Implement Phase 17a Prop Roles UI/UX Specification and associated functionality

- Added UI/UX specification for prop roles and set down mechanics in phase 17a.
- Created `PropStageRoles` script to manage normalized behavior for props, including depth, motion, and collision settings.
- Introduced `StagePhysicsPolicy` for shared physics configurations related to props and actors.
- Developed comprehensive tests for prop roles, including default settings, legacy migration, serialization, and runtime behavior.
- Ensured proper handling of set down actions, including clearance and orientation preservation.
This commit is contained in:
2026-10-09 23:11:34 -04:00
parent 3f66cc3195
commit 1d4a71525a
52 changed files with 20051 additions and 109 deletions
@@ -71,6 +71,11 @@ This document tracks known technical debt, optimization opportunities, and minor
| 59 | **Stage-only speech edits remain drafts until session completion** — a recoverable draft can differ from its queue/rule target while the child is styling. | Medium | Planned | Done speech is the single validated in-memory commit boundary. A Scene Save request during composition is deferred until the user explicitly completes speech; it never commits implicitly or writes the stale queue/rule target. Cancel speech confirms before discarding an edited draft. This avoids premature persistence of blank bubbles and stale scene data. Recovery remains draft-only. See `docs/specs/speech_stage_only_editor.md`. (2026-09-30) |
| 60 | **Run contact timing and baked IK poses share authored gait facts** — clip duration/contact phases must agree with locomotion's stance weights and fixed travel pace. | Medium | Planned | Phase 16 keeps one locomotion controller and an authored Run clip. Tune the speed, cycle duration, foot travel, and contact windows together; flight windows must release both foot locks. The generator and runtime each need phase data, so a future data-driven gait asset may be useful if more styles are added. See `docs/specs/phase_16_running_stickman.md`. (2026-10-03) |
| 61 | **Move To migration crosses action and trigger identities** — an old `walk_to` completion filter can silently stop matching after an action becomes `move_to`. | High | Planned | Phase 16 canonicalizes old queue/rule movement actions and `action_finished.params.action_type` filters before validation, while preserving actor IDs, waypoint positions, action order, and rule IDs. Verify old scenes at the boundary and retain the `StickmanRig.walk_to` scripting facade. See `docs/specs/phase_16_running_stickman.md`. (2026-10-03) |
| 62 | **Grounded movement currently writes the stickman root transform directly** — limb proxy contacts alone cannot prevent walking through a prop marked Blocks stickmen. | High | Planned | Phase 17a adds a swept body check to grounded movement and arrival snaps, and reports a blocked approach without false arrival. Keep ordinary ground and navigation tied to terrain; use the same actor-blocking profile for walking, airborne sweeps, ragdoll bodies, and contact events. See `docs/specs/phase_17a_prop_roles.md`. (2026-10-05) |
| 63 | **Per-placement prop contact permissions need pair reconciliation** — layer/mask changes on one body alone can leave contacts from the other body's scan. | Medium | Planned | Phase 17a centralizes authored-start/held/released profiles on `PropBlock`, uses named physics bits, and adds symmetric pair exceptions on discrete role/scene transitions. Reconcile affected pairs on role edits, pickup/release, load, and reset; avoid per-frame pair work. See `docs/specs/phase_17a_prop_roles.md`. (2026-10-05) |
| 64 | **Legacy scene draw order can interleave props and characters** — the new two-choice depth control cannot exactly encode an older prop between two characters. | Low | Planned | Preserve `World` order with a persisted `legacy_draw_order` marker and z-index zero until the child explicitly picks Behind or In front. Show an Old scene order cue in the card; selecting a depth applies that choice relative to every character. See `docs/specs/phase_17a_prop_roles.md`. (2026-10-05) |
| 65 | **Large custom prop switches need state parity with native buttons** — a drawn 64 × 34 px switch inside a full-row `Button` replaces the stock small `CheckButton` icon. | Low | Planned | The proposed `PropSettingsToggleRow` should keep native focus, keyboard activation, disabled state, and one `toggled` emission per press; its child labels must ignore pointer input. A compact depth cue lives inside each choice button, while the stage remains the live preview. See `docs/specs/prop_settings_card_refinement.md`. (2026-10-09) |
| 66 | **Stage selection panels duplicate layout and visual rules** — the prop card owns its own shell sizing, choice styles, and `stage_prop_settings` tokens, making later inspector cards prone to drift. | Low | Planned | Promote the current prop card to a small shared Stage inspector shell, choice group, and toggle row with `stage_panels` theme tokens. Keep domain handlers in `SandboxStage`; preserve the existing prop role schema. During migration, resolve old prop tokens as fallback only temporarily and remove duplicate reads once the prop card uses the shared controls. See `docs/specs/stage_panel_ui_system.md`. (2026-10-09) |
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@@ -149,4 +154,8 @@ This document tracks known technical debt, optimization opportunities, and minor
| 2026-10-03 | Speech badge clusters now also form when bubble frames intersect. For overlapping bubbles, the sorted badge row anchors above the largest frame, preventing a smaller bubble's badge from appearing through the larger bubble's text. |
| 2026-10-03 | Phase 16 Move To/Run architecture specification written for user sign-off (`docs/specs/phase_16_running_stickman.md`). Approved canonical `move_to` plus Walk/Run style, migration of old movement and completion-filter types, a short arrival settle, and visual verification across Ground, Ramp, Step, seams, edges, and existing fall/landing behavior. Logged #60 for duplicated gait phase facts and #61 for the migration boundary. No implementation code changed. |
| 2026-10-05 | Phase 17a prop roles and Set Down architecture specification written for final user sign-off (`docs/specs/phase_17a_prop_roles.md`). Retain `PropBlock` as a stable `RigidBody2D` with authored-start/held/released profiles; make Set Down a world release target with terrain-grounded reach and physics settling; use explicit contact-pair policy and a grounded walking sweep. Legacy scenes migrate with dynamic prop behavior and a saved draw-order marker. Logged #62–#64. No implementation code changed. |
| 2026-10-09 | Proposed Prop settings card refinement written for user approval (`docs/specs/prop_settings_card_refinement.md`): full-width 64 × 34 px switches, explicit selected choice styling, plain-language copy, nearby help, compact scrollable card, and small front/behind cues. Logged #65 for custom control state parity. No implementation code changed. |
| 2026-10-09 | Proposed Stage selection panel UI system drafted for user approval (`docs/specs/stage_panel_ui_system.md`). The current prop card is the reference; a shared shell, choice group, toggle row, and theme tokens support later Stage inspectors. Logged #66 for duplicated panel presentation. No implementation code changed. |
_End of Log_