Commit Graph

16 Commits

Author SHA1 Message Date
daddy 7ecf0d53bd Complete M11 Creator Studio and M12 Trust & Safety for PC5
checkpoint / checkpoint (push) Failing after 3h14m9s
- Creator Studio: Visual behavior & property inspector, GLB model importer, binary persistence
- Trust & Safety: 18+ TOS confirmation (DOB removed), creator guidelines & briefing card on join, in-game reporting HUD
- Test Harness: Add --filter, --skip-backend, --skip-godot to run_checkpoint_tests.py
2026-09-17 23:13:57 +00:00
daddy e05e18c384 feat(ui): wire M8 social, M9 economy, and M10 discovery into main menu and in-game HUD
checkpoint / checkpoint (push) Successful in 5m54s
2026-09-17 18:04:47 +00:00
daddy 50598a0dcb fix(multiplayer): replicate per-player avatar loadout and preserve original materials
checkpoint / checkpoint (push) Successful in 5m57s
2026-09-17 16:42:15 +00:00
daddy 7c77c0b447 fix: center ground under chunks and align player spawn with chunk grid
checkpoint / checkpoint (push) Successful in 5m56s
2026-09-17 13:36:59 +00:00
daddy d2b62c5d25 feat: stream chunks in-game, render 3D catalog props, and ground chunk coordinates
checkpoint / checkpoint (push) Successful in 5m54s
2026-09-16 21:31:33 +00:00
daddy 41d1f7438c Fix build stamp visibility, add create world UI, and add Save as New World to editor
checkpoint / checkpoint (push) Successful in 5m54s
2026-09-16 14:21:48 +00:00
daddy 73172b1e28 fix(editor): move build stamp to bottom, expand palette list, add hover feedback and instructions
checkpoint / checkpoint (push) Successful in 6m5s
2026-09-16 12:21:39 +00:00
daddy 4ff74ae823 Editor save path: single/batch chunk PUT, 409 retry, non-joined Edit World entry
Implements world_persistence_impl.md §9 client/editor task items 2-3:

- ChunkSaveService (scripts/editor/chunk_save_service.gd): single-chunk
  PUT with base_revision, batch PUT for multi-chunk edits, and a real
  409 -> re-fetch -> retry loop. Full-chunk overwrite (§8.2 D5) means
  "re-apply the edit" is just retrying with the locally-edited payload
  at the freshly-learned revision, not delta replay.
- InGameEditor gets a Save button (+ Ctrl+S) that surfaces live_session
  as an explicit warning instead of ignoring it, per §6 D4.
- "Edit World" entry point on the world list (owner-gated) that calls
  Session.begin_edit() instead of ApiClient.join_world() -- editing
  never joins, opens no ENet connection, spawns no dedicated server.
- game.gd wires Session.editing to fetch the real (0,0,0) chunk over
  HTTP and open the editor against it, falling back to an empty chunk
  for an unwritten coordinate.

Verified against a real backend (register/world/save/reload, a genuine
409 from two racing saves, atomic 2-chunk batch, live_session field) --
new scripts/smoke_test_editor_save.gd (19/19) plus an extended
smoke_test_world_list.gd covering the non-joined entry point (11/11).
Full existing Godot smoke suite (18 files) and backend pytest (132)
still pass unchanged.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 23:35:33 +00:00
daddy 7c37a0dc2f Add in-game editor MVP: EditorCore + 2D tile/object editing
Implements the in-game editor's shared, data-native core and a
Control-based UI on top of it, per docs/architecture/editor.md §7.1/§7.2,
scoped to 2D per §8's own risk mitigation (the default world is flat,
CHUNK_SIZE_Z=1 -- no 3D gizmos here).

EditorCore (scripts/editor/):
- ChunkEditorModel wraps a ChunkDataDecoder.ChunkPayload directly (no
  parallel data model) and adds a TileLayerData.set_tile() mutator
  alongside the existing get_tile().
- EditorUndoRedoStack wraps Godot's built-in UndoRedo (game-usable, not
  the editor-only EditorUndoRedoManager) so every mutation is a real,
  revertible do/undo Callable pair over ChunkEditorModel's raw setters.
- SelectionManager tracks the selected object id as UI state, deliberately
  outside the undo/redo stack.
- ToolRegistry + 5 tools (BrushTool, ObjectPlaceTool, SelectTool,
  EraseTool, TransformTool -- the 5th covers move/rotate/scale, which the
  doc's tool list doesn't literally name but the task requires) is the
  single choke point every mutation goes through.
- EditorObjectCatalog (assets/editor/object_catalog.json) is a new,
  small "placeable object" catalog -- AvatarCatalog and SpawnCatalog were
  checked first and are both scoped to other concerns, so this mirrors
  their loading convention rather than reusing either.

InGameEditor UI (scripts/editor/ui/): EditorViewport (2D top-down tile
grid + object dots), EditorToolbar, PalettePanel, InspectorPanel, wired
together in InGameEditor. Built from Control nodes in code (matching
game.gd's existing dynamic-UI convention) rather than a hand-authored
.tscn.

Entry point: game.gd gates build mode behind a new toggle_build_mode
input action (F2), freezing the player and opening a fresh empty
ChunkEditorModel. Loading a *real* chunk from the backend for editing,
and saving edits back, are explicitly out of scope -- a sibling task
owns the batch-PUT/conflict-handling save path
(world_persistence_impl.md).

Verification: scripts/smoke_test_editor_core.gd decodes a real backend
fixture (backend/tests/fixtures/chunks/simple_tile_chunk.bin), drives
place/move/rotate/scale/delete/paint/erase entirely through
EditorCore.use_tool()/ToolRegistry (never touching ChunkEditorModel's
raw setters directly), undoes and redoes every step, and round-trips the
result through encode_binary()/decode_binary() to prove the edited model
stays a valid, byte-compatible ChunkPayload. 69/69 assertions pass. Full
existing Godot smoke suite (16 other scripts/smoke_test_*.gd, backend +
dedicated-server-dependent ones included) still passes with no
regressions.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 23:18:45 +00:00
daddy eb4da62f99 Fix ESC-crashes-the-game, avatar facing backward, invisible build stamp
checkpoint / checkpoint (push) Successful in 1m47s
ESC: player.gd changed scene directly while game.gd._exit_tree closed the
socket, which re-fired server_disconnected -> _on_server_lost ran mid-
teardown (add_child on an exiting node, await on a null get_tree(), a
second change_scene_to_file). Moved ESC to game.gd as one ordered path:
_leave_world() sets a _leaving guard, disconnects the _on_server_lost
handlers before closing the connection, then changes scene. _on_server_lost
and _exit_tree now respect the guard. Verified headless: ESC -> world_list,
no errors; 2p multiplayer still connects.

Avatar faced +Z but a Godot node's forward is -Z, so walking forward
showed the character its own face. Rebuilt the placeholder facing -Z (face
plates, eyes, jaw, toes, and front-mounted attachments all moved to
negative Z; backpack/ponytail to +Z). The procedural walk was already
written for -Z forward, so it's unchanged.

Build stamp was there but tiny/low-contrast bottom-left -- bumped to 20px
opaque yellow with a heavy outline, moved to the top-left strip.

limb_animator: guard _process with is_instance_valid(_skel) so a frame
landing during avatar teardown can't touch a freed skeleton.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 14:24:45 +00:00
daddy 1b1260f371 Avatar: fix inside-out black shell + add a procedural walk cycle
checkpoint / checkpoint (push) Successful in 1m52s
The blocky body rendered fully black from every angle: _append_box wound
its faces clockwise-from-outside, so every computed normal pointed inward
-- an inside-out shell, lit from behind on all sides, and the level had
ambient light disabled so nothing lifted it. Fixed the winding (normals
now verify outward 234:36) and switched test_level's environment to a
soft colour ambient so shaded sides read grey, not pure black.

Limbs were static because the rig had no animation at all. Added
scripts/avatar/limb_animator.gd: a clip-free walk cycle that swings the
upper arm/leg bones with ground speed, folds the knees on the rear
stride, and eases back to rest when idle. Wired into the local player
(speed from velocity) and remote players in game.gd (speed from the
per-snapshot authoritative position delta).

Verified: avatar smoke 14/14 from source and exported pack; fresh-clone
boot PASS; game + menu boot headless clean.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 13:07:27 +00:00
daddy 9731615c34 Roblox-style blocky avatar + actually-visible build stamp
checkpoint / checkpoint (push) Successful in 1m52s
Avatar: rebuild the placeholder base body as a Roblox-classic (R6) figure --
six chunky solid box parts (head, torso, two arms, two legs) skinned one
part per bone onto the same 24-bone canonical rig, arms hanging at the
sides instead of a T-pose, plus a painted-on smile face. Classic
yellow/blue/green "noob" palette, flat single-colour surfaces (the old
capsule-segment chain read as a banded scarecrow). Attachments resized to
match the new proportions; head/hair/glove primitives are now boxes too
(dropped ~130KB spheres to ~3KB each).

Build stamp: it never rendered because `set_anchors_and_offsets_preset()`
plus `.position` on a zero-size Label collapses the rect to negative width.
Switched to a bottom-anchored full-width strip with explicit offsets and
text alignment, brighter colour + black outline. Shows on the main menu
(bottom-right) and in-world HUD (bottom-left) as `build PC3 <commit>`.

Verified: avatar smoke 14/14 from source and against the exported pack;
game.tscn + main_menu.tscn boot headless with no script errors.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 02:00:48 +00:00
daddy 44bfcb1871 Build stamp via assets/build_info.json (reliable: same path as the catalog)
checkpoint / checkpoint (push) Successful in 1m39s
config/version didn't survive export cleanly. Instead checkpoint_ops writes
assets/build_info.json at build time (a plain JSON file, packed by the same
include_filter as the avatar catalog) and the menu + in-world HUD read it
with FileAccess. Shows 'build PC3 <commit>' so playtest reports say exactly
which build is running.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 00:41:57 +00:00
daddy 3639fb3132 Fix multiplayer state: stacked players, ghosts after rejoin; add a build stamp
checkpoint / checkpoint (push) Successful in 1m40s
- Clients now hard-snap to the server's spawn position on the first
  snapshot. player.gd starts everyone on the fixed PlayerSpawn marker but
  the server spreads spawns out -- so one client saw players ~1m apart
  (correct) while the other saw them stacked (its local player still on the
  marker, never corrected because the ~1m drift was under the old 1.5m
  threshold). Threshold also tightened to 0.6m.
- game.gd._exit_tree() closes the ENet connection cleanly when you leave a
  world, so the server fires peer_disconnected and removes your player.
  Before, leaving just changed scene and the server never knew -- everyone
  else kept seeing a frozen "ghost".
- server.gd: once-a-second sweep of players whose peer is no longer
  connected, as a backstop for a missed disconnect.
- Build stamp: checkpoint_ops bakes "<PC> <commit>" into
  application/config/version at export; the menu and in-world HUD show
  "build PC3 <hash>" so playtest reports aren't ambiguous about which
  build is running.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 00:39:30 +00:00
daddy 80f24bfd01 Avatars actually show; camera stops hugging the player
checkpoint / checkpoint (push) Successful in 1m40s
- SpringArm3D was colliding with the player's own capsule (same layer) ->
  camera yanked up against the head. add_excluded_object(self) in _ready +
  gentler default pitch, shorter arm, lower pivot.
- AvatarSystem.build_current_avatar() is now self-sufficient: loads the
  catalog itself and falls back to a bare default loadout if login didn't
  prime one. So the in-world player always shows an avatar, never the
  capsule, as long as the assets are packed (they are now).
- New AvatarSystem.assemble_avatar(): builds a standalone avatar with a
  throwaway loader, touching no shared state -- so it's safe to call once
  for the local player AND once per remote peer. (load_avatar()'s shared
  loader reset()s and freed the previous avatar on every call.)
- game.gd: remote players render as the assembled avatar too (shared default
  look, tinted per-peer, name tag) instead of a plain capsule.

Client-side -- rebuild the exe.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 23:52:10 +00:00
daddy dba865ae4b PC3 Phase 2.3: networked play path in the game
- Session autoload: carries {world_id, host, port} from the world browser
  to the game scene.
- world_list.gd "Enter World": POST /api/worlds/{id}/join -> Session.begin
  -> load game.tscn. On 503 (backend has no orchestration) falls back to
  local single-player; other errors surface on the card.
- api_client.gd: join_world().
- game.gd (new, on game.tscn root): local single-player by default; when
  Session.active, connects a NetworkClient to the world's dedicated server
  and runs networked -- forwards the local Player's input each physics
  frame, snaps to the server position past a generous drift threshold
  (the Player keeps predicting locally with real collision), renders other
  players from snapshots (labelled capsules, lerped -- avatar appearance
  sync is a follow-up, the server doesn't replicate loadouts yet), and
  returns to the world list on disconnect.
- player.gd: exposes net_input (the input frame it applied) and
  apply_server_correction().
- network_client.gd: send_input() + get_own_server_state() for callers that
  do their own collision-aware prediction.
- scripts/mp_game_flow_client.gd + run_game_multiplayer_test.sh: two real
  clients each register -> join via the API -> game.tscn -> networked;
  A sees B and moves. PASS.

Verified end to end against an orchestration-enabled backend. Non-networked
smokes green (enter_world 9/9, world_list 5/5, player 15/15,
avatar_in_world 10/10, main_menu_full_flow 12/12).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 22:07:06 +00:00