Commit Graph
35 Commits
Author SHA1 Message Date
ryan 36032ebb1e Add asset creation skill and artist agent for Stickman Studio
- Introduced a new artist agent to create and review vector, raster, clothing, prop, and animation assets based on user prompts or reference images.
- Created an asset-creation skill to manage the delegation, review, approval, and handoff processes for graphical assets and animations.
- Added project format routing documentation to guide asset creation and ensure consistency in Stickman Studio.
- Established a review workflow for asset promotion, ensuring thorough validation and user approval before finalizing assets.
- Documented the specifications for scenery, backgrounds, and vector surface finishes to enhance the child experience in the Sandbox Stage.
2026-10-15 14:35:44 -04:00
ryan f852a4d6de refactor: Update status and verification notes for Phase 17 features in documentation 2026-10-14 18:15:29 -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 b7235c503d Refactor code structure for improved readability and maintainability 2026-10-14 15:12:07 -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 373f40cf75 Add new stage editor scripts for target capture, terrain painting, theme management, rule engine, and spatial indexing
- Implement `StageTargetCaptureSession` for managing target capture sessions with throw and set down positions.
- Create `StageTerrainPainter` for terrain drag painting and overlap classification with stroke preview.
- Introduce `StageThemeController` to handle theme values and resource loading for the Sandbox Stage.
- Develop `StageRuleEngine` for runtime event matching and collision bookkeeping.
- Add `StageSpatialIndex` for broadphase stage lookups with advisory spatial indexing.
2026-10-10 12:13:01 -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 3f66cc3195 feat: Implement Phase 16 - Move To: Walk and Run
- Introduced a new action type `move_to` allowing children to direct a stickman to a destination using either Walk or Run styles.
- Updated the ActionEditor UI to include Walk/Run buttons for selecting movement styles.
- Ensured compatibility with existing `walk_to` actions by converting them to the new `move_to` format during loading.
- Defined clear success criteria for the implementation, including distinct movement animations and behavior for both Walk and Run.
- Established a comprehensive verification contract to ensure functionality across various terrains and scenarios.
2026-10-05 15:04:09 -04:00
ryan 36596b2c28 docs: Update README and plans documentation for clarity and organization 2026-10-03 20:18:52 -04:00
ryan d950fd9d9a Phase 14 - Organized directories. 2026-10-03 19:13:39 -04:00
ryan 6666173c4f Implement speech style toolbar live-edit refinements and whole speech show controls
- Added a new specification for the speech style toolbar live-edit, detailing immediate style application, scoped effect demonstration, and hover feedback.
- Introduced refinements to the speech style toolbar, including improved chooser sizing, exclusive stage editing during speech composition, and removal of redundant controls.
- Documented new stage controls for managing how the whole speech shows, including options for bubble arrangement, word appearance, and bubble motion.
- Created a new log file for speech padding syntax to track engine versioning.
2026-10-03 14:49:22 -04:00
ryan 6a1359f244 Add prop interaction system and throw mechanics specification
- Introduced `stickman_prop_interactor.gd` to manage prop interactions.
- Created `phase_11_prop_interactions.md` detailing the design and implementation of prop pickup, drop, and throw mechanics.
- Defined interaction states, action lifecycles, and event triggers for prop handling.
- Specified constraints for throw actions, including target positioning and velocity calculations.
- Established acceptance criteria for prop interactions and lifecycle management.
2026-09-25 23:42:26 -04:00
ryan 730a9a966b 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.
2026-09-24 15:25:10 -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 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 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 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
ryan bf11a5fab5 Add Phase 3a Core Director Functionality
- Introduced `PHASE_3a_CORE_DIRECTOR.md` detailing the core functionality for directors, including navigation, action queue, UI, waypoint visualization, and action execution.
- Implemented `StageDirectorVisuals` for drawing stickman action queues in edit mode, including waypoints and action badges.
- Created `SpeechBubble` class for displaying speech bubbles above stickmen, with customizable text and styling.
2026-08-30 00:29:30 -04:00
ryan ef30931b20 Add sandbox stage builder scripts and functionality
- Introduced StageGizmos for hover highlighting, selection outlines, and rotation handles in the sandbox stage builder.
- Added StageGrid for an optional world-space grid overlay that adjusts with camera panning and zooming.
- Implemented StageSelection for geometric hit-testing and selection management of nodes in the sandbox.
- Created StageSpawner as a registry-driven factory for spawning terrain, props, and stickmen, allowing for dynamic template management.
- Each script includes necessary constants, state management, and public API methods for interaction.
2026-08-28 21:53:55 -04:00
ryan 0e971d99b1 Refactor animation generation: replace create_walk.gd with create_animations.gd
- Removed the old create_walk.gd script, which generated walk animations.
- Introduced create_animations.gd to unify the generation of walk_left, walk_right, and stand_up animations.
- Added a new SpinBox for rest timeout configuration in physics_test_harness.gd.
- Enhanced StickmanRig to support automatic recovery from ragdoll state with configurable timeout.
- Implemented recovery logic in StickmanRig, allowing for smooth transitions from ragdoll to animated state.
- Updated animation generation logic to use new pose templates for standing and lying down positions.
2026-08-27 12:01:54 -04:00
ryan e3df1cc5c0 feat: Implement kinematic-to-ragdoll transition system
- Added KINEMATIC_BLENDING_AND_RECOVERY.md to outline features for smooth transitions between kinematic and ragdoll states, including visual and physical blending, and ragdoll recovery.
- Introduced KINEMATIC_TO_RAGDOLL.md detailing the objectives, scope, and core architecture for transitioning the stickman from kinematic to ragdoll mode.
- Created KINEMATIC_TO_RAGDOLL_SPEC.md as an implementation specification, verifying codebase facts and correcting the initial plan based on Godot 4.4 source.
- Enhanced StickmanRig with state management for animated and ragdoll modes, including momentum preservation and ragdoll construction.
- Updated physics_test_harness to support toggling between kinematic and ragdoll states with user input.
2026-08-27 00:05:17 -04:00
ryan 07bef66703 Implement rig animation controls in the test harness
- Added a new animation specification document for Phase 9 Task 5 detailing the requirements for rig animation controls.
- Introduced a new `StickmanRig` script to manage the facing direction and joint bending for the rig.
- Implemented UI elements in the test harness for selecting animations, controlling playback (play/pause/resume/stop), and toggling loop mode.
- Enhanced the `test_harness.gd` script to handle animation playback state and UI interactions.
- Updated documentation in `AGENTS.md`, `README.md`, and `RIGGING.md` to reflect the new animation features.
2026-08-24 23:41:23 -04:00
ryan 273090993e feat: Implement facing profiles and bend direction toggles in test harness
- Added functionality for skeleton IK bone switches, allowing users to dynamically change the bend direction of joints via a context menu.
- Introduced facing profiles (LEFT, RIGHT, FORWARD) that modify the bend direction of limbs based on the selected profile.
- Implemented body part z-ordering based on the facing profile, ensuring correct rendering order of limbs relative to the torso.
- Added a coordinates display panel that shows the position and rotation of the Skeleton2D and its bones, as well as IK target positions.
- Created a new script to generate a walk animation for the stickman rig, including keyframe tracks for various IK targets.
- Updated documentation to reflect the new features and their specifications.
2026-08-23 22:21:23 -04:00
ryan ab5c79ab6a feat: Implement draggable torso and head IK targets in the test harness
- Added draggable handles for the torso and head to the test harness.
- Updated `IK_HANDLE_PATHS` to include new entries for "Head" and "Torso".
- Implemented distinct colors for the torso (magenta) and head (yellow) markers.
- Added a visual aid (aim line) to indicate the head's LookAt target direction.
- Ensured that dragging the torso moves only the torso marker, allowing for limb stretching towards stationary targets.
2026-08-21 12:39:31 -04:00
ryan 6b273c049c fix: address shape mounting issues in StkRigAdapter
- Implement anisotropic scaling for shape mounting to prevent distortion.
- Replace bounding-box midpoint anchors with joint-based anchors for correct rotation.
- Reset node transforms to ensure clean scaling and rotation before mounting shapes.
- Introduce new helper functions for computing bounding boxes, anchors, part lengths, and scales.
- Neutralize driver rotations to maintain a consistent frame of reference during shape mounting.
- Update documentation to reflect changes and provide detailed bugfix specifications.
2026-08-19 10:01:25 -04:00
ryan 48d98ce0fe Add StkRigAdapter for runtime skeleton fitting and shape mounting
- Implemented StkRigAdapter class to adapt a master rig to a loaded .stk dictionary.
- Added methods for fitting bone lengths, recalibrating IK targets, and mounting vector shapes.
- Defined constants for default proportions and bone paths.
- Included error handling for missing nodes and invalid data structures.
2026-08-18 17:12:54 -04:00
ryan b97bc145e4 first commit 2026-08-08 00:00:50 -04:00