feat: Implement Live Director System for interactive simulation control
- Added waypoint context updates to handle action queue statuses in `waypoint_context.gd`. - Introduced new scene file `manwalk.scene` with terrain and stickman setup. - Created architecture summary for the Live Director System detailing core state transitions, physics mechanics, UI elements, and action execution. - Specified class contracts and interfaces for the Live Director implementation in `phase_12_live_director.md`. - Defined state transitions, input handling, and queue editing mechanics for the Live Director feature.
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@@ -34,6 +34,24 @@ No CLI build, test, or lint commands are used. Run the project from the Godot ed
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The main scene is configured as `run/main_scene="res://scenes/stickman_editor.tscn"` in `project.godot`.
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### Sandbox Stage (F6)
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Run `res://scenes/sandbox_stage.tscn` with **F6** to build and direct a scene. **EDIT** is for
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placing and transforming stage objects. **DIRECT** is for authoring stickman actions and event
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rules. Press **Space** or **Play** to start a run; press Space or **Direct** to freeze it.
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Space acts on each key press, so holding it does not repeatedly toggle the run. **Play** or Space
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resumes a paused run from its frozen pose and time. The stage clock is visible in the top bar as
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minutes, seconds, and centiseconds; it shows `00:00.00` in EDIT and planning DIRECT.
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While a run is paused in DIRECT, you can add or edit stickman actions and event rules against the
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paused scene. Pending actions can be reordered among themselves; the active action stays fixed.
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Completed or interrupted actions can be deleted, with deletion taking effect on the next run from
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`t = 0`. Event rules are not reordered. Objects cannot be moved or placed while paused; return to
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EDIT for object changes. **Reset** or entering EDIT restores authored object transforms and time
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zero while keeping action and rule edits. Paused edits autosave after a short debounce. A paused
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walk or recovery resumes with its animation/tween phase intact; recovery does not start a second
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ragdoll, and recovered feet keep their IK targets aligned instead of crossing.
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## Quick Start
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### 1. Create a body part
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