22 KiB
22 KiB
Changelog
All notable changes to The Settled Reach project will be documented in this file.
Format based on Keep a Changelog.
[Unreleased]
Added
- 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
Changed
- Ticketing database moved to shared worktree location (
../settledreach.db) — eliminates binary merge conflicts across branches - All Python connectors use script-relative path resolution instead of
$REPO_ROOTenv var or git rev-parse $REPO_ROOTenvironment variable removed — all scripts, skills, and docs use relative paths- Merged copy branch — 39 tickets, wiki review + content scoping workshops, game world glossary
- Merged maintenance branch — worktree-update skill
Added
make db-backup/make db-install— database backup todocs/backups/(main-only) and restore for new clones- Worktree-update skill backs up the shared database after merges on main
Removed
db/commonwealth.dbfrom git tracking (replaced by shared../settledreach.db)$REPO_ROOTenv var from all 9 worktreesettings.local.jsonfiles
Added
- Worktree-update skill — non-destructive branch sync with PR detection and conflict safety
- Game world wiki — 45-file glossary covering Sova Transit District: 17 NPCs, 5 triangles, 3 social sites, 7 factions, knowledge vocabulary
- Wiki Review workshop (4 rounds + lead interview) — 300-world generator model, cultural ingredients menu, three-system NPC architecture, Sacred/Profane/Middle Kingdom framework
- v0.1 Content Scoping workshop (2 rounds + closing) — 16 EntityKnowledge keys, mechanical NPC mapping, YAML content format, 7-verb interaction model, server-authoritative pause, 20 decisions (D-042–D-061)
- 39 implementation tickets (#371–#409) from content scoping workshop — copy 21, server 13, client 2, ci 1
- Control & Interaction workshop brief (queued)
- Large content push team pattern in CLAUDE.md
- Inigo sound designer agent — soundscape design, ambient layers, diegetic cues, D-018 audio propagation
- Team-agent mapping in sprint planning — each team has defined default agents for briefing assignment
- Sprint skills recognize all team branches (server, client, copy, audio, visual, ci)
- Sprint 3 "Know" team briefings — server (6 tickets), client (2 tickets), joint (2 split tickets), copy (1 carry-over)
- Copy team sprint briefing for Sprint 2 (#368 knowledge vocabulary)
- Sprint 2 proof: fog of perception E2E tests (#357) — 3 tests verifying all 7 acceptance criteria through real server pipeline (movement, tiles, fog, wall hiding, corner reveal)
- Server proof room — wall at (16,14) between player at (16,16) and NPC at (16,13) for LOS testing
- Dynamic test snapshot in SimBridge — tracks player position from queued inputs, Bresenham LOS, Manhattan-distance visibility for standalone demo mode
- 4 Bresenham LOS unit tests — clear path, wall blocked, diagonal, same position (PR #13 review)
Fixed
- Type safety in GameState visible_tiles loop — validates Dictionary with x/y keys before access (PR #11 review)
- Consistent reset_test_state() usage across all test files (PR #13 review)
- E2E connection loop now detects server process death early (PR #13 review)
- Corner reveal test verifies NPC position at (16.5, 13.5) (PR #13 review)
- Entity renderer skips redundant modulate.a writes when alpha unchanged (PR #11 review)
Added
- Observer snapshot knowledge integration (#366) — VisibleEntity carries relationship state (D-033 color) and observation type (Visible/Remembered), remembered entities appear as fog ghosts at last known position
- Knowledge graph system (#361, #362, #363, #365) — per-entity KnowledgeGraph component (D-041), StableEntityId + EntityRegistry, KnowledgeEventQueue, decay system, 4-level confidence hierarchy
- Direct observation knowledge flow (#364) — perception emits DirectObservation/LeftLOS events to knowledge graph, entities entering/leaving LOS tracked
- Protocol v2 decoder — extracts game_time, player_facing, visible_tiles, and per-entity visibility sectors from ObserverSnapshot v2
- D-033 entity color palette (#130) — relationship-based colors (teal/green/amber/red), Phase 1 defaults by entity kind
- Peripheral vision dimming — entities in peripheral vision rendered at 50% alpha (D-015)
- Player facing direction indicator — Polygon2D triangle on player entity showing 8-directional facing
- GameState v2 fields — game_time, player_facing, visibility_sectors stored from snapshot data
- Test snapshot updated to v2 format with visibility sectors, game_time, and player_facing
- Observer visibility query (#112) — replaces unfiltered generate_snapshot with LOS-filtered compute_observer_snapshot combining shadowcasting + vision cone
- Vision cone system (#111) — forward/peripheral/blind sectors per D-015, Facing component updated on movement
- Symmetric shadowcasting (#110, #359) — Albert Ford algorithm with rational fraction slopes, benchmarked 1.2-10.5x faster than recursive, symmetry guaranteed (D-035)
- ObserverSnapshot v2 schema (#358, #25) — version field, GameTime, FacingDirection, VisibleTile, VisibilitySector types, visibility tag on entities
- D-035 decision record — symmetric shadowcasting selected over recursive (resolves Q-018)
- Tile rendering engine (#129) — programmatic TileSet with floor/wall/door/object placeholders, renders from snapshot tile data
- Fog overlay rendering (#131) — three visibility states (visible/fog-edge/hidden) via TileMapLayer overlay
- Camera lock to character (#116) — Camera2D smoothing at 2x zoom, locked to player position (D-015)
- Test room environment — 8x8 room with corridor and Manhattan-distance visibility for development without server
ticket teamcommand and--teamfilter — comma-separated team assignment for tickets (server, client, joint, content)
Changed
- All instruction files (CLAUDE.md, skills, agent files) now use
$REPO_ROOTenv var instead ofgit rev-parse --show-toplevel— pre-set per worktree via.claude/settings.local.json start-sprintskill now requires plan mode — agent must create and get approval for a concrete sprint plan before starting implementation
Fixed
- Entity renderer protocol field mismatches — "id"→"entity_id", "type"→"kind.variant", "position"→x/y fields now match Protocol.decode_entity() output
- Entity centering — entities (24x24) now centered within 32px tiles instead of top-left aligned
start-sprintskill usesgit rev-parse --show-toplevelfor worktree-safe absolute paths — fixes "No such file or directory" errors on team branches
Changed
- Background clear color set to near-black for unexplored areas (was default Godot gray)
- Scene render order: Tiles → FogOverlay → Entities (fog covers tiles, entities render on top)
- FogOverlay node type changed from Node2D to TileMapLayer for tile-based fog rendering
- GameState now stores visible_tiles and visible_positions from snapshots
- Test snapshot includes player entity (kind "Player"), second NPC entity, tile data, and visibility data
Added
- Sprint 2 "See" briefings (server, client, joint) — fog of perception through the bridge
/plan-sprintskill — automates sprint planning workflow and briefing file generationticket showmulti-ID support and--briefflag for compact human-readable output- Q-018 through Q-023 — 6 open questions from architecture audit (shadowcasting, entity ID stability, collision resolution, tick overflow, pathfinding cache, debug visualization)
- 5 architecture spike workshop briefs (knowledge graph, observer pipeline, NPC AI state machines, save/load, map authoring)
- 17 tickets from architecture audit (#339-#355) — 7 Sprint 1 tasks, 5 Sprint 2+ tasks, 5 workshop epics
- End-to-end connection test (#81) — GDScript test spawning Rust server, connecting via LocalBridge, sending MoveNorth input, verifying player movement in snapshot response (D-030 Layer 3)
- Batch input encoding (Vec<PlayerInput> wire format) — Protocol.encode_player_inputs() batches all inputs per tick into one framed message matching server expectations
- EntityKind::Player fixture — snapshot_player.msgpack for cross-language testing, multi-entity fixture updated to include all 4 entity kinds
- 7 new tests (4 batch encoding, 1 framed batch roundtrip, 1 Player fixture decode, 1 E2E connection), 43 total client tests passing
- LocalBridge GDScript TCP transport (#79) — 4-byte big-endian length-prefix framing matching Rust server, StreamPeerTCP wrapper with partial read handling
- ServerProcess subprocess manager — spawns/stops Rust server via OS.create_process(), auto-cleanup on destruction
- SimBridge live transport integration — _process() polling loop for TCP receive/send, connection state machine (DISCONNECTED → CONNECTING → CONNECTED → ERROR)
- 8-directional input support — 4 diagonal movement variants (NE, SE, SW, NW) in InputMapper, SimBridge wire mapping, and project.godot input actions
- 12 LocalBridge tests (framing roundtrips, cross-layer Protocol+framing, diagonal wire mapping)
- 4 diagonal movement cross-language fixtures (Rust → GDScript, D-030 Layer 1)
- 33 total client tests passing (up from 20)
- TcpBridge transport for Godot client connection — TCP localhost IPC alongside existing Unix socket LocalBridge
- Input processing system (process_player_input) — drains InputQueue, converts PlayerActions to MoveIntent components, handles pause/unpause
- Snapshot generation system (generate_snapshot) — builds ObserverSnapshot from ECS state with render coordinate conversion
- Bridge I/O systems (receive_bridge_inputs, send_bridge_snapshot) — wire bridge to ECS pipeline with graceful disconnect detection
- Full game loop in main.rs — TCP accept, tick loop with ServerRunning resource, CLI/env addr config
- PlayerCharacter marker component, Player EntityKind variant, SnapshotBuffer resource
- E2E game_loop integration test verifying player movement through full pipeline
- 8 new tests (3 TCP bridge + 4 input processing + 1 E2E game loop), total 53
- Architecture audit framework (docs/audits/) — adversarial two-round review pattern by Tyre + Troblum
- Sprint 1 architecture review — full decision + code audit, GREEN architecture, AMBER implementation plan
- v0.1 content gap analysis workshop — 6 agents, 2 rounds, 9 content layers, 8 new decisions (D-032 through D-039)
- D-032: Separate monologue pools per playable character (hard partition, not filter)
- D-033: Entity color represents relationship to player character (asymmetric per character)
- D-034: THE FRIEND NPC pattern — production-level emotional centerpiece per character (Kael Davan, Sera Venn)
- D-035: Converged tag taxonomy for dialogue/monologue line pools (6 structural + 3 selection tags)
- D-036: Sova Transit District / Krenn System as v0.1 setting (first named star system)
- D-037: Contraband specification — unlicensed lattice components (moral ambiguity by design)
- D-038: Audio in v0.1 scope — 8 AI-generated files via Stable Audio Open
- D-039: All 6 wow moments promoted to v0.1 must-have scope
- LocalBridge IPC over Unix domain sockets (#78) — length-prefixed MessagePack framing, SimBridge implementation, BridgeResource ECS wrapper
- Tile collision system (#236) — TilePosition component, chunk-based WalkabilityMap (D-012), MoveIntent + validate_movement system
- TilePosition ↔ f32 render coordinate conversion (to_render_coords, from_render_coords) bridging simulation and wire format
- Chunk load/unload support in WalkabilityMap — HashMap<ChunkCoord, ChunkData> with 32x32 tile chunks
- 8-directional movement — diagonal PlayerAction variants (MoveNortheast/Northwest/Southeast/Southwest) + TilePosition::all_neighbors()
- Entity-entity collision in validate_movement — spatial occupancy check prevents multiple entities on same tile
- 25 new tests (4 framing + 2 IPC integration + 17 movement unit + 2 movement integration), total 45
- MessagePack serialization for GDScript (ticket #77) — Protocol codec decoding ObserverSnapshot/PlayerInput from Rust wire format, encoding PlayerInput for server
- Godot4MessagePack library (pure GDScript) for MessagePack encode/decode
- Rust fixture generator (gen_fixtures.rs) producing canonical .msgpack test fixtures with rmp_serde
- 8 cross-language protocol tests verifying Rust↔GDScript MessagePack compatibility (D-030 Layer 1)
- SimBridge wired to Protocol codec with receive_bytes()/drain_outbound() for transport layer
db/connectors/ticketCLI — ergonomic ticket management (list, show, create, assign, sprint, deps, search, epics, children, count) with JSON output- Sprint 1 "Run" created with 8 stories targeting moving character on screen via IPC bridge
- Ticket skill rewritten to use ticket CLI instead of raw SQL wrapper scripts
- Godot 4 client boilerplate (epic #277) — scenes, autoloads (SimBridge, GameState, InputMapper), rendering stubs, UI shell (HUD, minimap, monologue display), input system with semantic actions
- gdUnit4 test framework with 7 tests (2 smoke + 5 D-030 Layer 1 fixture tests for snapshot parsing)
- make ci-client pipeline (lint, build, test via gdUnit4 headless runner)
- Camera tracking locked to player position (D-015), monologue display wired to snapshot data (D-016)
- Gitea tea CLI instructions in CLAUDE.md — non-interactive flags, PR workflow patterns
/review-prskill — dual-agent PR review with Hoshe (code quality) and Tyre (architecture) in parallel, Gitea integration, vendor file exclusion patterns, local merge workflow, heredoc workaround- Automated Rust install via
make setup(tooling/install-rust script, rustup + clippy + rustfmt) - Automated Godot download/install via
make setup(tooling/install-godot script, installs to ~/bin/godot4) - InputQueue tick ordering enforcement via debug_assert (determinism guard)
- Serialization roundtrip tests for all PlayerAction and EntityKind variants (D-030 Layer 1)
- Edge case tests: day wraparound at midnight, day() calculation, out-of-order input rejection
- Test runner switched to cargo-nextest (D-030 requirement)
- Rust/bevy_ecs simulation server boilerplate (epic 276) — Cargo project, module structure, core ECS types, plugin scaffolding, deterministic simulation resources, test infrastructure
- SimulationTime resource with D-031 time system (10 ticks/game-minute, 4 day phases)
- SimRng deterministic RNG resource (ChaCha20, seeded for replay)
- InputQueue resource for timestamped semantic player actions
- ObserverSnapshot and PlayerInput IPC types with MessagePack serialization (D-020)
- SimBridge trait abstracting client-server transport
- CauseChain production component for information provenance tracking (D-030)
- SimulationTier types with LRU eviction support (D-026: Active/Background/StateSaved/Ungenerated)
- NPC 10-axis model components (D-024: 7 essential + 3 supporting + CombatCapability)
- Server test infrastructure: 11 inline unit tests + 4 integration tests (smoke + serialization round-trips)
- make ci-server pipeline verified green (clippy, fmt, build, test)
- Round 18 v0.1 gap analysis workshop — 7 agents, 2 rounds, 4 tracks (concept proof, wow factor, missing systems, testability)
- D-030: Testability architecture — 8 sub-decisions for ticket #214 (gdUnit4, hybrid Rust testing, CauseChain component, three-layer IPC testing)
- D-031: Time system — 10 ticks = 1 game-minute, 4 day phases (Morning/Afternoon/Evening/Night), diegetic clock display
- 41 new tickets from gap analysis: 3 epics (Movement & Collision, Observation & Interaction, Game State Management) + 38 stories
- 15 priority promotions including 3 tickets to critical (deterministic replay, divergent knowledge, divergent relationships)
- 21 new dependency records mapping critical path through collision → pathfinding → NPC movement → routine execution
- Workshop directory convention established with per-workshop subdirectories
- Project directory scaffold: client/, server/, tooling/, tests/, .config/, .cache/
- Top-level Makefile with dev workflow targets (setup, build, run, test, lint, ci, clean)
- Whitelistable sqlite-init and sqlite-seed wrapper scripts completing the db/connectors/sqlite-* set
- Round 17 content architecture workshop — Full team (8 agents, 3 rounds) defining content pipeline
- D-023: Three-tier content model (authored drama modules, templated content, procedural filler) with life-sim substrate
- D-024: NPC generation model — 10 axes (7 essential + 3 supporting) with CombatCapability ECS component
- D-025: Social site / functional cluster as atomic Tier 2 template unit (4-8 NPCs, 15-40 tiles)
- D-026: Simulation tiers with timestamp-based LRU eviction (Active/Background/State-saved/Ungenerated)
- D-027: Vertical slice — smuggler + detective two-character proof-of-concept (supersedes D-006)
- D-028: Dialogue architecture — tagged line pools with four relational layers (access tiers, history, trust-gating, unprompted disclosure)
- D-029: Population entanglement ratio — 30% flat / 50% mundane triangles / 20% intrigue-entangled
- Content architecture workshop brief documenting the "life first, drama second" design philosophy
- Mellanie (Copywriter) activated from standby for content authoring phase
- Round 16 faction development — Full faction framework with lore, political analysis, mechanical grounding (session closed, awaiting team input for v0.1 selection)
- 3D reputation system: Trust × Usefulness × Exposure per faction
- Faction mechanical grounding: starting loadouts, information asymmetry, blind spots, resource loops
- Power dynamics analysis: formal vs. real power distribution across factions
- Character drama templates: whistleblower, inspector with conscience, dual-loyalty operative, reluctant conspirator
- Betrayal vectors and conspiracy potential for all six factions
- "First 30 Minutes" test demonstrating six mechanically distinct faction perspectives
- D-021: Official project title "The Settled Reach" confirmed, domain settledreach.com secured
- Round 14 worldbuilding — "The Settled Reach" original SF setting foundation with full team reactions
- Original terminology established: Settled Reach, Founder Gates, Span Gates, Interstitium, neural lattice, Meridian, imprint, re-embodiment, Perpetuals, the Unbound, Forking, Severance
- Four enhancement tiers: Baseline, Augmented, Transcendent, Elevated (plus the Threshold as endgame horizon)
- Two-tier death system: soft death (lattice intact) and hard death (lattice destroyed, imprint restore)
- Six factions: Concord Assembly, Syndics, Separatists, Guardians of Autonomy/Severance, Veil Institute, Lattice Commission
- Infrastructure-as-mystery: Builders inhabiting the Interstitium, Gyre events as leakage
- Miri's IP originality guardian role — flags concepts too close to source franchises
- Whitelistable wrapper scripts for SQLite and Qdrant connectors (sqlite-query, sqlite-exec, qdrant-search, qdrant-index, qdrant-health, qdrant-count)
- Architecture evaluation and risk assessment documents for Godot+Rust bridge approach
- Round 13 engine selection discussion — full team debate on engine paradigms
- D-020: Engine and architecture selection — Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC
- Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf)
Fixed
- create-skill references to nonexistent init_skill.py and package_skill.py scripts
- SimBridge wire format: inputs now batch-encoded as Vec<PlayerInput> array per server protocol (was sending individual inputs per frame)
- SimBridge server args: positional address format ("127.0.0.1:9876") matching server CLI, port default corrected to 9876
- Wire format mismatch: LocalBridge now uses rmp_serde::to_vec_named() (named maps) matching client Protocol.gd expectations
- EOF on bridge read now returns BridgeError::Transport for disconnect detection instead of empty Vec
- WalkabilityMap rewritten from flat Vec to chunk-based HashMap per D-012 architecture (Tyre review)
- LocalBridge mutex .unwrap() → .expect() for clearer panic messages (Hoshe review)
- Documented 16MB MAX_MESSAGE_SIZE rationale in framing.rs (Hoshe review)
- Client input_mapper double-check bug (redundant event.pressed + is_action_pressed)
- Bounds validation on snapshot position arrays in game_state.gd and entity_renderer.gd
- Deterministic test snapshots (replaced Time.get_ticks_msec() with incrementing counter)
- Tween overlap in monologue_display.gd (cancel active tween before creating new one)
- SubViewportContainer missing SubViewport child in minimap.tscn
- Cargo.toml edition 2024 → 2021 for broader toolchain compatibility
- Relationship.target_name: String → target_id: u64 for entity scalability (Tyre review)
- DayPhase enum now derives Serialize/Deserialize (consistent with other enums)
- Replaced all absolute paths (macOS and Linux) with project-relative paths across round-16 docs
- Removed duplicate ROUND-16-STATUS.md from project root (content already in round-16-session-notes.md)
- Added relative-path convention to Qatux agent persona for cross-system consistency
Removed
- dotfiles/tmux.conf (no longer needed)
Changed
- Q-018 (shadowcasting algorithm selection) resolved via D-035
- All 18 agent briefings updated for decisions/ directory split and DEVOPS.md references
- Implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) now include Development Workflow sections with Makefile targets
- Q-009 (time system) resolved via D-031
- Ticket catalog expanded from 232 to 273 tickets with sprint sequencing (Run → Feel → Content → Validate)
- Ticket skill updated to use wrapper scripts exclusively (no more direct python3 calls)
- Miri's role updated from Canon Guardian to Worldbuilder & Setting Designer (original IP pivot)
- Project description updated to reflect D-020 engine decision
- Connector usage instructions now reference wrapper scripts instead of python3 directly
- Q-001 (engine selection) resolved via D-020