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settled-reach/CHANGELOG.md
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2026-02-12 00:32:30 +01:00

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Changelog

All notable changes to The Settled Reach project will be documented in this file.

Format based on Keep a Changelog.

[Unreleased]

Added

  • Observer visibility query (#112) — replaces unfiltered generate_snapshot with LOS-filtered compute_observer_snapshot combining shadowcasting + vision cone
  • Vision cone system (#111) — forward/peripheral/blind sectors per D-015, Facing component updated on movement
  • Symmetric shadowcasting (#110, #359) — Albert Ford algorithm with rational fraction slopes, benchmarked 1.2-10.5x faster than recursive, symmetry guaranteed (D-035)
  • ObserverSnapshot v2 schema (#358, #25) — version field, GameTime, FacingDirection, VisibleTile, VisibilitySector types, visibility tag on entities
  • D-035 decision record — symmetric shadowcasting selected over recursive (resolves Q-018)
  • Tile rendering engine (#129) — programmatic TileSet with floor/wall/door/object placeholders, renders from snapshot tile data
  • Fog overlay rendering (#131) — three visibility states (visible/fog-edge/hidden) via TileMapLayer overlay
  • Camera lock to character (#116) — Camera2D smoothing at 2x zoom, locked to player position (D-015)
  • Test room environment — 8x8 room with corridor and Manhattan-distance visibility for development without server
  • ticket team command and --team filter — comma-separated team assignment for tickets (server, client, joint, content)

Changed

  • start-sprint skill now requires plan mode — agent must create and get approval for a concrete sprint plan before starting implementation

Fixed

  • Entity renderer protocol field mismatches — "id"→"entity_id", "type"→"kind.variant", "position"→x/y fields now match Protocol.decode_entity() output
  • Entity centering — entities (24x24) now centered within 32px tiles instead of top-left aligned
  • start-sprint skill uses git rev-parse --show-toplevel for worktree-safe absolute paths — fixes "No such file or directory" errors on team branches

Changed

  • Background clear color set to near-black for unexplored areas (was default Godot gray)
  • Scene render order: Tiles → FogOverlay → Entities (fog covers tiles, entities render on top)
  • FogOverlay node type changed from Node2D to TileMapLayer for tile-based fog rendering
  • GameState now stores visible_tiles and visible_positions from snapshots
  • Test snapshot includes player entity (kind "Player"), second NPC entity, tile data, and visibility data

Added

  • Sprint 2 "See" briefings (server, client, joint) — fog of perception through the bridge
  • /plan-sprint skill — automates sprint planning workflow and briefing file generation
  • ticket show multi-ID support and --brief flag for compact human-readable output
  • Q-018 through Q-023 — 6 open questions from architecture audit (shadowcasting, entity ID stability, collision resolution, tick overflow, pathfinding cache, debug visualization)
  • 5 architecture spike workshop briefs (knowledge graph, observer pipeline, NPC AI state machines, save/load, map authoring)
  • 17 tickets from architecture audit (#339-#355) — 7 Sprint 1 tasks, 5 Sprint 2+ tasks, 5 workshop epics
  • End-to-end connection test (#81) — GDScript test spawning Rust server, connecting via LocalBridge, sending MoveNorth input, verifying player movement in snapshot response (D-030 Layer 3)
  • Batch input encoding (Vec<PlayerInput> wire format) — Protocol.encode_player_inputs() batches all inputs per tick into one framed message matching server expectations
  • EntityKind::Player fixture — snapshot_player.msgpack for cross-language testing, multi-entity fixture updated to include all 4 entity kinds
  • 7 new tests (4 batch encoding, 1 framed batch roundtrip, 1 Player fixture decode, 1 E2E connection), 43 total client tests passing
  • LocalBridge GDScript TCP transport (#79) — 4-byte big-endian length-prefix framing matching Rust server, StreamPeerTCP wrapper with partial read handling
  • ServerProcess subprocess manager — spawns/stops Rust server via OS.create_process(), auto-cleanup on destruction
  • SimBridge live transport integration — _process() polling loop for TCP receive/send, connection state machine (DISCONNECTED → CONNECTING → CONNECTED → ERROR)
  • 8-directional input support — 4 diagonal movement variants (NE, SE, SW, NW) in InputMapper, SimBridge wire mapping, and project.godot input actions
  • 12 LocalBridge tests (framing roundtrips, cross-layer Protocol+framing, diagonal wire mapping)
  • 4 diagonal movement cross-language fixtures (Rust → GDScript, D-030 Layer 1)
  • 33 total client tests passing (up from 20)
  • TcpBridge transport for Godot client connection — TCP localhost IPC alongside existing Unix socket LocalBridge
  • Input processing system (process_player_input) — drains InputQueue, converts PlayerActions to MoveIntent components, handles pause/unpause
  • Snapshot generation system (generate_snapshot) — builds ObserverSnapshot from ECS state with render coordinate conversion
  • Bridge I/O systems (receive_bridge_inputs, send_bridge_snapshot) — wire bridge to ECS pipeline with graceful disconnect detection
  • Full game loop in main.rs — TCP accept, tick loop with ServerRunning resource, CLI/env addr config
  • PlayerCharacter marker component, Player EntityKind variant, SnapshotBuffer resource
  • E2E game_loop integration test verifying player movement through full pipeline
  • 8 new tests (3 TCP bridge + 4 input processing + 1 E2E game loop), total 53
  • Architecture audit framework (docs/audits/) — adversarial two-round review pattern by Tyre + Troblum
  • Sprint 1 architecture review — full decision + code audit, GREEN architecture, AMBER implementation plan
  • v0.1 content gap analysis workshop — 6 agents, 2 rounds, 9 content layers, 8 new decisions (D-032 through D-039)
  • D-032: Separate monologue pools per playable character (hard partition, not filter)
  • D-033: Entity color represents relationship to player character (asymmetric per character)
  • D-034: THE FRIEND NPC pattern — production-level emotional centerpiece per character (Kael Davan, Sera Venn)
  • D-035: Converged tag taxonomy for dialogue/monologue line pools (6 structural + 3 selection tags)
  • D-036: Sova Transit District / Krenn System as v0.1 setting (first named star system)
  • D-037: Contraband specification — unlicensed lattice components (moral ambiguity by design)
  • D-038: Audio in v0.1 scope — 8 AI-generated files via Stable Audio Open
  • D-039: All 6 wow moments promoted to v0.1 must-have scope
  • LocalBridge IPC over Unix domain sockets (#78) — length-prefixed MessagePack framing, SimBridge implementation, BridgeResource ECS wrapper
  • Tile collision system (#236) — TilePosition component, chunk-based WalkabilityMap (D-012), MoveIntent + validate_movement system
  • TilePosition ↔ f32 render coordinate conversion (to_render_coords, from_render_coords) bridging simulation and wire format
  • Chunk load/unload support in WalkabilityMap — HashMap<ChunkCoord, ChunkData> with 32x32 tile chunks
  • 8-directional movement — diagonal PlayerAction variants (MoveNortheast/Northwest/Southeast/Southwest) + TilePosition::all_neighbors()
  • Entity-entity collision in validate_movement — spatial occupancy check prevents multiple entities on same tile
  • 25 new tests (4 framing + 2 IPC integration + 17 movement unit + 2 movement integration), total 45
  • MessagePack serialization for GDScript (ticket #77) — Protocol codec decoding ObserverSnapshot/PlayerInput from Rust wire format, encoding PlayerInput for server
  • Godot4MessagePack library (pure GDScript) for MessagePack encode/decode
  • Rust fixture generator (gen_fixtures.rs) producing canonical .msgpack test fixtures with rmp_serde
  • 8 cross-language protocol tests verifying Rust↔GDScript MessagePack compatibility (D-030 Layer 1)
  • SimBridge wired to Protocol codec with receive_bytes()/drain_outbound() for transport layer
  • db/connectors/ticket CLI — ergonomic ticket management (list, show, create, assign, sprint, deps, search, epics, children, count) with JSON output
  • Sprint 1 "Run" created with 8 stories targeting moving character on screen via IPC bridge
  • Ticket skill rewritten to use ticket CLI instead of raw SQL wrapper scripts
  • Godot 4 client boilerplate (epic #277) — scenes, autoloads (SimBridge, GameState, InputMapper), rendering stubs, UI shell (HUD, minimap, monologue display), input system with semantic actions
  • gdUnit4 test framework with 7 tests (2 smoke + 5 D-030 Layer 1 fixture tests for snapshot parsing)
  • make ci-client pipeline (lint, build, test via gdUnit4 headless runner)
  • Camera tracking locked to player position (D-015), monologue display wired to snapshot data (D-016)
  • Gitea tea CLI instructions in CLAUDE.md — non-interactive flags, PR workflow patterns
  • /review-pr skill — dual-agent PR review with Hoshe (code quality) and Tyre (architecture) in parallel, Gitea integration, vendor file exclusion patterns, local merge workflow, heredoc workaround
  • Automated Rust install via make setup (tooling/install-rust script, rustup + clippy + rustfmt)
  • Automated Godot download/install via make setup (tooling/install-godot script, installs to ~/bin/godot4)
  • InputQueue tick ordering enforcement via debug_assert (determinism guard)
  • Serialization roundtrip tests for all PlayerAction and EntityKind variants (D-030 Layer 1)
  • Edge case tests: day wraparound at midnight, day() calculation, out-of-order input rejection
  • Test runner switched to cargo-nextest (D-030 requirement)
  • Rust/bevy_ecs simulation server boilerplate (epic 276) — Cargo project, module structure, core ECS types, plugin scaffolding, deterministic simulation resources, test infrastructure
  • SimulationTime resource with D-031 time system (10 ticks/game-minute, 4 day phases)
  • SimRng deterministic RNG resource (ChaCha20, seeded for replay)
  • InputQueue resource for timestamped semantic player actions
  • ObserverSnapshot and PlayerInput IPC types with MessagePack serialization (D-020)
  • SimBridge trait abstracting client-server transport
  • CauseChain production component for information provenance tracking (D-030)
  • SimulationTier types with LRU eviction support (D-026: Active/Background/StateSaved/Ungenerated)
  • NPC 10-axis model components (D-024: 7 essential + 3 supporting + CombatCapability)
  • Server test infrastructure: 11 inline unit tests + 4 integration tests (smoke + serialization round-trips)
  • make ci-server pipeline verified green (clippy, fmt, build, test)
  • Round 18 v0.1 gap analysis workshop — 7 agents, 2 rounds, 4 tracks (concept proof, wow factor, missing systems, testability)
  • D-030: Testability architecture — 8 sub-decisions for ticket #214 (gdUnit4, hybrid Rust testing, CauseChain component, three-layer IPC testing)
  • D-031: Time system — 10 ticks = 1 game-minute, 4 day phases (Morning/Afternoon/Evening/Night), diegetic clock display
  • 41 new tickets from gap analysis: 3 epics (Movement & Collision, Observation & Interaction, Game State Management) + 38 stories
  • 15 priority promotions including 3 tickets to critical (deterministic replay, divergent knowledge, divergent relationships)
  • 21 new dependency records mapping critical path through collision → pathfinding → NPC movement → routine execution
  • Workshop directory convention established with per-workshop subdirectories
  • Project directory scaffold: client/, server/, tooling/, tests/, .config/, .cache/
  • Top-level Makefile with dev workflow targets (setup, build, run, test, lint, ci, clean)
  • Whitelistable sqlite-init and sqlite-seed wrapper scripts completing the db/connectors/sqlite-* set
  • Round 17 content architecture workshop — Full team (8 agents, 3 rounds) defining content pipeline
  • D-023: Three-tier content model (authored drama modules, templated content, procedural filler) with life-sim substrate
  • D-024: NPC generation model — 10 axes (7 essential + 3 supporting) with CombatCapability ECS component
  • D-025: Social site / functional cluster as atomic Tier 2 template unit (4-8 NPCs, 15-40 tiles)
  • D-026: Simulation tiers with timestamp-based LRU eviction (Active/Background/State-saved/Ungenerated)
  • D-027: Vertical slice — smuggler + detective two-character proof-of-concept (supersedes D-006)
  • D-028: Dialogue architecture — tagged line pools with four relational layers (access tiers, history, trust-gating, unprompted disclosure)
  • D-029: Population entanglement ratio — 30% flat / 50% mundane triangles / 20% intrigue-entangled
  • Content architecture workshop brief documenting the "life first, drama second" design philosophy
  • Mellanie (Copywriter) activated from standby for content authoring phase
  • Round 16 faction development — Full faction framework with lore, political analysis, mechanical grounding (session closed, awaiting team input for v0.1 selection)
  • 3D reputation system: Trust × Usefulness × Exposure per faction
  • Faction mechanical grounding: starting loadouts, information asymmetry, blind spots, resource loops
  • Power dynamics analysis: formal vs. real power distribution across factions
  • Character drama templates: whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator
  • Betrayal vectors and conspiracy potential for all six factions
  • "First 30 Minutes" test demonstrating six mechanically distinct faction perspectives
  • D-021: Official project title "The Settled Reach" confirmed, domain settledreach.com secured
  • Round 14 worldbuilding — "The Settled Reach" original SF setting foundation with full team reactions
  • Original terminology established: Settled Reach, Founder Gates, Span Gates, Interstitium, neural lattice, Meridian, imprint, re-embodiment, Perpetuals, the Unbound, Forking, Severance
  • Four enhancement tiers: Baseline, Augmented, Transcendent, Elevated (plus the Threshold as endgame horizon)
  • Two-tier death system: soft death (lattice intact) and hard death (lattice destroyed, imprint restore)
  • Six factions: Concord Assembly, Syndics, Separatists, Guardians of Autonomy/Severance, Veil Institute, Lattice Commission
  • Infrastructure-as-mystery: Builders inhabiting the Interstitium, Gyre events as leakage
  • Miri's IP originality guardian role — flags concepts too close to source franchises
  • Whitelistable wrapper scripts for SQLite and Qdrant connectors (sqlite-query, sqlite-exec, qdrant-search, qdrant-index, qdrant-health, qdrant-count)
  • Architecture evaluation and risk assessment documents for Godot+Rust bridge approach
  • Round 13 engine selection discussion — full team debate on engine paradigms
  • D-020: Engine and architecture selection — Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC
  • Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf)

Fixed

  • create-skill references to nonexistent init_skill.py and package_skill.py scripts
  • SimBridge wire format: inputs now batch-encoded as Vec<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