Commit Graph
32 Commits
Author SHA1 Message Date
ryan 35eb0e2503 feat: add Phase 20a stage identities and overlap selection 2026-10-26 15:10:28 -04:00
ryan ce46b5d97e feat: harmonize Prop and Stickman editor UI 2026-10-24 01:02:11 -04:00
ryan ddb298f631 Add visual harmonization tests for editor UI components and ground finish chooser
- Implemented `test_editor_visual_harmonization.gd` to validate the Stickman editor and prop editor UI layouts, ensuring proper functionality and visual consistency.
- Created `test_editor_visual_theme.gd` to verify the loading and application of visual themes in the editor, including semantic overrides and default values.
- Introduced `test_phase19_ground_finish_chooser.gd` to test the ground finish chooser's functionality, including layout responsiveness, selection behavior, and interaction with the stage.
- Added new scripts for ground finish preview and chooser UI components to enhance the editor's visual representation of ground finishes.
2026-10-23 15:20:12 -04:00
ryan c6f3930dcb Implement Phase 19 updates and user/editor verification
- Updated architectural specifications for Phase 19 scenery, backgrounds, and surface finishes to reflect implementation status and user verification results.
- Revised UI/UX specifications for background ground and wall color, plain background, and starter scene composition to indicate successful implementation and verification.
- Enhanced scenery controller and sandbox stage scripts to improve eraser functionality and user interactions.
- Adjusted test cases to align with the latest changes in scenery and background implementations, ensuring all checks pass successfully.
- Added new buttons for wall area erasure in the scenery capture bar and updated layout handling for better user experience.
2026-10-22 17:02:39 -04:00
ryan 59f1817063 Add StageBackgroundView and related tests for plain background functionality
- Implemented StageBackgroundView class for managing sky and plain backgrounds in the stage.
- Added functionality to set background type and color, bind camera, and apply themes.
- Created test_phase19_plain_background.gd to validate plain background behavior and migration.
- Developed test_phase19_starter_chooser_layout.gd to ensure proper layout and functionality of the starter chooser.
- Included visual capture tests for UI elements and interactions.
2026-10-22 16:18:25 -04:00
ryan 0b1dda2e2f Add Phase 19 Starter Scene Composition UI/UX Specification and Tests
- Introduced a new UI/UX specification document for the Phase 19 Starter Scene Composition, detailing user paths, composition rules for Town Street and Living Room, camera framing, and observable acceptance outcomes.
- Implemented a visual capture test for different sky states in the sandbox stage, ensuring proper rendering and visual consistency.
- Created a comprehensive test suite for the Phase 19 starter scene composition, validating scene loading, geometry, navigation, and interaction behaviors for both Town Street and Living Room.
- Added checks for visual alignment, object placements, and scene transitions to ensure adherence to the new UI/UX specifications.
2026-10-21 17:46:58 -04:00
ryan c1758efd3b Add tests for scenery surface caching and preview behavior
- Introduced `test_scenery_brick_preview.gd` to validate focused placement and CPU draw-cost for large brick walls.
- Added `test_scenery_surface_cache.gd` to assess texture budget, visual equivalence, and cache invalidation.
- Created `test_scenery_surface_preview.gd` to evaluate adaptive preview selection and placement behavior.
- Implemented various helper functions to measure drawing performance and validate expected behaviors during tests.
- Added unique identifiers for new test files to ensure proper tracking and management.
2026-10-21 11:06:57 -04:00
ryan 80ba83b703 feat: Enhance surface setup chooser with compact mode and cancel functionality 2026-10-19 09:46:51 -04:00
ryan 26dd9c64e1 Add Stage Surface Color Dialog and Background Ground Functionality
- Implemented StageSurfaceColorDialog for custom color selection with live preview.
- Created StageBackgroundGround class for non-walkable scenery behind the set.
- Introduced StageRectSurface for shared rectangular geometry and tint preview.
- Added StageSurfacePreview for rendering surface previews.
- Developed comprehensive tests for surface color selection, rendering, and serialization.
2026-10-17 21:00:03 -04:00
ryan a0510e6405 Add new test file for phase 19 scenery with unique identifier 2026-10-17 12:53:38 -04:00
ryan ba85a967e3 feat: Implement Phase 18 palette image icons and update asset card functionality 2026-10-14 18:08:06 -04:00
ryan 5c3b056a13 Add new scene files and implement stage impact resolver
- Created three new scene files: `wobble.scene`, `wobble2.scene`, and `wobble3.scene` with various terrain and prop configurations.
- Introduced `stage_impact_resolver.gd` script to manage impact detection and response between props and stickmen.
- Added unit tests for actor blocking overlap to ensure proper interaction with stationary props.
2026-10-14 13:08:34 -04:00
ryan d8b1b1164b Add Use Spot Overlay and Target Capture Bar functionality
- Introduced `StageUseTargetCaptureBar` class for managing user interactions with props and their use spots.
- Implemented UI elements including buttons for changing props and canceling actions.
- Added `PropUseSpotData` class for validation and serialization of prop use spots.
- Created tests for validating use spot data migration, serialization, and rule matching.
- Ensured proper handling of edge cases in use spot data, including unique IDs and finite positions.
2026-10-13 11:23:44 -04:00
ryan 1d4a71525a 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.
2026-10-09 23:11:34 -04:00
ryan d950fd9d9a Phase 14 - Organized directories. 2026-10-03 19:13:39 -04:00
ryan 0a7f97cec7 Implement Phase 10a - Prop Scaling
- Added specifications for Phase 10a, introducing permanent size changes to `.prop` documents and reversible uniform instance scaling in Sandbox EDIT mode.
- Updated `PropCanvas`, `PropAnchorData`, `PropEditor`, `StageGizmos`, `SandboxStage`, and `StageSelection` classes to support new scaling features.
- Implemented document transactions for scaling, including normalization to a 96 px maximum dimension.
- Introduced a new **Transform Whole Prop** tool in the Prop Editor for moving, rotating, and resizing props.
- Created unit tests for the new scaling functionality, validating shape scaling, anchor transformations, and whole-prop interactions.
- Ensured compatibility with existing prop formats and maintained the integrity of the document structure during scaling operations.
2026-09-22 22:23:31 -04:00
ryan 97f3730413 feat: Integrate custom prop library and sandbox functionality
- Added support for custom props in the sandbox, including loading, saving, and rendering.
- Implemented `PropLibrary` for managing custom prop entries and scanning for `.prop` files.
- Introduced `PropVisuals` for shared visual and collision representation of custom props.
- Enhanced `StageSpawner` to handle spawning of custom props with layered visuals and collision hulls.
- Created `MissingPropPlaceholder` to manage missing custom props during scene reloads.
- Updated thumbnail generation to support custom props with unique keys based on file paths.
- Added tests for custom prop lifecycle, authored visual values, and missing prop handling.
- Refactored existing code to accommodate new prop functionalities and ensure backward compatibility.
2026-09-21 23:13:35 -04:00
ryan 00abacc7b2 Add regression tests for prop attachment, centering, and editor UX
- Implemented test_phase9a_prop_attach.gd to validate anchor schema, alignment math, and preview isolation.
- Implemented test_phase9b_prop_centering.gd to check canonical origin presentation, bounds, centering, and save threshold.
- Implemented test_phase9c_prop_editor_ux.gd to assess the user experience in the prop editor, including anchor renaming and UI responsiveness.
- Added corresponding .uid files for each test.
- Created sync_sources.py script to manage markdown file synchronization with the notebook.
- Added .gitignore for virtual environment files.
2026-09-21 16:48:24 -04:00
ryan ed9a2d0d18 Merge remote-tracking branch 'origin/feature/prop-editor' 2026-09-19 23:57:12 -04:00
ryan b66ded5f60 Add headless regression tests for Prop Editor functionality
- Implement tests for PropFile, including preset conversion, file dictionary conversion, round-trip serialization, version rejection, default values for missing keys, flattening, sanitization, and save/load functionality.
- Create tests for PropEditor, covering window title formatting, mode button text, safe saving, and recent file list management.
- Add tests for PropTheme, validating fallback behavior, invalid input handling, and default values for primitives and UI tokens.
- Introduce tests for ThumbnailCache, ensuring proper key formatting, PNG handling, and behavior with missing files.
2026-09-19 21:26:03 -04:00
ryan fbce638bc5 Refactor stickman rig and ragdoll mechanics; enhance pose restoration and stability
- Disabled constraints for the stickman rig's head bone to allow for smoother animations.
- Improved mode transitions in the sandbox stage to preserve stickman poses between EDIT and DIRECT modes.
- Added side profile stabilization for knee bends in the ragdoll component to prevent unnatural poses during physics interactions.
- Enhanced the snap-to-standing functionality to restore the stickman's original pose accurately.
- Introduced new tests for validating pose preservation during mode transitions and ragdoll behavior during walking animations.
- Created a new scene for testing stickman bending and ragdoll transitions.
2026-09-18 22:44:48 -04:00
ryan db4ff8d939 Implement Phase 8: Rig Relocation and Component Modularization
- Moved the rig scene from `res://master_rig.tscn` to `res://scenes/stickman_rig.tscn`, preserving its UID.
- Split the `StickmanRig` controller into three components: `StickmanLocomotion`, `StickmanRagdoll`, and `StickmanActionRunner`.
- Updated the architecture to ensure `StickmanRig` acts as the public facade for the new components.
- Created a new test suite `test_phase8_rig_modularization.gd` to verify the integrity of the relocated rig and its components.
- Added checks for scene loading, component resolution, action queue delegation, and state authority.
2026-09-18 14:11:53 -04:00
ryan 1a2a43c805 Add reusable UI components for Phase 7 UI Polish
- Introduced `EmojiQuickGrid`, `FontPresetPicker`, and `PresetSizeToggle` classes for emoji selection, font presets, and size toggles respectively.
- Implemented configuration methods for each component to handle dynamic content and theming.
- Created tests for the new components to ensure functionality and integration with the existing UI.
- Added a comprehensive architecture specification for Phase 7 UI Polish detailing scope, implementation, and validation strategies.
- Updated existing theme handling to support new UI elements and ensure consistent styling across the application.
2026-09-18 09:42:48 -04:00
ryan 2071ee03b7 feat: Implement Phase 6a Airborne Mechanics and Landing Absorption
- Added new scene file `test_fall.scene` for testing airborne dynamics.
- Created architecture proposal in `PHASE_6a_AIRBORNE_LANDING.md` detailing airborne momentum, procedural air pose, and landing impact absorption mechanics.
- Developed specifications in `phase_6a_airborne_landing.md` outlining implementation decisions, targets, and static contracts for the airborne system.
- Introduced focused regression tests in `test_phase6a_airborne_landing.gd` to validate airborne pose, momentum, landing timeline, and queue behavior.
- Ensured all tests pass with 100% assertion success.
2026-09-17 19:09:54 -04:00
ryan e1b4554ca9 feat: Implement command-line scene loading and PLAY-on-launch functionality 2026-09-15 15:43:15 -04:00
ryan a7c58705e1 Add missing stickman placeholder and stage scene I/O functionality
- Implemented `MissingStickmanPlaceholder` class to visually indicate missing stickman assets in the scene.
- Created `StageSceneIO` class for handling JSON serialization and deserialization of stage documents, including encoding and decoding of actions and rules.
- Added tests for vector handling, rule encoding/decoding, safe file writing, root validation, and handling of missing assets.
- Introduced a new stickman asset file `bad.stk` for testing purposes.
- Enhanced test coverage for phase 5 file features, ensuring robust handling of scene data and missing assets.
2026-09-14 15:45:32 -04:00
ryan 3a1d522ec9 Add Phase 4 Final Bugs Specification and Tests
- Introduced a new architecture specification for Phase 4 final bugs, detailing scope, decisions, runtime data contracts, action roles, execution lanes, speech ownership, and signal flow.
- Implemented changes in `scripts/action_registry.gd`, `scripts/action_editor.gd`, `scripts/sandbox_stage.gd`, `scripts/stage_gizmos.gd`, `scripts/stickman_factory.gd`, and `scripts/stickman_rig.gd` to address identified bugs.
- Created a new test suite `tests/test_phase4_final_bugs.gd` to validate the implementation, covering action roles, grid snapping, prop manipulation, reactive runtime lane, spawn pose preservation, and more.
- Added a unique identifier for the test file to ensure proper tracking and management.
2026-09-13 23:20:01 -04:00
ryan ce6bcecd00 Implement collision bodies, physics events, and hit reactions for StickmanRig
- Added a new specification for collision bodies, detailing the implementation requirements and corrections needed in the StickmanRig, PropBlock, and SandboxStage scripts.
- Created a comprehensive test suite for collision bodies, including tests for proxy geometry, physics alignment, reaction handling, ghost collision, and stage contact routing.
- Ensured that the collision system correctly handles ragdoll transitions and maintains the integrity of existing event rules.
- Introduced new methods in StickmanRig for managing collision bodies and applying reactions based on impact direction and speed.
- Updated PropBlock to emit signals for collisions and separations, preserving the order of events for stickman and prop interactions.
2026-09-13 10:31:41 -04:00
ryan 04e0f1bea2 feat: Enhance Trigger Area Reliability in Sandbox Stage
- Updated `_rule_matches` to ensure `entered_area` checks both source and target instance IDs for accurate event triggering.
- Refined `_update_area_entry` to utilize `_movable_overlaps_area`, ensuring that visible stickman/prop geometry is considered for area overlap detection.
- Introduced a new regression test suite in `tests/test_phase4c_area.gd` to validate the functionality of `entered_area` rules, covering various edge cases and ensuring correct behavior for source-specific and wildcard rules.
- Documented the architectural changes and validation results in `specs/phase_4c_area.md`, detailing the scope, data contracts, and design decisions made during implementation.
- Added new agent configurations for architect, developer, and writer roles to streamline the development process and improve documentation practices.
2026-09-11 15:43:08 -04:00
ryan 80595a0273 Add unique identifier for test_phase3c_walk_recovery.gd 2026-09-06 13:09:37 -04:00
ryan 1f91f3d2e5 Add headless regression tests for Phase 4b features
- Implement test for popup anchor behavior in rule-builder menus to ensure consistent anchor positioning during menu transitions.
- Create tests for stage logic, including mode transitions, toolbar visibility, and status bar updates.
- Add terrain drag-painting tests to verify correct block placement behavior and conflict handling.
- Introduce walk waypoint tests to check for arrival conditions and position stability after navigation.
2026-09-04 15:08:08 -04:00
ryan f208127917 feat: Implement Phase 4 Trigger Events System
- Added a new event-driven system for reactive storytelling, allowing rules like "When X happens, do Y."
- Introduced TriggerArea class for placeable sensors in the stage.
- Enhanced StickmanRig to emit signals for actions and arrivals.
- Updated StageDirectorVisuals to render rules visually with labels and badges.
- Modified StageSpawner to support spawning TriggerAreas.
- Improved text baseline calculations in speech bubbles and rule labels.
- Added tests for text baseline fixes to ensure proper rendering.
- Documented the implementation plan for Phase 4 in PHASE_4_TRIGGER_EVENTS.md.
- Created a polish plan for Phase 4 in PHASE_4b_POLISH.md.
2026-09-01 08:58:07 -04:00