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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@@ -55,6 +55,11 @@ This document tracks known technical debt, optimization opportunities, and minor
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| 43 | **Phase 10 thumbnail invalidation relies on path plus mtime** — custom cache keys will hash the full canonical path and include file modification time. | Low | Planned | This prevents equal basenames in different folders from sharing a PNG, while retaining cheap refresh checks. A filesystem with coarse timestamp resolution can miss two same-tick edits; content hashing is deferred unless observed. Cleanup must not remove built-in or unrelated external thumbnails. See `specs/phase_10_prop_integration.md`. (2026-09-21) |
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| 44 | **Phase 10a Sandbox prop scaling depends on rigid-body collision scale behavior** — the approved corner gesture changes `PropBlock.scale`, so visual and physics bounds must agree for built-in circles/polygons and custom one-hull props. | Medium | Resolved | `PropBlock.begin_play_instance_scale()` transfers authored scale into child visuals and collision geometry during PLAY, including custom one-hull props and the nonuniform circle fallback, then `end_play_instance_scale()` restores the authored root scale in EDIT. `tests/test_phase10a_prop_scaling.gd` verifies scaled polygon and circle extents, rotated polygon contacts, dynamic PLAY contacts, and legacy nonuniform circle ellipse contacts. (2026-09-22) |
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| 45 | **Phase 10a geometric normalization excludes stroke and physical mass distribution** — Normalize Size fits the union of shape points to 96 px on its longest axis, scaling about the fixed prop origin while leaving outline width unchanged. | Low | Planned | This preserves anchor offsets and current Center Prop AABB semantics; an off-origin prop remains proportionally off-origin. A future visual-stroke fit or center-of-mass sizing tool would require a separate contract. Existing #39 tracks AABB versus physical center; #37 tracks missing document-wide undo. See `specs/phase_10a_prop_scaling.md`. (2026-09-21) |
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| 46 | **Phase 12 live queue editing needs session-only action identity and history** — authored indices shift during edits, and a reactive takeover replaces the runner's unconsumed runtime slice. | Medium | ✅ Resolved | Implemented stable session action IDs and a separate COMPLETED/INTERRUPTED ledger. Reactive consequences remain transient; a canceled primary action stays INTERRUPTED and runs only on the next `t = 0` run. Pending actions alone can reorder, active remains fixed, and consumed entries are delete-only. IDs are not serialized. Verified during Phase 12 editor verification. (2026-09-24) |
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| 47 | **Phase 12 pause requires explicit ownership of physics and procedural clocks** — ragdoll bodies, the runner, locomotion AnimationPlayer, and recovery tween have independent clocks. | Medium | ✅ Resolved | Pause/resume now snapshots and restores dynamic prop/ragdoll state, pauses runner and recovery-tween clocks, and resumes only locomotion animation that Phase 12 paused. A recovery already in progress stays in `RECOVERING` and completes after Resume; pausing does not rebuild a ragdoll. Stable ragdoll ownership supports multiple rigs. User verified the recovery-pause path and visible recovery result. (2026-09-24) |
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| 48 | **Phase 12 paused paths use one representative ground anchor** — the nearest terrain ray below live feet or ragdoll bounds supplies the pending path origin. | Low | ✅ Resolved | Implemented the approved representative ground anchor, with a live-feet fallback when the probe finds no surface. Multi-contact path planning across a sprawled ragdoll and uneven terrain remains outside Phase 12, but the current anchor is stable and inspectable for paused queue authoring. (2026-09-24) |
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| 49 | **Phase 12 event edges must be rebaselined without replay** — freezing bodies may emit contact exits/entries, and the stage polls area overlap before child rig movement. | Medium | ✅ Resolved | Event dispatch remains gated until a silent contact/overlap baseline is established on Resume. Existing overlaps do not refire because of the pause transition, and rules authored while paused apply to future events only. Reset clears runtime event edges. (2026-09-24) |
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| 50 | **Phase 12 paused-edit autosave stores authored state, not the frozen snapshot** — queue/rule edits occur at `t > 0` while stage bodies are at temporary physical transforms. | Medium | ✅ Resolved | A 1.0 s debounce writes the existing `.scene` schema using authored object transforms plus current queues/rules. The timer can finish after Resume; runtime pose, velocities, reactive consequences, and action history are session-only. Paused edits therefore autosave without turning the live pose into the authored starting layout. (2026-09-24) |
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@@ -106,6 +111,7 @@ This document tracks known technical debt, optimization opportunities, and minor
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| 2026-09-22 | Phase 10a whole-prop drag amendment approved (`specs/phase_10a_prop_scaling.md` §3.4). In Arrange, a visible **Resize Whole Prop** toggle displays one union-bounds outline with large handles; dragging previews all shape points, circle radii, and non-origin anchors uniformly about canonical `(0,0)` from a captured snapshot. Release calls the existing document-scale transaction once; Esc, mode switch, toggle OFF, New, Load, and Clear discard a live preview. The preview stays outside authoritative save/autosave state, and the toggle adds no `.prop` field or fourth primary mode. Existing per-shape Arrange behavior remains when the toggle is OFF. Document-wide undo stays deferred under #37; this drag should become one future undo command. |
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| 2026-09-22 | Phase 10a whole-prop transform extension approved and implemented (`specs/phase_10a_prop_scaling.md` §3.4). The prior Resize Whole Prop toggle becomes one **Transform Whole Prop** tool that mirrors Arrange: drag visible geometry to move the whole document, drag the union rotation dot to rotate it about canonical `(0,0)`, and drag a corner for the existing uniform origin-based resize. Move translates every point and non-origin anchor (snapping the baseline delta when Snap is ON); rotate transforms every point/anchor position and adds the angle to editable anchor orientations; circle radius changes only on resize. All gestures preview from snapshots outside authoritative save state and commit once on release; Esc cancellation, selection restoration, mode lifecycle, `.prop` v1.0, and deferred document undo remain unchanged. |
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| 2026-09-22 | Phase 10a implementation and final UI were user verified. The Arrange top bar is ordered **Transform Whole Prop**, **Normalize Size**, **Center Prop**, **Show Stickman Guide**; the numeric scale textbox and Apply Scale button are removed. Transform Whole Prop and Normalize Size are hidden in Reshape and Attach, while Center Prop and Show Stickman Guide remain available. Whole-prop move, 15-degree Ctrl rotation, uniform resize, anchor following, Snap movement, and Esc cancellation are documented in `docs/prop_editor_user_guide.md`; focused tests and the Prop Editor startup smoke test passed. |
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| 2026-09-24 | Phase 12 Live Director implemented and editor-verified. PLAY/DIRECT pause and resume preserve simulation time and live state; the top-bar clock is visible, Space toggles on key press, and paused DIRECT supports action/event editing without object transforms. Pending-only reorder, consumed-action deletion, interrupted-action history, contact rebaseline, and authored-state autosave are documented in the README and spec. Follow-up fixes make locomotion animation resume reliably, preserve a paused recovery tween instead of re-ragdolling, and clear stale foot-contact locks so recovery does not cross the feet. Rows #46–#50 resolved; no `.scene` format change. |
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