Commit Graph

333 Commits

Author SHA1 Message Date
daddy 50c6a31c25 PC3 Phase 2: orchestration under checkpoint control + networking doc
- pm/checkpoint_ops.py (framework): playtest backend now launches with
  GAME_SERVERS_ENABLED + GODOT_BIN + GAME_PROJECT_DIR + GAME_SERVER_HOST so
  playtesters actually share a world.
- docs/architecture/networking.md 7a/7b: the orchestration + client-play
  design as built.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 22:08:02 +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
daddy 260b7a38da PC3 Phase 2.2: game-server orchestration + POST /api/worlds/{id}/join
- backend/app/services/game_servers.py: an in-process supervisor. One
  headless Godot dedicated-server process per world, keyed by world_id,
  spawned on demand from the join endpoint, port-allocated from a
  configured range, with a background reaper that kills a world's server
  once its status file reports 0 players for the idle timeout. Off by
  default (GAME_SERVERS_ENABLED); the checkpoint/playtest launcher enables it.
- POST /api/worlds/{id}/join -> {world_id, host, port}; 404 for
  unknown/hidden worlds, 503 when orchestration is disabled. Auth required.
- main.py lifespan starts/stops the supervisor.
- config.py: GODOT_BIN, GAME_PROJECT_DIR, GAME_SERVER_HOST, port range,
  idle timeout.
- tests/test_world_join.py (auth / 404 / visibility / 503) -- suite 72 passed.
- checkpoint runner also runs the 2p multiplayer shell test.

Verified end to end: enabled orchestration, POST /join spawned the Godot
server, a real client connected to the returned address and moved; backend
shutdown reaped the process.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 22:02:55 +00:00
daddy 682f1f89f7 PC3 Phase 2.1: server-authoritative sim + prediction/reconciliation with replay
Made the multiplayer core actually work (it had never run a real sim):

- project.godot: physics pinned to 30 Hz -- the shared sim/snapshot/prediction rate.
- server.gd: loads the world's level (real ground + collision), spawns a
  server Player per peer at the level's PlayerSpawn, broadcasts a full
  snapshot every physics frame with each peer's state AND last_seq (the last
  input seq applied for that peer). Accepts `--port/--world/--status-file`
  args (status file = player count for a future idle reaper); defaults keep
  `godot res://scenes/server.tscn` working standalone.
- player_spawner.gd (server Player): rewrote -- drains its whole input queue
  each physics frame in seq order, integrates gravity/walk/jump with the
  shared constants, move_and_slide(), tracks last_applied_seq. No more no-op
  process_server_input().
- network_client.gd: rewrote reconciliation -- drops inputs the server has
  acked (last_seq), re-simulates the still-in-flight ones from the
  authoritative state, snaps only on real drift. Exposes get_remote_states()
  (peer_id -> latest snapshot state) for the game to render other players.
  predict_and_send() now also sends body yaw.
- proxies trimmed to the RPC set the rewrite actually uses.
- scripts/mp_test_client.gd + run_multiplayer_2p_test.sh: two real client
  processes vs one real server -- client A sees client B and its own
  movement round-trips. PASS.
- run_checkpoint_tests.py: also run the 2p shell test.

smoke_test_network_client 4/4, player 15/15, avatar_in_world 10/10, all green.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 22:00:18 +00:00
daddy 587a15a52e PC3: checkpoint runner starts a dedicated server for the network-client smoke
smoke_test_network_client.gd needs a separate `godot scenes/server.tscn`
process on ENet 7777; the runner never started one, so that test has been
failing in every checkpoint run (the only failure in an otherwise-green
suite). Start it just for that test, tear it down after.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 21:53:05 +00:00
daddy e59cf158e5 PC3 Phase 1.4-1.6: avatars wired into the game end to end
- api_client.gd: get_avatar_loadout() / save_avatar_loadout()
- main_menu.gd: on successful auth (fresh or session-restore), load the
  catalog + fetch the saved loadout into AvatarSystem so the in-world
  player renders as the player's avatar. Best-effort: a slow/failed prime
  never gates getting in (UI goes authenticated first, prime runs after).
  New "Customize Avatar" button (enabled only when signed in).
- avatar_system.gd: local-player convenience API -- ensure_catalog(),
  set_loadout_from_dict() (from the backend's GET shape), has_loadout(),
  build_current_avatar().
- player.gd: swaps the placeholder capsule for the assembled avatar
  (feet-aligned to the capsule bottom) when a loadout is primed; silent
  fallback to the capsule otherwise. Camera stays first-person for now
  (third-person is a noted follow-up).
- avatar_visualizer.gd: rewrote it -- the old version referenced
  AvatarLoader.SlotResult / load_slot() which never existed, so it didn't
  compile and took avatar_customization_ui.gd down with it. Now a thin
  wrapper over AvatarLoader for the preview.
- avatar_customization_ui.gd: seeds from the live loadout, saves through to
  AvatarSystem + PUT /api/avatar/loadout (local file kept as fallback),
  fixed a Camera3D.look_at() before-in-tree crash.
- scenes/avatar_customization.tscn rebuilt (old one used the Godot-3
  `ViewportContainer` node type) + avatar_customization_screen.gd wrapper
  that returns to the menu on close.
- smoke_test_avatar_in_world.gd: primed loadout -> game.tscn -> player
  shows the assembled avatar, capsule hidden, rig + bone mounts present.

Verified: cold-cache smokes green (player 15/15, avatar_system 14/14,
avatar_in_world 10/10, main_menu_ui 13/13); against a live backend
main_menu_full_flow 12/12, main_menu_back 20/20, world_list 4/4,
enter_world 9/9, e2e 4/4; plus a manual register->default-loadout->
customize->save->re-fetch-persisted round trip.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 21:50:41 +00:00
daddy af85048deb PC3 Phase 1.3: backend avatar loadout persistence
New avatar_loadouts table (one row per user, loadout stored as a single
JSONB document matching the client's AvatarLoadout.to_json() shape) and
GET/PUT /api/avatar/loadout.

The server has no copy of the asset catalog, so it validates only the
envelope (JSON object, non-empty base_body, object slots, size cap) --
which-asset-in-which-slot validation stays client-side. New accounts get a
server default (base_human_male_01, no slots) with is_default:true so the
client can tell "never customised" from "customised back to base".

- models/avatar_loadout.py + 0004 migration + User.avatar_loadout relation
- routers/avatar.py wired into main.py
- tests/test_avatar_loadout.py (7 tests: default, save/read, replace,
  validation, auth) -- full suite 68 passed
- lifted the duplicated _override_db fixture from 3 test files into
  conftest.py (new test files need it too)
- docs/architecture/avatar.md §9a: the persistence design

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 21:42:10 +00:00
daddy d6cd3293ae PC3 Phase 1.2: placeholder avatar asset pack + make the loader actually assemble
assets/avatars/catalog.json referenced 14 GLB files that were never in the
repo, so the avatar system could not load a single avatar. And the loader's
assembly path had never run against a real skeleton -- it called
Skeleton3D.has_bone() (no such method in Godot 4) and hand-copied bones in a
way that dropped the skin binding.

- scripts/tools/gen_placeholder_avatars.gd: generates the pack headlessly via
  GLTFDocument -- one rigged/skinned base body (the full 24-bone canonical
  rig from a T-pose) + 13 primitive attachments. Crude on purpose; real art
  swaps in as a pure content change (catalog paths unchanged).
- assets/avatars/*.glb: the generated pack (checked in).
- avatar_loader.gd: rewrote _parse_glb_as_avatar to lift the skin-bound
  Skeleton3D that generate_scene() already produces, instead of rebuilding it.
  Attachments now mount via BoneAttachment3D to the catalog's mount_bone and
  are actually added to the avatar tree (they were parsed then dropped).
  Fixed the has_bone() crash, the null ARRAY_BONES cast in _retarget_skin,
  and the Array[String] type mismatch on the accessory list.
- smoke_test_avatar_system.gd: replaced the "asserts it fails gracefully
  because the files don't exist" section with a real assembly check --
  Skeleton3D present, full 24-bone rig, canonical bones resolve by name,
  visible body mesh, equipped items mounted to bones. 14/14 from a cold cache.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 21:38:00 +00:00
daddy f51c49fcfa PC3 Phase 1.1: game boots clean from a bare clone
Root cause: a stale .godot/global_script_class_cache.cfg was force-committed
to the repo (last regenerated before the avatar system merged), and Godot
does not rebuild the global class registry on a plain headless scene run --
only an editor scan / `--import` does. So every cross-file `class_name`
reference in the avatar module failed to resolve from a fresh clone, and the
AvatarSystem autoload failed to instantiate entirely.

- Untrack .godot/ and sandbox_probe/.godot/ (already in .gitignore; were
  force-added during old WIP checkpoints)
- Reference sibling avatar scripts via preload() constants instead of their
  global class_name, so the module parses independent of scan order. Keeps
  the class_name declarations for editor/tooling use.
- avatar_loadout.gd's static from_json() factory self-references via a
  preload const too (a script can't resolve its own class_name mid-compile
  on a cold cache).
- smoke_test_avatar_system.gd: same preload treatment so it runs from a bare
  `--script` invocation.

Verified from a wiped .godot/: main_menu.tscn and game.tscn boot with zero
script errors; smoke_test_avatar_system 10/10, smoke_test_player 15/15,
smoke_test_main_menu_ui 13/13, smoke_test_test_level PASS.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 21:27:57 +00:00
daddy 3596922696 Fix real flake in smoke_test_network_client.gd's prediction-buffer check
Found while re-verifying the full PC2 test suite from a fresh clone:
the "prediction buffer has entries" check failed ~1 in 3 runs. Root
cause is a genuine race in the test, not in prediction/reconciliation
itself -- a server snapshot RPC can land on the 60-frame loop's final
`await process_frame`, triggering a legitimate reconciliation that
clears the buffer (network_client.gd's documented behavior) right
before the check reads it. The desync-correction check right after it
already proves reconciliation logic works correctly on its own, so
this was never actually catching a real bug -- just occasionally
racing a real correction event.

Fix: one more predict_and_send() right before the check guarantees a
fresh buffer entry regardless of whether a correction just fired.
Verified 5/5 clean runs against a real dedicated server after the fix
(previously observed a failure within 3 runs).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 01:44:28 +00:00
agent-bot 1526f3a636 Merge pull request 'Avatar loader & customization system: merge onto main + fix regressions, add smoke coverage' (#53) from agent/896fbb97de1d into main 2026-08-21 01:35:28 +00:00
coder-bot b6e146e4b2 Avatar loader & customization system: merge onto main + fix regressions, add smoke coverage
Merges the pre-existing avatar system implementation (catalog, slot
registry, loadout, glTF-based loader, customization UI, visualizer --
~2300 lines across scripts/avatar/) onto current main, which had
diverged significantly since this branch was last touched (PC1 UI
fixes, PC2's playable level/player/multiplayer work).

Fixes found while integrating:
- project.godot had wholesale-replaced the [autoload] section again
  (same recurring pattern as the multiplayer server/client branches),
  dropping the ApiClient autoload entirely. Restored it additively
  alongside AvatarSystem.
- All other real conflicts (main_menu.tscn/.gd, main.tscn, .godot
  cache) were pure "this branch re-created a stale duplicate of
  something main already has" -- resolved by taking main's version,
  confirmed via `git diff` that this task's own changes never touched
  those files' actual logic.

New: scripts/smoke_test_avatar_system.gd -- confirms AvatarSystem is a
real autoload, the committed catalog.json parses, loadout equip/
validate/JSON-round-trip works against real catalog entries, and --
since assets/avatars/*.glb model files don't exist yet -- that
AvatarLoader.load_base_body() fails gracefully (null + load_error
signal) rather than crashing when given a real catalog entry with no
backing file. 10/10 passing.

Verified no regressions: all 10 pre-existing Godot smoke suites still
pass against a live backend, and all 61 backend pytest tests pass.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 01:34:51 +00:00
coder-bot 59ca5a4c6e Merge main into agent/896fbb97de1d
# Conflicts:
#	.godot/editor/filesystem_cache10
#	.godot/editor/project_metadata.cfg
#	.godot/global_script_class_cache.cfg
#	.godot/uid_cache.bin
#	project.godot
#	scenes/main.tscn
#	scenes/main_menu.tscn
#	scripts/main_menu.gd
#	scripts/main_menu.gd.uid
2026-08-21 01:26:13 +00:00
reviewer-bot b422e41a0f Merge pull request 'Client-side position sync + prediction/reconciliation' (#52) from agent/806cbbff5213 into main 2026-08-21 01:22:34 +00:00
claude-checkpoint-tooling bd44ecba14 Client-side position sync + prediction/reconciliation
Real client-side networking for the player controller, verified with a
genuine two-process integration test (an actual dedicated server process
+ a real ENet-connected client), per docs/architecture/networking.md §5.

scripts/network_client.gd: NetworkClient -- predicts movement locally on
input (same movement constants as scripts/player_spawner.gd), sends input
to the server via RPC, and reconciles against the server's authoritative
snapshots when they diverge beyond a threshold.

scripts/network_receiver_proxy.gd + network_player_proxy.gd: the RPC
plumbing that makes this actually route correctly, which took real
debugging to get right:
- Godot's rpc_id() resolves the receiving node by matching the sending
  node's NodePath between peers. scripts/server.gd is the SceneTree root
  node "Server" when the dedicated server runs, and spawns each player as
  "Player_<peer_id>" under itself -- so the client needs its own node
  tree at those same paths purely for RPC routing.
- Godot also enforces an RPC "node checksum": both peers must declare the
  *same set* of @rpc methods at a matching path, or every RPC at that
  path fails, not just a genuinely missing one. Every @rpc method on
  scripts/server.gd's root and scripts/player_spawner.gd had to be
  mirrored here (mostly as no-op stubs), not just the ones this class
  actually calls.

Known, explicitly-scoped simplification (stated in the code, not hidden):
scripts/server.gd's snapshot doesn't currently echo back a per-peer "last
input seq processed", so reconciliation corrects against the most recent
prediction rather than true tick-exact rollback-and-replay
(networking.md §5.2 step 4). A real follow-up once the server echoes
that ack, not faked here.

Verified: real two-process test (godot --headless --path . scenes/
server.tscn as an actual persistent process, a second process running
scripts/smoke_test_network_client.gd against it over real ENet) --
4/4 passing: connects, predicts locally before any server round trip,
sends real input, and a deliberately-desynced position (moved 9999 units
away) gets corrected by the very next real snapshot. Full existing
client suite (10 suites) + 61 backend pytest still passing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 01:21:37 +00:00
coder-bot bae326e14c WIP checkpoint: Client-side position sync + prediction/reconciliation 2026-08-21 01:18:34 +00:00
coder-bot 140db9df91 Recovered orphaned WIP before switching to a new task 2026-08-21 01:17:16 +00:00
coder-bot 2dff83bae3 WIP checkpoint: Client-side position sync + prediction/reconciliation 2026-08-21 01:17:13 +00:00
coder-bot 1a8821e3c8 WIP checkpoint: Client-side position sync + prediction/reconciliation 2026-08-21 01:14:07 +00:00
reviewer-bot 019dfca14f Merge pull request 'Address review feedback: Implement Godot dedicated server scene + player spawning' (#51) from agent/3bba30f838d1 into main 2026-08-21 01:00:23 +00:00
claude-checkpoint-tooling 7be50e3313 Fix real scene collision + a real regression from removing the Server autoload
Two genuine bugs, found by reproducing rather than trusting the branch's
own state:

1. scenes/player.tscn collided with PC2's client-side player scene at the
   exact same path (server-authoritative PlayerNode vs. the local
   single-player character) -- whichever merged last would silently
   overwrite the other. The branch's own last commit had literally
   committed unresolved <<<<<<< conflict markers into the file instead of
   resolving them. Renamed the server's version to
   scenes/server_player.tscn, restored scenes/player.tscn to match main's
   real client scene exactly, repointed scripts/server.gd's preload.

2. scenes/server.tscn's root Node had no script attached at all -- it only
   ever worked before because project.godot had `Server` registered as a
   project-wide autoload (the exact wholesale-overwrite this task was
   already asked to fix). Once that autoload was correctly removed,
   nothing attached server.gd to the scene tree anymore and the dedicated
   server silently did nothing. Attached scripts/server.gd directly to
   scenes/server.tscn's root node instead.

Verified: godot --headless --import/--quit both clean, full 10-suite
client smoke test all passing, and the dedicated server actually listens
on UDP port 7777 when launched explicitly (`godot --path . scenes/server.tscn`)
-- confirmed with `ss -ulnp`, not just trusting the startup print (first
checked with `ss -tlnp`, which only shows TCP and falsely suggested it
wasn't listening at all; ENet is UDP).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 00:59:24 +00:00
coder-bot 29de1c5c3a Merge main into agent/3bba30f838d1 2026-08-21 00:56:17 +00:00
claude-checkpoint-tooling 92c10fa657 Add smoke_test_enter_world.gd + doc update that never made it into PR #50
Both were verified (9/9 passing) before PR #50 merged but got lost in the
handoff between my push and the concurrent live agent session reusing the
same workspace -- PR #50's actual merged diff only had the world_list.gd/
player.gd code changes, missing the new test file and the doc update.
Caught while auditing everything feeding PC2 for real completeness.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01M6rUEynmv2QmweocAQYARN
2026-08-21 00:53:55 +00:00
reviewer-bot 8357643072 Merge pull request 'PC2: Wire "Enter World" from the browse list to the playable level' (#50) from agent/9e7930c1b631 into main 2026-08-21 00:47:26 +00:00
architect-bot 736ebce0d0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:44:47 +00:00
coder-bot b60480798f WIP checkpoint: PC2: Wire "Enter World" from the browse list to the playable level 2026-08-21 00:43:45 +00:00
reviewer-bot 77f7511a4f Merge pull request 'PC2: Basic visible player character representation + local movement controller' (#49) from agent/9bfb90314053 into main 2026-08-21 00:41:53 +00:00
coder-bot 8be962248d Merge main into agent/9bfb90314053
# Conflicts:
#	scenes/worlds/test_level.tscn
2026-08-21 00:39:28 +00:00
claude-checkpoint-tooling 7790670559 WIP: add Camera3D, fix jump/forward-direction bugs, add mouse capture, build game.tscn composition 2026-08-21 00:39:13 +00:00
architect-bot c4eab8db92 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:20:21 +00:00
coder-bot 4d754ae48e WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-21 00:19:51 +00:00
coder-bot e2a77b055f WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:09:44 +00:00
coder-bot 5966fa9044 WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:06:54 +00:00
coder-bot d1d03df2e6 WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-21 00:01:24 +00:00
architect-bot 4dda636ed0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-21 00:01:15 +00:00
coder-bot 945c498a31 WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:01:08 +00:00
reviewer-bot be0acb1862 Merge pull request 'PC2: Build a basic playable test level scene' (#48) from agent/0c49a36fc7db into main 2026-08-21 00:00:12 +00:00
coder-bot 8118f3074b WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 23:46:29 +00:00
architect-bot 4276a89a6a WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-20 23:31:27 +00:00
architect-bot 5803f47069 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 23:19:05 +00:00
coder-bot e33b91d976 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 23:17:43 +00:00
coder-bot 1c3c57dbd0 WIP checkpoint: Address review feedback: Implement Godot dedicated server scene + player spawning 2026-08-20 23:17:09 +00:00
coder-bot fdc43bd5f1 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 23:01:55 +00:00
architect-bot 406ff3457e WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:50:48 +00:00
coder-bot 3f7acf857c WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:41:53 +00:00
coder-bot 6648b2bba5 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:31:46 +00:00
coder-bot bfcbd0486f WIP checkpoint: Implement avatar loader and customization UI in Godot 2026-08-20 22:30:31 +00:00
architect-bot f70b5b2ee5 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:28:06 +00:00
architect-bot 2fa7b1f475 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:26:08 +00:00
coder-bot 7f753cb1b8 WIP checkpoint: PC2: Build a basic playable test level scene 2026-08-20 22:17:48 +00:00