Commit Graph

175 Commits

Author SHA1 Message Date
daddy 8019a1321c fix(studio): Add solid floor collision, live 3D gizmo dragging, inspector property sync, and nudge shortcuts
checkpoint / checkpoint (push) Successful in 6m23s
2026-09-22 21:07:12 +00:00
daddy 3f0ba543e1 feat(studio): Add Quick Start Guide, Viewport HUD, 3D raycast picking, quick add toolbar, and starter Baseplate
checkpoint / checkpoint (push) Successful in 6m20s
2026-09-22 20:11:02 +00:00
daddy 721dbe5ae7 feat(studio,stacking,animations,collections): M16 ModBison Studio, object stacking, model animations, and poly collections for MVP 2
checkpoint / checkpoint (push) Successful in 6m32s
2026-09-22 18:30:57 +00:00
daddy 654c1ec6bf Hide top action HUD and creator pill when world editor is active
checkpoint / checkpoint (push) Successful in 6m9s
2026-09-21 18:25:52 +00:00
daddy 509e85b53e Add bison model to default editor palette and object catalog
checkpoint / checkpoint (push) Successful in 6m10s
2026-09-21 18:11:06 +00:00
daddy ddcc0866b8 fix: Articulate pants with leg bones and fix walking animation clipping
checkpoint / checkpoint (push) Successful in 6m11s
2026-09-20 21:05:55 +00:00
daddy a7de464e1f fix: Scale and fit clothing attachments over body limbs to eliminate clipping
checkpoint / checkpoint (push) Successful in 6m11s
2026-09-20 20:51:05 +00:00
daddy 84b98e9b3a style: Double height of Water Buffalo lodge hat
checkpoint / checkpoint (push) Successful in 6m18s
2026-09-20 12:43:25 +00:00
daddy bb65274a49 style: Make water buffalo hat taller with rounded dome top, and shorten horns to white base and brown tip
checkpoint / checkpoint (push) Successful in 6m21s
2026-09-20 12:00:38 +00:00
daddy 62fa0b0067 feat: Add right hand/foot editor options, Flintstones Water Buffalo Lodge hat, hide controls in world editor, and easy main menu sound toggle
checkpoint / checkpoint (push) Successful in 6m19s
2026-09-20 11:40:41 +00:00
daddy 034a6901a9 test: add end-to-end smoke test for world chat send and sound toggle controls
checkpoint / checkpoint (push) Successful in 6m6s
2026-09-19 13:39:13 +00:00
daddy 7abf37ea81 fix(chat): support body and content fields in world and DM chat messages; feat(audio): add sound toggle switch and mute controls
checkpoint / checkpoint (push) Successful in 6m11s
2026-09-19 13:38:23 +00:00
daddy 7b693899a7 feat(mvp): support semantic versioning (MVP Build major.minor.release) in HUD and menus
checkpoint / checkpoint (push) Successful in 6m12s
2026-09-18 21:55:35 +00:00
daddy ee4006d217 feat(mvp): complete M13 clean-up milestone (real usernames, avatar studio redesign, pause menu, audio manager)
checkpoint / checkpoint (push) Successful in 6m22s
2026-09-18 21:54:01 +00:00
daddy 4c8a60fbc8 feat(audio): add built-in sound effects (bell, coin, chime, etc.), inspector sound presets, and preview player
checkpoint / checkpoint (push) Failing after 6m3s
2026-09-18 01:34:46 +00:00
daddy f93e99f042 feat(scripting): connect give_item to wallet rewards, add [E] Interact prompt and toast feedback
checkpoint / checkpoint (push) Failing after 6m2s
2026-09-18 01:04:36 +00:00
daddy 370395f1b6 feat(display): enable borderless fullscreen by default, F11/Alt+Enter toggle, and menu button
checkpoint / checkpoint (push) Failing after 6m3s
2026-09-18 00:56:19 +00:00
daddy 2b355d0ed8 feat(editor): add bundled 3D prop models and sample picker in Creator Studio
checkpoint / checkpoint (push) Failing after 3h14m9s
2026-09-17 23:35:33 +00:00
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 145af47068 chore: rename repo references and build presets to modbison
checkpoint / checkpoint (push) Successful in 5m59s
2026-09-17 18:41:48 +00:00
daddy aa5f945287 feat: rename game to ModBison and currency to Buffalo Chips
checkpoint / checkpoint (push) Successful in 5m56s
2026-09-17 18:29:48 +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 ea6948a9ba Fix avatar base body polygon winding order to prevent backface culling transparency
checkpoint / checkpoint (push) Successful in 5m56s
2026-09-17 17:22:40 +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 bbd9ffc46f fix(world): correct 3D chunk coordinate mapping and streaming proximity
checkpoint / checkpoint (push) Successful in 5m55s
2026-09-17 12:06:06 +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 e54ff6eeb2 fix: ensure server world always includes solid ground geometry to prevent falling through floor
checkpoint / checkpoint (push) Successful in 5m57s
2026-09-16 19:21:11 +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 42520b33d5 fix(join): increase join_world timeout, log dedicated server stdout/stderr, null check multiplayer
checkpoint / checkpoint (push) Successful in 5m49s
2026-09-15 21:23:45 +00:00
daddy a9144a1160 feat(godot): discovery & home UI with search, categories, sorting, pagination, and world entry 2026-09-15 21:02:58 +00:00
daddy 434f776f9a feat(godot): discovery API client with typed WorldSummary and DiscoveryResult parsing 2026-09-15 21:01:05 +00:00
daddy 041b5f907e feat(godot): selling, listing management, and creator payout UI 2026-09-15 20:51:45 +00:00
daddy ffa9a9e6da feat(godot): marketplace browse, search/filter and buy UI 2026-09-15 20:50:42 +00:00
daddy 30ff63f3fd feat(godot): wallet balance, credit pack purchase and ledger history UI 2026-09-15 20:49:43 +00:00
daddy 15ac91c42f feat(godot): add EconomyApiClient with wallet, marketplace, and payout helpers 2026-09-15 20:48:10 +00:00
daddy 8e54fee03d Implement Godot groups UI with browse, create, group page, and role management (task 909744ff1eee) 2026-09-15 19:40:41 +00:00
daddy 9b381a2b50 Implement Godot profile page UI with bio editing, privacy controls, favorites, and friends (task 121de83d3be8) 2026-09-15 19:37:50 +00:00
daddy 484b455e44 Implement Godot chat UI with DMs, world chat, real-time WebSocket receipt, and reporting (task 9b05df0c6869) 2026-09-15 19:35:13 +00:00
daddy e112467b53 Implement Godot friends & presence UI (task af249a67f693) 2026-09-15 19:32:35 +00:00
daddy 246b7ac996 Implement Godot API client with REST social helpers and WebSocket gateway client (task 264d84d07f28) 2026-09-15 19:25:27 +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 65995f30a6 Fix latent client-side encode_binary bounds min+size/min+max bug (nonzero position)
Found during review of the persistence-plumbing branch: _build_metadata_section
wrote raw bounds.size into the wire's 2nd float triple, but the wire format
(and _parse_metadata_section) treats that triple as max_pos, computing
size = max - min. AABB(Vector3.ZERO, size) masks this since size == max when
position is 0 -- exactly what every existing test used. Any chunk at a real,
nonzero world position would silently corrupt on its own client-local
encode/decode round-trip. Same bug class as the backend's min+size/min+max
mismatch fixed in chunk_codec.py (eb39e43), just on the client side this
time. Added a regression case to smoke_test_chunk_codec_interop.gd using a
real nonzero chunk position (96,-32,0) -- 33/33 passing. Full sibling smoke
suite re-verified clean afterward.
2026-09-14 23:00:17 +00:00
daddy fd88cef32f Wire client chunk streaming + dedicated-server content load to the backend
Implements the client-side half of docs/architecture/world_persistence_impl.md
(the backend API in backend/app/routers/{world_content,internal}.py and
game_servers.py's --api-url/--server-token/_await_ready were already merged):

- scripts/http_chunk_source.gd: new HttpChunkSource adapter satisfying
  ChunkStreamManager.set_server_rpc()'s seam. Fetches chunks over HTTP from
  the public world_content API (JWT via ApiClient), with ETag/If-None-Match
  (304) support backed by a user://chunk_cache/<checksum> cache, and a
  bounds-query list_chunks() helper (§8.1's chunk index). A 404 (unwritten
  coordinate) renders empty instead of erroring, per §8.1.

- scripts/server.gd: startup now parses --api-url/--server-token, and
  before binding the ENet port fetches the world's manifest + the
  spawn-neighbourhood chunks from /api/internal (§7.2/§7.3/§8.3), decodes
  them, and builds real StaticBody3D collision from solid tiles + non-
  walkable objects. Falls back to test_level.tscn if the backend is
  unreachable, the world has no rooms, or the room has zero chunks -- never
  hangs or crashes. Writes "ready"/"content" (plus diagnostic
  chunks_loaded/collision_shapes counts) into the status file that
  game_servers.py's _await_ready() already reads.

- scripts/api_client.gd: exposes a `base_url` getter so other client code
  building its own requests (HttpChunkSource; server.gd doesn't use this
  autoload at all, since its auth model is the per-spawn server token, not
  a player JWT) can target the same backend.

Also fixes three real, previously-dormant bugs this work's first real
exercise of these code paths uncovered (nothing before this called
encode_binary() or fed real data through set_server_rpc()):

- chunk_data_decoder.gd: `_build_metadata_section` never wrapped its
  output with the section id/length header every other section builder
  uses, so `encode_binary()` produced corrupt payloads the decoder read as
  a single garbage-length section ("truncated section body").
- chunk_stream_manager.gd: `_parse_coord_from_key` assigned a
  PackedStringArray (String.split()'s real return type) to an
  Array[String]-typed variable -- a hard crash.
- chunk_stream_manager.gd: `_instantiate_chunk_scene_with_data` read a
  nonexistent `data.format_version` field; ChunkPayload's field is
  `version`.

Adds scripts/smoke_test_http_chunk_source.gd, a real end-to-end smoke test
(register, create world, PUT a real chunk, stream it back through
ChunkStreamManager + HttpChunkSource, plus the unwritten-coordinate and
304-refetch paths).

Verified against a real backend + Postgres:
- Seeded real chunk content, joined through the real
  GameServerSupervisor spawn path: status file reports
  content=loaded, chunks_loaded=1, collision_shapes=33.
- A room with zero chunks and an unreachable backend (closed port) both
  fall back to test_level.tscn cleanly (content=fallback, ready=true, no
  hang/crash).
- Full existing Godot smoke suite (16 suites, including
  smoke_test_enter_world.gd and smoke_test_network_client.gd) passes with
  no regressions.
- Backend pytest (132/132) untouched and still green -- no backend/
  changes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
2026-09-14 22:54:56 +00:00
daddy eb39e4393d Fix 3 real client/server chunk-codec interop bugs, caught by a new golden-fixture test
checkpoint / checkpoint (push) Successful in 2m13s
No test ever exercised the client ChunkDataDecoder against real byte data
before this (M2 chunk streaming was never fed real content on PC2/PC3).
Added scripts/smoke_test_chunk_codec_interop.gd, decoding the backend's
exact golden fixtures (backend/tests/fixtures/chunks/*.bin) and asserting
byte-identical logical values -- the real cross-language contract this
whole persistence system depends on. It found three bugs on first run:

1. chunk_data_decoder.gd's _read_float32/_write_float32 used `bits as
   float`/`val as int`, a numeric cast in GDScript, not an IEEE-754
   bitcast -- silently corrupted every non-integer position/rotation/
   scale/bounds value (1.5 decoded as 1069547520.0, verified). Fixed with
   PackedByteArray.decode_float/encode_float (real bitcast, same
   little-endian order as the rest of this format).

2. backend/app/services/chunk_codec.py's binary codec wrote bounds as
   min+size, disagreeing with world.md §3's documented min+max wire
   format and with the client's actual (correct) decoder -- corrupted
   every chunk's bounds on the wire despite the backend's own JSON path
   using min+max correctly. Fixed the binary encode/decode to match the
   spec; regenerated the golden fixtures.

3. chunk_data_decoder.gd's object-properties parsing used
   `JSON.parse_string(props_str) or {}` -- GDScript's `or` is a boolean
   operator, not Python/JS-style short-circuit-return, so this silently
   evaluated to a bool for any object with real property data, crashing
   on assignment to the typed `properties: Dictionary` field. Fixed with
   an explicit type check.

Full backend suite (132/132) and 4 sibling client smoke tests re-verified
clean after all three fixes; no other `or {}`/`or []` instances of bug 3's
pattern found elsewhere in the codebase.
2026-09-14 19:56:44 +00:00
daddy 8822a03f53 Add ScriptBehavior DSL: data-driven, non-Turing-complete UGC scripting
Implements the DSL that docs/architecture/scripting_sandbox.md recommends
as the primary (and, for now, sufficient) approach in place of running
untrusted GDScript in-process: a fixed set of trigger/condition/action
verbs, expressed as plain JSON data, interpreted by trusted GDScript with
zero ability to reference engine singletons, call arbitrary methods, or
execute code.

- ScriptBehavior (scripts/scripting/script_behavior.gd): parses and
  validates rules from JSON/Dictionary data. Every trigger, condition
  type/op, and verb is checked against an explicit whitelist at parse
  time; malformed or unknown entries are dropped and recorded in
  rejected_rules, never partially executed. Carries an optional
  content_flags passthrough so this data type isn't hostile to future
  moderation-queue integration (docs/architecture/content_moderation.md).
- ScriptInterpreterNode (scripts/scripting/script_interpreter.gd): the
  only code that executes rules. Triggers: on_interact (proximity +
  "interact" input action), on_enter (edge-triggered Area3D overlap),
  on_touch (continuous overlap), on_timer (physics-clocked Timer). Verbs:
  give_item, play_sound, move, rotate, spawn_from_catalog, set_timer --
  each a fixed, hand-written function; verb dispatch is an explicit
  match(), never call()-by-name from data. move/rotate animate via Tween
  rather than teleporting.
- PlayerInventory (scripts/scripting/player_inventory.gd): a small
  per-player item-count stub for give_item to target, since no real
  inventory/entity-state system exists yet (M9 Economy). Attached to
  scenes/player.tscn as "Inventory".
- SpawnCatalog (scripts/scripting/spawn_catalog.gd): trusted catalog_id ->
  asset_id lookup for spawn_from_catalog, mirroring the AvatarCatalog
  data-driven-JSON convention. Rule data only ever supplies a catalog_id
  key, never a resource path.
- Wired a real demo ("ScriptedChest") into scenes/worlds/test_level.tscn
  with an on_interact rule (give_item + play_sound + rotate), plus an
  "interact" input action (project.godot).
- scripts/smoke_test_script_behavior.gd: exercises every trigger type,
  every verb, and every condition type against the real interpreter and
  the wired demo scene, and proves unknown/malformed/unsafe rules
  (unknown verb, unknown trigger, non-scalar smuggled arguments, etc.)
  are rejected at parse time and never run -- 50/50 checks pass.
2026-09-14 19:32:22 +00:00
daddy 6809018ef1 Avatar customization: skin colour = swatches + shade slider
checkpoint / checkpoint (push) Successful in 1m45s
The single tone slider could never get back to the default yellow. Replaced
it with a row of preset colour swatches (yellow first, then skin tones and
a few fun colours) plus a "Shade" slider that darkens/lightens the picked
swatch (0.5 = as-is). Picking yellow at mid shade reproduces the baked
default exactly.

Verified: avatar smoke 14/14, fresh-clone, and drove the swatches + shade
in rendered screenshots (green skin, back to yellow, dark tan).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 16:17:07 +00:00
daddy 43a3b888da Avatar customization: skin tone, head swap, and hair now actually apply
checkpoint / checkpoint (push) Successful in 1m45s
Three dead controls on the customization screen:

- Skin tone slider did nothing: neither the visualizer nor AvatarSystem
  ever read loadout.skin_tone. Added AvatarLoader.apply_skin_tone() -- it
  retints the base body's skin surfaces (matched by the placeholder skin
  albedo, i.e. head + arms) -- and both build paths call it. Slider now
  maps across a deep-to-pale skin range.

- "Cyber Head" did nothing: its catalog entry was type "body_part", which
  load_attachment() rejects, and the placeholder body is one mesh so there
  was nothing to hide either. Retyped it as an attachment -> it mounts on
  the Head bone as a cyber visor.

- Mohawk / ponytail sat inside the head: the Head and HeadTop bones were
  well below the visual head (bone at 1.58, head crown at ~2.03). Moved
  Head to the head's centre and HeadTop just above the crown (mesh is
  rigidly bound, so it doesn't move), and retuned the hair/visor/glasses
  meshes and offsets to match.

Verified: avatar smoke 14/14 (source + pack), fresh-clone, 2p multiplayer,
and drove the real customization screen in rendered screenshots (equip
head+mohawk+mid skin, then ponytail+glasses+pale skin).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 16:10:46 +00:00