessible
- Fog behavioral tests (#879) — 11 new tests covering EXP_EXPLORED persistence, grow-only bounds, texture-resize copy, BoundaryWall handling
- Province boundary rendering (#927) — drainage basin polylines exported to markers.json and rendered on the planetary map under the political_zones overlay
- Stamp expansion (#892) —
gemma_naming.pyandnaming_core.pyadded tocheck-systems-db-stampsource tracking and/pr-pushwatch list make decisions-orphan-tickets(#887) — new CLI subcommand (tooling/db/decision orphan-tickets) that scans tickets with adecision_refnot matching any decision in the DB, surfacing silently orphaned tickets from typo'd or renumbered D-IDs
Changed
meta.schema_versionswitched to monotonic semver (#888) — replaces SHA-1 hash with an orderable semver string ("1.0.0"); old SHA preserved in newschema_shacolumn for tamper detection;check-systems-db-stampnow rejects legacy SHA-hex values- Archetype strip (#882) — removed
character_archetype,lattice_profile, lattice color palettes, and all related test assertions from client - Corporation wiki review (#884) — 19 corporation pages corrected: 6 hop-count fixes, topology label corrections, Rush Mining and Scapa Flow narratives rewritten for star-map accuracy, tag reordering, stub-to-prose rewrites
Fixed
- Bevy baseline test panics (#885) —
SnapshotBufferOption-wrapped in economy.rs,TickPhase::configureadded to SimulationPlugin, stale golden file regenerated. All 6 previously-failing tests pass - Suffix monotony auto-fix (#886) —
gemma_naming.pyre-queries affected bodies when >40% suffix clustering detected; cultural-history context threaded into naming prompts - Client parse-order violations — sim_bridge, protocol, input_mapper, audio_manager, main_menu all fixed to follow autoload pattern (untyped fields + runtime
load()) - Confrontation monologue signal (#867) — tween validity guard ensures signal fires in headless test mode
- Pre-existing test failures (#871) — 7 tests fixed inline (examine_display dismiss timing, fog position fragility, rendering snapshot assertions, time display format)
[v0.1.37] — 2026-04-22
Added
- Asset pipeline discipline (#854, #855, #856, #857, #858, #859) —
systems.dbis now a source-canonical snapshot with ametatable stamped by every generator (SHA of source + schema). Pre-push hook rejects stale DBs;/pr-pushauto-runsmake regen-dbwhen generator sources change. Full rules in.claude/rules/asset-pipeline.md make regen-db— runs the two DB-writing generators (import_economics, generate_atlas) and stamps the meta table. import_economics now invokes the Rust generate_brands binary internally as its first step, so the brand pipeline is owned by a single stamp.make check-systems-db— verifies the meta stamp matches current generator sourcesmake install-hooks— installs pre-push and pre-commit hooks in one steptooling/db/decision show <D-NNN>(#723) — drill-down view of a decision with implementing tickets and cross-refs- Atlas determinism smoke test (#847) —
make test-atlas-determinismrunsgenerate_atlas.process_body()twice with a fixed seed and diffs the output to catch determinism regressions in terrain analysis, city placement, A* routing, and naming - SelectedBookmark save/load (#863) — bookmark and starting-location choice now persist across save/load; replaces the v0.2-deferred TODO on
SelectedBookmark BookmarkPlugin::new(registry)injection (#862) — test-friendly plugin construction for future TOML bookmark loading; default constructor still wires the canonical tycoon registry- Six new corporation wiki pages (#860) — Arbour Aggregates, Earth Standard Group, Rush Mining, Scapa Flow Industries, Sede Chemical Works, Threshold Fuel Syndicate
- Atlas naming corridor-scoped dedup, compass-direction filter, river vocab filter, infra pair-naming (#853) — city and mountain names deduplicate across bodies within a corridor; compass-direction defaults blocked in the few-shot prompt; navigational vocabulary (
Flow,Current) rejected for rivers; unnamed roads and railroads receive deterministic{CityA}–{CityB} {corridor_suffix}names - Scene-level merge-path UI flow tests (#873) —
test_merge_path_flows_sprint37.gdcovers main-menu → new-game, load-game, character-creation → submit, bookmark → confirm. Headless scene-flow tier (4th beyond Gauntlet/MessagePack/TestHarness); pattern for future merge-path regression guards - 105 brand corp wiki stubs (#861) — every corp page from Sprint 36 PR #133 now authored to three-layer narrative depth (public identity / actual operation / one concealed fact) with ≥95-line DoD
- D-193 Lattice Commission (#876) — resolves Q-095: "the Lattice Commission" is the canonical long-form of the Concord Assembly's regulatory authority; "Concord Commission" and "Assembly Commission" deprecated as drift forms
Changed
decisions-coverageMakefile target now lists implementing ticket IDs per decision instead of aggregate counts- Economy coverage gate (#860) now passes end-to-end — closes the 21 raw-commodity / system gaps that blocked Phase 2 demand simulation
- Tag updates on 15 existing corporation wiki pages to match commodity coverage needs
Fixed
- New Game flow hangs on 'connecting' (#872) —
bookmark_catalogcarry-forward race inSimBridge.receive_byteswhen tick 0 + tick 1 arrived in the same TCP batch; catalog now carries forward with same invariants as monologue/dialogue/settings_response dialogue_box._escape_bbcodecorrupted[lb]escapes (#866) — chained.replace('[','[lb]').replace(']','[rb]')turned[lb]into[lb[rb]; fix escapes only[, since unmatched]renders as literal in RichTextLabel- MetaScreen test helper regression in
test_anti_tedium(#869) — bug_report_dialog test helpers now instantiate from.tscninstead ofControl.new() + set_script(), preserving the MetaScreen runtime stack - Storyteller
activation_pass"no Simmering triangles — holding" no longer fires aswarnduring normal early-game state — downgraded todebug(#789)
Removed
PROTOCOL_VERSIONlockstep handshake (#874, #875, D-192) — both sides of the handshake now omit the version field;HandshakeMessageis empty server-side and the client decode path no longer checks versions. Schema drift surfaces as MessagePack missing-field errors downstream, which is the intended signalHeritageRoottype alias andZonePaletteModifier::Heritagevariant (#877, D-167) — last stubs of the abstract heritage-root system retired in favour of the corridor cultural frameworkCharacterArchetype(Smuggler/Detective) trace from server (#878) — enum, IPC field, verb-differentiation branch in the observer Phase 2 filter (D-057 superseded), monologue pool partitioning, Gauntlet plumbing, drama-module schema, archetype-dependent integration tests. Per the development cascade, character/NPC differentiation is Phase 6 work and the running trace was pre-cascade filler, not production. Client-side cleanup tracked in #882.- v0.1 Sova/Van Maanen's residue from wiki (#865) —
wiki/star-systems/GJ-35/sova/subtree deleted; authoring-guide examples stripped; canonical lore citing dropped v0.1 NPCs rewritten; "Van Maanen's Star" cultural references converted to "Vuurkloof" - 8 parse-error test files (#870) —
test_debug_overlay_sprint19,test_entanglement_sprint22,test_fog_sprint22,test_journal_sprint18,test_minimap_sprint18,test_session_manager_sprint19,test_sprint30,test_sprite_integration— referenced removed/renamed APIs from prior sprints. Coverage-revival tickets filed: #879 (fog), #880 (journal), #881 (minimap), #889 (EntityRenderer sprite constants); rest tracked under umbrella #871
[v0.1.36] — 2026-04-21
Added
- MetaScreen pattern (#618, #680) — base class +
MetaStackautoload for all meta-UI screens (main menu, loading, settings, bug report, debug console, character creation). Consistent ESC handling, z-layering via HudGroups, sim pause coupling, symmetric open/close lifecycle - Option A pre-game flow — main menu → character creation → connect. ESC priority chain (MetaStack → implant → settings) extracted into
_handle_menu_key() - Character creation 4-tab restructure: Identity, Archetype, Bookmark, Skills;
CharacterProfilesignal payload - Location picker in Bookmark tab (#680) — client surfaces server
bookmark_catalogon connect; player selects starting location, culture resolved server-side - Skills tab stub (#618) — placeholder content for future skills system
- Protocol v23 —
bookmark_catalogdecode + bookmark action encoding - ImplantApp pattern (#844, #824, #836) — base class + registry; atlas and economics panels refactored onto the pattern
- Unified implant/map app (#844) — AtlasPanel owns the full Reach → system → planet → heightmap zoom hierarchy as a single HudGroups registration per D-191; KEY_M opens the unified atlas (KEY_A retired)
- Bookmark definition system (#614) — server-side bookmark catalog with bridge protocol
- Location-to-culture resolution system (#679) — server maps location IDs to culture IDs for character creation
generate_brandspipeline (#829) — 10K minor brands generated from templates- 124 notable brand corps (#828) — hand-authored across 8 categories
- Core-world atlas hand-refine pass (#849) — Sirius, Groombridge, Barnard's Star, Ran, Tau Ceti, Sol (Luna, Mars, Europa)
- Baseline atlas city collision elimination (#838) — zero collisions across inhabited bodies
- Atlas cohesion analysis tooling — QA scripts for naming consistency
cargo-deny(#726) — license and advisory checking configured- Client and protocol version shown at the bottom of the loading screen (#724)
--help/-hflag onsqlite-queryandsqlite-execwrappers (#722)- D-192 — decision to deprecate
PROTOCOL_VERSIONlockstep handshake; removal tracked in #868
Changed
- AtlasPanel
Levelenum renumbered so index matches zoom depth (REACH_MAP=0, HEIGHTMAP_VIEWER=4) - ORBITAL_DIAGRAM back-navigation now returns to REACH_MAP directly, matching the forward skip of SYSTEM_PICKER
atlas_panel.gdsplit into 4 sub-widgets, each under 500 lines- bincode v1.x → v2.x migration internal to server (#636)
Fixed
- Compositor test cleanup was freeing gdUnit4 internals, causing the full client test run to hang indefinitely on the second compositor test
- Loading screen now blocks input; main menu polls during
bookmark_catalogwait instead of racing - Tautological
test_protocol_version_is_Nassertions removed (× 2 suites) per D-192 - Character creation cardinal direction/name ordering mismatch — screenshots at indices 1 and 3 had swapped filename labels
- Enter key bypassed disabled Start button in character creation
- Wire codec
careerdefault no longer hardcoded to"tycoon"— empty string is the protocol default
Removed
- D-078 overheard conversation system (#848, #842) — v0.1 PoC NPC and environment interaction systems retired;
content/global/overheard dialogue directory cleared - Orphaned NPC and environment interaction code paths (#842)
[v0.1.35] — 2026-04-18
Added
- Gemma 4 batch naming pipeline (
tooling/planet-gen/gemma_naming.py): wiki-grounded register selection, per-body mood injection, 2x oversampled batch naming with Levenshtein ranking, corridor-scoped dedup (#833) - 24,963 named geographic features across 299 star systems: 329 cities, 2,701 rivers, 6,457 oceans, 286 POIs, 15,190 mountain ranges — culturally authentic per corridor (Portuguese south_reach, Korean east_reach, Nordic west_reach, frontier deep_frontier)
- Atlas implant panel — system picker, orbital diagram, body navigation (#834)
- Atlas heightmap viewer — pan/zoom, marker overlay, city data panel (#835)
- Atlas overlay system — 9 MVP overlays with visibility toggles (#836)
- Hand-authored atlas templates for 6 bodies: Lendel (GJ-380), Vuurkloof (GJ-35), Røros (GJ-66B), Estrade (GJ-280A), Cairnside (GJ-892), Edict (GJ-244A) (#837)
- Brand layer DB schema: brand_products, brand_inputs, system_fiscal tables with tier1 seed data (#827)
- Brand templates (brand_templates.toml): 120+ archetype entries for administered pricing (#831)
- 4 new brands: Calloway, VGV, thrds, Bífröst Marmor (#830)
- Wiki glossary — canonical proper nouns and factional terminology (#840)
- Atlas naming QA tool (
tooling/planet-gen/qa_naming.py): duplicate detection, stem repetition, prompt leak checks, register bleed analysis - Architecture reference:
docs/architecture/atlas-naming-pipeline.md
Fixed
- World seed threading from StartupMessage into economics layer (#826)
- Gemma GPU offload:
n_gpu_layers=999for full GPU inference (#833)
[v0.1.34] — 2026-04-10
Added
- Economics simulation integrated into server tick loop — econ-sim library crate, D-180 event port, D-181 7-signal vocabulary, IPC bridge (protocol v21), debug commands (#810, #821, #822, #823)
- Economics Monitor implant panel — system selector, 6-commodity price table with trend arrows, GDP strip (#824)
- Debug console
econ inject,econ param,econ inspectcommands for runtime economics manipulation (#825) - Star map info panel shows system population and GDP when data is available (#785)
- Overheard conversations for all 31 zone types (was 5): 78 new ambient dialogue entries (94 total) with D-078 occlusion-resilient authoring, investigative knowledge payloads, and culture-neutral role-pair conversations (#695)
- D-189 brand layer architecture — administered pricing, halo/volume tiers, 8 brand categories, corp tax/GDP
- D-190 brand volume calibration — population-relative scale for ~80B Reach
- D-191 Atlas of the Reach Phase 3 scope — sequential settlement growth, Gemma 2 naming pipeline, 9 MVP overlays
[v0.1.33] — 2026-04-08
Added
- Economics simulation binary (
tooling/econ-sim/): three-layer architecture — Layer 1 (Leontief production), Layer 2 (damped tâtonnement trade flows, α=0.03, β=0.4), Layer 3 (corporate behavioral archetypes) - D-179 stability tests: cold-start convergence (±5% at tick 100), long-run stability (±2% over 1000 ticks), no-explosion check, cross-zone FX balance
- Tier-3 corporation generation pipeline (
server/src/bin/generate_corporations/): seeded procedural naming, D-175 coverage rules (3+ corps per commodity, 1+ per system >100K pop) - Currency zone assignments (
wiki/economics/currency_zones.toml): 32 MARK_PRIMARY + 14 MIXED systems authored by Miri (D-172) - Shadow economy intensity ranges (
wiki/economics/shadow_economy.toml): per-system seeding with geographic bands, modifiers, and overrides (D-174) - 141 Tier-2 regional corporations across 6 corridors with backstories and behavioral archetypes
- 36 commodity wiki pages with economic intelligence flavor text
- Gate energy connectivity (D-186): MARK_PRIMARY zones default off-grid
make econ-sim,make econ-sim-run,make econ-sim-stabilitytargets- Icon tint shader (
icon_tint.gdshader) for runtime HUD icon recoloring - Sol system (GJ-0) handcrafted terrain pipeline (
tooling/planet-gen/sol_import.py): imports real NASA/USGS data for Earth, Mars, Luna - Ferric biome classes (34–36) in
biomes.tomlfor Mars iron oxide surface - Earth named features: 50 cities, 15 rivers, 5 oceans, 7 mountain ranges
Fixed
- Globe renderer east-west mirroring:
arctan2(hx, hz)replacesarctan2(hz, hx)in planet_renderer.py - Determinism: HashMap → BTreeMap throughout econ-sim, ORDER BY RANDOM() replaced with seeded selection
- Transport cost formula: multiplicative gate×zone instead of additive (trade.rs)
- Corporation gap-fill off-by-one: now generates exactly 3 corps per uncovered commodity
Changed
- Economy-db pipeline extended with corporation sync, validation, currency zone import from TOML, and gate energy flags
Removed
- Qdrant semantic search infrastructure (#816): dropped commonwealth collection, removed qdrant_connector.py, wrapper scripts, /docs-search skill, and all active references
[v0.1.32] — 2026-04-06
Added
- Economics schema extension (#804): 5 new tables in systems.db (gate_links, commodities, production_chains, chain_inputs, corp_presence) + currency_zone and corporation archetype columns
- Economics import pipeline (
tooling/economy-db/import_economics.py): reads TOML/JSON source data, populates systems.db. Idempotent viamake economy-db - Planet generator pipeline (
tooling/planet-gen/) — procedural terrain simulation, Whittaker biome classification, equirectangular heightmap + 512px globe rendering from wiki data - Externalized biome/color configuration (
tooling/planet-gen/biomes.toml) — single source for all classification tables, palettes, and rendering parameters - Batch runner with error handling, resume support, determinism verification, and 50% error rate circuit breaker
- Per-body wiki pages with YAML frontmatter (
wiki/star-systems/*/bodies/*/index.md) — body definition + profile + visual embeds - Body scaffolding tool reads system index.md and generates per-body index.md with frontmatter
- Ran system (GJ-144) generated: 10 bodies with heightmaps, globe renders, and geographic markers
- Implant HUD icon set: 13 SVGs (stance, status, interaction, inventory) per D-086
- 7 procedural planet type renders for wiki/GTTR (
client/assets/planets/) - Ticket #817: batch planet generation for all ~3000 bodies
- Ticket #816: remove stale Qdrant semantic search infrastructure
PROJECT_STATE.mdat repo root — shared project state referenced by all 18 agent briefings- Economics decision domain (
decisions/economics.md): D-171–D-187 covering currency system, commodity taxonomy, shadow economy, corporation tiers, productivity seeding, simulation architecture, data pipeline, gate transmission levels - Commodity catalog: 36 commodity types in
wiki/economics/commodities.tomlwith 21 production chains inwiki/economics/production_chains.toml - Wiki stub pages for all 36 commodities at
wiki/economics/commodities/ - SQL schema spec for #804 systems.db extension (
wiki/economics/schema.md) - Burnelli-Sheldon economist agent (
.claude/agents/burnelli-sheldon.md) - Workshop archives: #796 (economics design, 3 rounds) and #801 (commodity catalog, 3 rounds + validation)
Fixed
- Sprint worktree creation no longer spawns a spurious "None" team tab when tickets have no team assigned
Changed
- Renamed
commission_certified→commission_certifiableacross all TOML, schema, and decision files — flag is a susceptibility marker, not an absolute state - Pre-push hook now validates JSON syntax on changed files (python3 -m json.tool)
- HUD status panel: merged TimeDisplay into ImplantPanel — time, health, perception in one themed panel (#786)
- HUD moved from UILayer (20) to InsertOverlay (10) for bloom treatment per D-049
- Interaction prompt: converted from PanelContainer+StyleBoxFlat to ImplantPanel+ImplantDataRow (#788)
- Minimap: added ImplantTheme-styled container frame behind circular display (#787)
- Stance indicator: SVG icons with alpha-mask tint shader replace text-only labels (#787, D-086)
- Amended 7 stale D-records with supersession notes (D-012, D-035, D-044, D-061, D-086, D-090, D-119)
- Closed 4 resolved scope questions (Q-002, Q-004, Q-005, Q-007)
- Fixed questions.md index (was 61 questions, actually 96 — 33 architecture Qs missing from index)
- All 18 briefings reference
PROJECT_STATE.mdinstead of duplicating project state boilerplate - Aligned sprint-start severity policy with pr-review (no suggestion tier — every comment actionable)
Removed
GEMINI-SCAN.mdone-off scan artifact- 6 dead
db/connectors/permission entries from settings.local.json - Stale "v0.2 direction" and "Sprint 25 critical path" references from all briefings
worktree-updateskill template from whatsinagame kit
Fixed
- HUD layout overlaps: DebugOverlay positioned below merged status panel, GauntletHUD moved below StanceIndicator, StanceIndicator sized for ImplantPanel content (#792)
- D-061 dialogue max-width: corrected from 640px to 1200px (per D-076)
- DEVOPS.md and stig briefing: gdlint no longer "pending setup"
{team_scope_dirs}dangling placeholder in sprint-start resolved
[v0.1.31] — 2026-04-05
Added
- Star map click-through popup with GTTR excerpt, system profile, and adjacent systems (#780)
- Edge-only-on-selected visibility rule for star map — default shows no edges, selected system shows adjacents only (#780)
- Cultural diversity sweep — 10 systems enriched, Afrikaans/Dutch subversions, D-168 Iserlohn IP evaluation (#766, #773)
- Per-body GTTR entries for 25 moons and stations at hub systems (#782)
- Shared Python module
tooling/db/common.py— centralizes DB path resolution, config loading, and WAL-mode connection setup (#777) ensure_venv()auto-activation for Python tooling scripts with third-party dependencies (#777)make lint-pythontarget running ruff ontooling/(#777)- Python/ruff lint block in pre-push hook (#777)
- Zero-warnings policy in pr-push and pr-review skills;
.gdlintrcwith max-line-length 120
Changed
- Decomposed main.gd (28KB → 13.4KB) into SnapshotConsumers, DialogueCoordinator, SnapshotHandler (#775)
- Split monolithic
atlas.rs(2119 lines) into 8 focused modules undersrc/bin/atlas/(#776) - Replaced persistent team worktrees with ephemeral sprint branches (
sprint-{N}/{team}) start-sprint.shintegrated into sprint-start skill — auto-creates worktrees and opens Ptyxis tabs
Fixed
- All 354 gdlint warnings resolved — zero warnings across all linters (#783)
- Nova Estrada and Entremeio wiki entries enriched to batch standard (#774)
- Auto-unassign done tickets on sprint close (
tooling/db/sprint stop) - Pre-existing
NameErrorindecisions_sync.pyresolved via shared module extraction (#777) - Unused imports removed from
assign-astro-ids.py,generate-star-map.py,test_quaternius_raw.py(#777)
[v0.1.30] — 2026-04-05
Added
corridor-statussubcommand 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_countfilter now accepts both "breathable" and "standard" atmosphere values — previously all committed systems reported 0 habitable planets (#762). Systems committed before this fix may have stalehabitable_planet_count = 0; re-commit to update.corridor-statususes LEFT JOIN so systems without gate records are included in countsgenerate_body_matrixnow emitsatmosphere: "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-collisionsmode) -
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_gatewaycolumn 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_idcolumn 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-updatefor automated visual regression testing with golden PNGs across 11 scenarios (fog, HUD, dialogue, minimap) - Visual movie mode —
make visual-moviecaptures 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
returnstatements 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 —
HandshakeMessageas first IPC frame before tick loop, forward-compatible input handling (#555, D-020) - Protocol v15 —
save_resultfield on ObserverSnapshot for client save/load confirmation - State serialization primitives —
serialize_npc_to_frozen/deserialize_npc_from_frozenwith full D-024 10-axis coverage for tier eviction freeze/thaw (#96, D-026) - Scope tag system —
ScopeTagKind(Neighborhood, ActiveQuest, Colleague, KnownContact),ScopePinnedmarker, automatic assignment from KnowledgeGraph and RelationshipGraph (#98, D-026) - Timestamp-based eviction —
LastInteractionTickLRU tracking,SimSpacePressureresource, BinaryHeap eviction respecting scope-pinned entities, Active cap 80 (#97, D-026) - Save/load ECS extraction —
save_to_file/load_from_filevia MessagePack,SaveGame/LoadGameIPC commands,SaveLoadResultWireon 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.gdwith 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/<timestamp>-<seed>/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/decisionCLI withnext,claim,check-dupescommands 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/<game-id>/, 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_knowledgeObserverSnapshot 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<String, u8>), 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-statuscleanup sweep skill — consistent health report with tickets by status, PR cross-reference, bookkeeping issue detection, and open work by teamsprint sweepCLI 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_TEAMenv var identity across CLAUDE.md and skills (sprint-start, sprint-plan, pr-review) to prevent agents from following.gitpointers across boundaries - CLAUDE.md compacted from 188 to 67 lines — CLI references, endpoints, and patterns moved to
.claude/rules/ /sprint-statusdelegates to haiku subagent — keeps sweep JSON, template read, and PR list out of main context windowsprint sweepJSON 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_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
[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/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-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, 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 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/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.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 / 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<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