Commit Graph

11 Commits

Author SHA1 Message Date
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 da4e1420ee Fix: rejoining stacked players on top of each other (one fell through)
checkpoint / checkpoint (push) Successful in 1m40s
All players spawned at the exact same PlayerSpawn point and were on the
same collision layer, so two overlapping CharacterBody3Ds triggered a
physics depenetration shove that could launch one through the 1-unit-thick
floor.

- server.gd: golden-angle spawn spread -- each join lands ~1m+ from the
  others, growing outward, never exactly repeating.
- server_player.tscn + player.tscn: players on collision layer 2, mask 1
  (world only) -- players no longer collide with each other at all
  (fine for a social game; also removes the shove).
- player_spawner.gd + player.gd: hard safety net -- if y < -10 (any
  tunnel-through), snap back to the spawn instead of falling forever.

Verified: 3 server players spawn 1.15m+ apart, none fall, all rest on the
floor. 2p multiplayer + network_client smokes green.

Client-side -- rebuild the exe.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 00:00:27 +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 87f78b0226 Third-person camera + fix the avatar customize preview
checkpoint / checkpoint (push) Successful in 1m34s
You couldn't see your own character because the camera was first-person
(inside the avatar's head), and the customize screen's 3D preview rendered
nothing.

- player.tscn: camera now hangs off a SpringArm3D on a CameraPivot, 4 m
  behind + above the player, pulled in on collision. player.gd: yaw still
  turns the body, pitch orbits the arm (starts tilted down to frame the
  avatar).
- avatar_customization_ui.gd: the preview SubViewport had own_world_3d=false,
  so it shared the Control-only main world -- no scenario, nothing rendered.
  Set own_world_3d=true, add a WorldEnvironment with ambient fill + a
  key/fill light pair, make the camera current, tweak framing.
- smoke_test_player: assert the third-person SpringArm rig (18/18).
- smoke_test_enter_world: wait longer for the scene change -- a real
  POST /join spawns a dedicated server, which is slow (9/9).

Client-side change -- rebuild the exe to get it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 23:13:07 +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 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
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
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
coder-bot 5966fa9044 WIP checkpoint: PC2: Basic visible player character representation 2026-08-21 00:06:54 +00:00
architect-bot 2fa7b1f475 WIP checkpoint: PC2: Basic visible player character representation 2026-08-20 22:26:08 +00:00