199 lines
18 KiB
Markdown
199 lines
18 KiB
Markdown
# Changelog
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All notable changes to The Settled Reach project will be documented in this file.
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Format based on [Keep a Changelog](https://keepachangelog.com/).
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## [Unreleased]
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### Fixed
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- Type safety in GameState visible_tiles loop — validates Dictionary with x/y keys before access (PR #11 review)
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- Entity renderer skips redundant modulate.a writes when alpha unchanged (PR #11 review)
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### Added
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- Knowledge graph system (#361, #362, #363, #365) — per-entity KnowledgeGraph component (D-041), StableEntityId + EntityRegistry, KnowledgeEventQueue, decay system, 4-level confidence hierarchy
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- Direct observation knowledge flow (#364) — perception emits DirectObservation/LeftLOS events to knowledge graph, entities entering/leaving LOS tracked
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- Protocol v2 decoder — extracts game_time, player_facing, visible_tiles, and per-entity visibility sectors from ObserverSnapshot v2
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- D-033 entity color palette (#130) — relationship-based colors (teal/green/amber/red), Phase 1 defaults by entity kind
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- Peripheral vision dimming — entities in peripheral vision rendered at 50% alpha (D-015)
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- Player facing direction indicator — Polygon2D triangle on player entity showing 8-directional facing
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- GameState v2 fields — game_time, player_facing, visibility_sectors stored from snapshot data
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- Test snapshot updated to v2 format with visibility sectors, game_time, and player_facing
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- Observer visibility query (#112) — replaces unfiltered generate_snapshot with LOS-filtered compute_observer_snapshot combining shadowcasting + vision cone
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- Vision cone system (#111) — forward/peripheral/blind sectors per D-015, Facing component updated on movement
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- Symmetric shadowcasting (#110, #359) — Albert Ford algorithm with rational fraction slopes, benchmarked 1.2-10.5x faster than recursive, symmetry guaranteed (D-035)
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- ObserverSnapshot v2 schema (#358, #25) — version field, GameTime, FacingDirection, VisibleTile, VisibilitySector types, visibility tag on entities
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- D-035 decision record — symmetric shadowcasting selected over recursive (resolves Q-018)
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- Tile rendering engine (#129) — programmatic TileSet with floor/wall/door/object placeholders, renders from snapshot tile data
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- Fog overlay rendering (#131) — three visibility states (visible/fog-edge/hidden) via TileMapLayer overlay
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- Camera lock to character (#116) — Camera2D smoothing at 2x zoom, locked to player position (D-015)
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- Test room environment — 8x8 room with corridor and Manhattan-distance visibility for development without server
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- `ticket team` command and `--team` filter — comma-separated team assignment for tickets (server, client, joint, content)
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### Changed
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- `start-sprint` skill now requires plan mode — agent must create and get approval for a concrete sprint plan before starting implementation
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### Fixed
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- Entity renderer protocol field mismatches — "id"→"entity_id", "type"→"kind.variant", "position"→x/y fields now match Protocol.decode_entity() output
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- Entity centering — entities (24x24) now centered within 32px tiles instead of top-left aligned
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- `start-sprint` skill uses `git rev-parse --show-toplevel` for worktree-safe absolute paths — fixes "No such file or directory" errors on team branches
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### Changed
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- Background clear color set to near-black for unexplored areas (was default Godot gray)
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- Scene render order: Tiles → FogOverlay → Entities (fog covers tiles, entities render on top)
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- FogOverlay node type changed from Node2D to TileMapLayer for tile-based fog rendering
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- GameState now stores visible_tiles and visible_positions from snapshots
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- Test snapshot includes player entity (kind "Player"), second NPC entity, tile data, and visibility data
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### Added
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- Sprint 2 "See" briefings (server, client, joint) — fog of perception through the bridge
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- `/plan-sprint` skill — automates sprint planning workflow and briefing file generation
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- `ticket show` multi-ID support and `--brief` flag for compact human-readable output
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- Q-018 through Q-023 — 6 open questions from architecture audit (shadowcasting, entity ID stability, collision resolution, tick overflow, pathfinding cache, debug visualization)
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- 5 architecture spike workshop briefs (knowledge graph, observer pipeline, NPC AI state machines, save/load, map authoring)
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- 17 tickets from architecture audit (#339-#355) — 7 Sprint 1 tasks, 5 Sprint 2+ tasks, 5 workshop epics
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- 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)
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- Batch input encoding (Vec\<PlayerInput\> wire format) — Protocol.encode_player_inputs() batches all inputs per tick into one framed message matching server expectations
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- EntityKind::Player fixture — snapshot_player.msgpack for cross-language testing, multi-entity fixture updated to include all 4 entity kinds
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- 7 new tests (4 batch encoding, 1 framed batch roundtrip, 1 Player fixture decode, 1 E2E connection), 43 total client tests passing
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- LocalBridge GDScript TCP transport (#79) — 4-byte big-endian length-prefix framing matching Rust server, StreamPeerTCP wrapper with partial read handling
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- ServerProcess subprocess manager — spawns/stops Rust server via OS.create_process(), auto-cleanup on destruction
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- SimBridge live transport integration — _process() polling loop for TCP receive/send, connection state machine (DISCONNECTED → CONNECTING → CONNECTED → ERROR)
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- 8-directional input support — 4 diagonal movement variants (NE, SE, SW, NW) in InputMapper, SimBridge wire mapping, and project.godot input actions
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- 12 LocalBridge tests (framing roundtrips, cross-layer Protocol+framing, diagonal wire mapping)
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- 4 diagonal movement cross-language fixtures (Rust → GDScript, D-030 Layer 1)
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- 33 total client tests passing (up from 20)
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- TcpBridge transport for Godot client connection — TCP localhost IPC alongside existing Unix socket LocalBridge
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- Input processing system (process_player_input) — drains InputQueue, converts PlayerActions to MoveIntent components, handles pause/unpause
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- Snapshot generation system (generate_snapshot) — builds ObserverSnapshot from ECS state with render coordinate conversion
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- Bridge I/O systems (receive_bridge_inputs, send_bridge_snapshot) — wire bridge to ECS pipeline with graceful disconnect detection
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- Full game loop in main.rs — TCP accept, tick loop with ServerRunning resource, CLI/env addr config
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- PlayerCharacter marker component, Player EntityKind variant, SnapshotBuffer resource
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- E2E game_loop integration test verifying player movement through full pipeline
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- 8 new tests (3 TCP bridge + 4 input processing + 1 E2E game loop), total 53
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- Architecture audit framework (docs/audits/) — adversarial two-round review pattern by Tyre + Troblum
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- Sprint 1 architecture review — full decision + code audit, GREEN architecture, AMBER implementation plan
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- v0.1 content gap analysis workshop — 6 agents, 2 rounds, 9 content layers, 8 new decisions (D-032 through D-039)
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- D-032: Separate monologue pools per playable character (hard partition, not filter)
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- D-033: Entity color represents relationship to player character (asymmetric per character)
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- D-034: THE FRIEND NPC pattern — production-level emotional centerpiece per character (Kael Davan, Sera Venn)
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- D-035: Converged tag taxonomy for dialogue/monologue line pools (6 structural + 3 selection tags)
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- D-036: Sova Transit District / Krenn System as v0.1 setting (first named star system)
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- D-037: Contraband specification — unlicensed lattice components (moral ambiguity by design)
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- D-038: Audio in v0.1 scope — 8 AI-generated files via Stable Audio Open
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- D-039: All 6 wow moments promoted to v0.1 must-have scope
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- LocalBridge IPC over Unix domain sockets (#78) — length-prefixed MessagePack framing, SimBridge implementation, BridgeResource ECS wrapper
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- Tile collision system (#236) — TilePosition component, chunk-based WalkabilityMap (D-012), MoveIntent + validate_movement system
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- TilePosition ↔ f32 render coordinate conversion (to_render_coords, from_render_coords) bridging simulation and wire format
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- Chunk load/unload support in WalkabilityMap — HashMap<ChunkCoord, ChunkData> with 32x32 tile chunks
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- 8-directional movement — diagonal PlayerAction variants (MoveNortheast/Northwest/Southeast/Southwest) + TilePosition::all_neighbors()
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- Entity-entity collision in validate_movement — spatial occupancy check prevents multiple entities on same tile
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- 25 new tests (4 framing + 2 IPC integration + 17 movement unit + 2 movement integration), total 45
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- MessagePack serialization for GDScript (ticket #77) — Protocol codec decoding ObserverSnapshot/PlayerInput from Rust wire format, encoding PlayerInput for server
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- Godot4MessagePack library (pure GDScript) for MessagePack encode/decode
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- Rust fixture generator (gen_fixtures.rs) producing canonical .msgpack test fixtures with rmp_serde
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- 8 cross-language protocol tests verifying Rust↔GDScript MessagePack compatibility (D-030 Layer 1)
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- SimBridge wired to Protocol codec with receive_bytes()/drain_outbound() for transport layer
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- `db/connectors/ticket` CLI — ergonomic ticket management (list, show, create, assign, sprint, deps, search, epics, children, count) with JSON output
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- Sprint 1 "Run" created with 8 stories targeting moving character on screen via IPC bridge
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- Ticket skill rewritten to use ticket CLI instead of raw SQL wrapper scripts
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- Godot 4 client boilerplate (epic #277) — scenes, autoloads (SimBridge, GameState, InputMapper), rendering stubs, UI shell (HUD, minimap, monologue display), input system with semantic actions
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- gdUnit4 test framework with 7 tests (2 smoke + 5 D-030 Layer 1 fixture tests for snapshot parsing)
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- make ci-client pipeline (lint, build, test via gdUnit4 headless runner)
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- Camera tracking locked to player position (D-015), monologue display wired to snapshot data (D-016)
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- Gitea tea CLI instructions in CLAUDE.md — non-interactive flags, PR workflow patterns
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- `/review-pr` skill — dual-agent PR review with Hoshe (code quality) and Tyre (architecture) in parallel, Gitea integration, vendor file exclusion patterns, local merge workflow, heredoc workaround
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- Automated Rust install via `make setup` (tooling/install-rust script, rustup + clippy + rustfmt)
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- Automated Godot download/install via `make setup` (tooling/install-godot script, installs to ~/bin/godot4)
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- InputQueue tick ordering enforcement via debug_assert (determinism guard)
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- Serialization roundtrip tests for all PlayerAction and EntityKind variants (D-030 Layer 1)
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- Edge case tests: day wraparound at midnight, day() calculation, out-of-order input rejection
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- Test runner switched to cargo-nextest (D-030 requirement)
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- Rust/bevy_ecs simulation server boilerplate (epic 276) — Cargo project, module structure, core ECS types, plugin scaffolding, deterministic simulation resources, test infrastructure
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- SimulationTime resource with D-031 time system (10 ticks/game-minute, 4 day phases)
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- SimRng deterministic RNG resource (ChaCha20, seeded for replay)
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- InputQueue resource for timestamped semantic player actions
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- ObserverSnapshot and PlayerInput IPC types with MessagePack serialization (D-020)
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- SimBridge trait abstracting client-server transport
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- CauseChain production component for information provenance tracking (D-030)
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- SimulationTier types with LRU eviction support (D-026: Active/Background/StateSaved/Ungenerated)
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- NPC 10-axis model components (D-024: 7 essential + 3 supporting + CombatCapability)
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- Server test infrastructure: 11 inline unit tests + 4 integration tests (smoke + serialization round-trips)
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- make ci-server pipeline verified green (clippy, fmt, build, test)
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- Round 18 v0.1 gap analysis workshop — 7 agents, 2 rounds, 4 tracks (concept proof, wow factor, missing systems, testability)
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- D-030: Testability architecture — 8 sub-decisions for ticket #214 (gdUnit4, hybrid Rust testing, CauseChain component, three-layer IPC testing)
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- D-031: Time system — 10 ticks = 1 game-minute, 4 day phases (Morning/Afternoon/Evening/Night), diegetic clock display
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- 41 new tickets from gap analysis: 3 epics (Movement & Collision, Observation & Interaction, Game State Management) + 38 stories
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- 15 priority promotions including 3 tickets to critical (deterministic replay, divergent knowledge, divergent relationships)
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- 21 new dependency records mapping critical path through collision → pathfinding → NPC movement → routine execution
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- Workshop directory convention established with per-workshop subdirectories
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- Project directory scaffold: client/, server/, tooling/, tests/, .config/, .cache/
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- Top-level Makefile with dev workflow targets (setup, build, run, test, lint, ci, clean)
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- Whitelistable sqlite-init and sqlite-seed wrapper scripts completing the db/connectors/sqlite-* set
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- Round 17 content architecture workshop — Full team (8 agents, 3 rounds) defining content pipeline
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- D-023: Three-tier content model (authored drama modules, templated content, procedural filler) with life-sim substrate
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- D-024: NPC generation model — 10 axes (7 essential + 3 supporting) with CombatCapability ECS component
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- D-025: Social site / functional cluster as atomic Tier 2 template unit (4-8 NPCs, 15-40 tiles)
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- D-026: Simulation tiers with timestamp-based LRU eviction (Active/Background/State-saved/Ungenerated)
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- D-027: Vertical slice — smuggler + detective two-character proof-of-concept (supersedes D-006)
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- D-028: Dialogue architecture — tagged line pools with four relational layers (access tiers, history, trust-gating, unprompted disclosure)
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- D-029: Population entanglement ratio — 30% flat / 50% mundane triangles / 20% intrigue-entangled
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- Content architecture workshop brief documenting the "life first, drama second" design philosophy
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- Mellanie (Copywriter) activated from standby for content authoring phase
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- Round 16 faction development — Full faction framework with lore, political analysis, mechanical grounding (session closed, awaiting team input for v0.1 selection)
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- 3D reputation system: Trust × Usefulness × Exposure per faction
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- Faction mechanical grounding: starting loadouts, information asymmetry, blind spots, resource loops
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- Power dynamics analysis: formal vs. real power distribution across factions
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- Character drama templates: whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator
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- Betrayal vectors and conspiracy potential for all six factions
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- "First 30 Minutes" test demonstrating six mechanically distinct faction perspectives
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- D-021: Official project title "The Settled Reach" confirmed, domain settledreach.com secured
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- Round 14 worldbuilding — "The Settled Reach" original SF setting foundation with full team reactions
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- Original terminology established: Settled Reach, Founder Gates, Span Gates, Interstitium, neural lattice, Meridian, imprint, re-embodiment, Perpetuals, the Unbound, Forking, Severance
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- Four enhancement tiers: Baseline, Augmented, Transcendent, Elevated (plus the Threshold as endgame horizon)
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- Two-tier death system: soft death (lattice intact) and hard death (lattice destroyed, imprint restore)
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- Six factions: Concord Assembly, Syndics, Separatists, Guardians of Autonomy/Severance, Veil Institute, Lattice Commission
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- Infrastructure-as-mystery: Builders inhabiting the Interstitium, Gyre events as leakage
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- Miri's IP originality guardian role — flags concepts too close to source franchises
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- Whitelistable wrapper scripts for SQLite and Qdrant connectors (sqlite-query, sqlite-exec, qdrant-search, qdrant-index, qdrant-health, qdrant-count)
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- Architecture evaluation and risk assessment documents for Godot+Rust bridge approach
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- Round 13 engine selection discussion — full team debate on engine paradigms
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- D-020: Engine and architecture selection — Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC
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- Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf)
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### Fixed
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- create-skill references to nonexistent init_skill.py and package_skill.py scripts
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- SimBridge wire format: inputs now batch-encoded as Vec\<PlayerInput\> array per server protocol (was sending individual inputs per frame)
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- SimBridge server args: positional address format ("127.0.0.1:9876") matching server CLI, port default corrected to 9876
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- Wire format mismatch: LocalBridge now uses rmp_serde::to_vec_named() (named maps) matching client Protocol.gd expectations
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- EOF on bridge read now returns BridgeError::Transport for disconnect detection instead of empty Vec
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- WalkabilityMap rewritten from flat Vec to chunk-based HashMap per D-012 architecture (Tyre review)
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- LocalBridge mutex .unwrap() → .expect() for clearer panic messages (Hoshe review)
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- Documented 16MB MAX_MESSAGE_SIZE rationale in framing.rs (Hoshe review)
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- Client input_mapper double-check bug (redundant event.pressed + is_action_pressed)
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- Bounds validation on snapshot position arrays in game_state.gd and entity_renderer.gd
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- Deterministic test snapshots (replaced Time.get_ticks_msec() with incrementing counter)
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- Tween overlap in monologue_display.gd (cancel active tween before creating new one)
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- SubViewportContainer missing SubViewport child in minimap.tscn
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- Cargo.toml edition 2024 → 2021 for broader toolchain compatibility
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- Relationship.target_name: String → target_id: u64 for entity scalability (Tyre review)
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- DayPhase enum now derives Serialize/Deserialize (consistent with other enums)
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- Replaced all absolute paths (macOS and Linux) with project-relative paths across round-16 docs
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- Removed duplicate ROUND-16-STATUS.md from project root (content already in round-16-session-notes.md)
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- Added relative-path convention to Qatux agent persona for cross-system consistency
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### Removed
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- dotfiles/tmux.conf (no longer needed)
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### Changed
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- Q-018 (shadowcasting algorithm selection) resolved via D-035
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- All 18 agent briefings updated for decisions/ directory split and DEVOPS.md references
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- Implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) now include Development Workflow sections with Makefile targets
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- Q-009 (time system) resolved via D-031
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- Ticket catalog expanded from 232 to 273 tickets with sprint sequencing (Run → Feel → Content → Validate)
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- Ticket skill updated to use wrapper scripts exclusively (no more direct python3 calls)
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- Miri's role updated from Canon Guardian to Worldbuilder & Setting Designer (original IP pivot)
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- Project description updated to reflect D-020 engine decision
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- Connector usage instructions now reference wrapper scripts instead of python3 directly
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- Q-001 (engine selection) resolved via D-020
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