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Author SHA1 Message Date
sindoring 02dec23c2a docs(M02): publish camera rig handoff
Work-Package: M02-RND-CAMERA-001
2026-07-14 23:27:41 +04:00
sindoring 8c1cf9be36 rnd(M02): extract third-person camera rig
Work-Package: M02-RND-CAMERA-001
2026-07-14 23:27:03 +04:00
sindoring f5bb64e6c7 Merge pull request 'gmp(M02): extract player terrain query' (#23) from work/sindo-main-codex/m02-terrain-query into master
Reviewed-on: #23
2026-07-14 22:17:12 +03:00
sindoring 0ce3cae208 docs(M02): publish terrain query handoff
Work-Package: M02-GMP-TERRAIN-QUERY-001
Agent: sindo-main-codex
Tests: coordination and documentation gates; diff check
Fidelity: documents inherited height/snap regression and remaining collision evidence gap
2026-07-14 23:11:23 +04:00
sindoring a45d521567 gmp(M02): extract player terrain query
Work-Package: M02-GMP-TERRAIN-QUERY-001
Agent: sindo-main-codex
Tests: terrain query, player input and movement regressions; asset-free scene; renderer dry-run; coordinate, streaming, documentation and coordination gates
Fidelity: preserves existing ADT outer-grid interpolation and player ground snap; build-12340 collision parity remains unverified
2026-07-14 23:10:55 +04:00
sindoring 5206c42cf0 Merge pull request 'gmp(M02): extract local player movement' (#22) from work/sindo-main-codex/m02-local-movement into master
Reviewed-on: #22
2026-07-14 22:01:21 +03:00
sindoring d2d6df3655 docs(M02): publish local movement handoff
Work-Package: M02-GMP-MOVEMENT-001
Agent: sindo-main-codex
Tests: coordination and documentation gates; diff check
Fidelity: documents preserved sandbox behavior and remaining build-12340 evidence gap
2026-07-14 22:59:59 +04:00
sindoring 435e1c95d2 gmp(M02): extract local player movement
Work-Package: M02-GMP-MOVEMENT-001
Agent: sindo-main-codex
Tests: local movement and player input regressions; asset-free scene; renderer dry-run; coordinate, streaming, documentation and coordination gates
Fidelity: preserves current sandbox speed, acceleration, sprint and camera-relative flight behavior; build-12340 parity remains unverified
2026-07-14 22:59:33 +04:00
sindoring 14dead194b Merge pull request 'gmp(M02): add player input intent seam' (#21) from work/sindo-main-codex/m02-player-input into master
Reviewed-on: #21
2026-07-14 21:52:26 +03:00
sindoring e794764269 docs(M02): publish player input handoff
Work-Package: M02-GMP-INPUT-001
Agent: sindo-main-codex
Tests: coordination and documentation gates; diff check
Fidelity: documents regression evidence and unverified build-12340 semantics
2026-07-14 22:45:14 +04:00
sindoring 6bd2e84048 gmp(M02): add player input intent seam
Work-Package: M02-GMP-INPUT-001
Agent: sindo-main-codex
Tests: verify_player_input; renderer baseline dry-run; coordinate, streaming, documentation and coordination gates
Fidelity: preserves current sandbox bindings and movement/camera behavior; exact build-12340 semantics remain unverified
2026-07-14 22:44:44 +04:00
sindoring 62eece991c Merge pull request 'docs(M01): claim milestone closeout' (#20) from work/sindo-main-codex/m01-integrator-closeout into master
Reviewed-on: #20
2026-07-14 12:55:09 +03:00
40 changed files with 2920 additions and 217 deletions
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# M02-GMP-INPUT-001 — Player input intent seam
<!-- OPENWC_CLAIM:M02-GMP-INPUT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-INPUT-001:6bd2e84 -->
## Ownership
- Target: M02
- Program: GMP/FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-player-input`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Replace direct keyboard polling in the runtime player with remappable Input Map
actions and an immutable `PlayerInputSource → MoveIntent` boundary while
preserving the current render-sandbox movement behavior.
## Non-goals
- Extract local movement, terrain query, camera rig or character presenters.
- Claim exact build-12340 movement/keybinding parity before original-client fixtures.
- Change movement speeds, camera geometry, terrain sampling or renderer behavior.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/domain/input/`, `src/gameplay/input/`,
`src/tests/scenes/player_input_regression.tscn`,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`, this claim
- Shared/hotspots: `project.godot`,
`src/scenes/player/third_person_wow_controller.gd`, `docs/modules/README.md`
- Generated/ignored: Godot import metadata, `.uid` files and local renderer corpus
## Contracts and data
- Public API: immutable `MoveIntent`; `PlayerInputSource.sample_move_intent`
- Configuration: additive `openwc_player_*` Input Map actions
- Persistence/schema/cache: unchanged
- Consumers: current sandbox player controller; later local movement controller
## Dependencies
- Requires: merged M01 coordinate/streaming-focus contracts on master `62eece9`
- Blocks: later M02 movement-controller extraction
- External state: none; tests use synthetic Input Map events
## Verification
- Commands: dedicated player-input verifier, headless project load, coordinate
boundary gate, coordination/documentation gates and diff hygiene
- Fixtures: synthetic action strengths and configured default bindings
- Fidelity evidence: current W/S/A/D, Shift, E/Q and Space sandbox behavior remains
mapped through actions; exact 3.3.5a semantics remain unverified
- Performance budget: one immutable intent allocation per physics tick; no I/O
## Documentation deliverables
- Inline API documentation for `MoveIntent`, `PlayerInputActions` and
`PlayerInputSource`
- Player-input module specification with inputs/outputs, data-flow and sequence diagrams
- Module registry/source map and honest capability status
## Simplicity and naming
- Important names: `MoveIntent`, `PlayerInputSource`, `PlayerInputActions`
- Simplest approach: immutable value, one input adapter and one controller consumer
- Rejected complexity: input provider hierarchy, event bus and generic command framework
- Unavoidable complexity: none
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: twelve remappable actions, immutable `MoveIntent`, stateless
`PlayerInputSource`, controller migration, asset-free regression scene,
dedicated verifier and module specification
- Next: M02 integrator reviews and merges before local movement extraction
- Blocked by:
## Handoff
- Commit: `6bd2e84`
- Branch: `work/sindo-main-codex/m02-player-input`
- Outcome: the runtime player no longer polls physical keyboard keys. Movement
action strengths cross an immutable `MoveIntent` seam; camera and immediate
sandbox-flight events use the same remappable action catalog.
- Public contract: additive `MoveIntent`, `PlayerInputActions` and
`PlayerInputSource`; no schema, cache, coordinate or renderer contract change.
- Verification: `PLAYER_INPUT PASS actions=12 intent_cases=6 controller=1
regression_scene=1`; asset-free scene smoke exited `0`; coordinate boundary
(`88` files) and StreamingFocus gates passed; unified renderer dry-run passed
all eight pre-capture gates and produced seven dry-run checkpoint results;
coordination/documentation/diff gates passed.
- Fidelity: W/S/A/D, Shift, E/Q, Space, right mouse, wheel and Escape remain the
default sandbox bindings. Regression drives forward movement, camera zoom and
immediate flight toggle through the real controller. This does not establish
exact build-12340 default bindings, turn/strafe policy or gameplay movement parity.
- Local verification inputs: the isolated worktree reused the existing ignored
native DLL and generated ADT resource scripts. Proprietary extracted data and
the character GLB were absent, so the renderer dry-run logged the expected
missing-corpus diagnostics while all contract steps returned success.
- Rebuild/migration: none. Action names are additive; persisted user-binding
migration does not exist yet and is documented as a gap.
- Remaining risks: production profile gating for sprint/free flight, exact
3.3.5a bindings, local movement/terrain/camera/presentation extraction and
broader movement/camera state tests remain M02 work.
- Documentation: inline API comments plus `docs/modules/player-input.md` with
inputs/outputs, data-flow and sequence diagrams, ownership, recovery,
capability status, known gaps and source map.
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# M02-GMP-MOVEMENT-001 — Local movement state/controller
<!-- OPENWC_CLAIM:M02-GMP-MOVEMENT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-MOVEMENT-001:435e1c9 -->
## Ownership
- Target: M02
- Program: GMP
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-local-movement`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Move local velocity, sandbox flight state, acceleration and directional speed
calculation from `ThirdPersonWowController` into a scene-free,
independently-testable local movement controller without changing current
sandbox motion.
## Non-goals
- Extract terrain queries, camera rig, character presentation or animation.
- Add jump/fall/swim, server prediction or reconciliation.
- Change current movement speeds, acceleration, camera-relative flight or ground snap.
- Gate debug movement by build profile; that remains a separate M02 package.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/gameplay/movement/`,
`src/tools/verify_local_player_movement.gd`,
`docs/modules/local-player-movement.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`,
`docs/modules/README.md`
- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
## Contracts and data
- Public API: stateful `LocalPlayerMovementController`
- Inputs: immutable `MoveIntent`, local Godot movement basis and physics delta seconds
- Outputs: local Godot displacement and read-only velocity/flight state
- Schema/cache/coordinate contracts: unchanged
- Consumer: current sandbox player scene; later gameplay composition root
## Dependencies
- Requires: merged input seam on master `14dead1`
- Blocks: terrain query and camera/presentation extraction from the player hotspot
- External state: none; unit tests use synthetic intents and bases
## Verification
- Commands: dedicated pure movement verifier, player-input regression, asset-free
scene smoke, coordinate/StreamingFocus gates, renderer dry-run and repository gates
- Fixtures: identity/rotated/pitched bases, acceleration steps, sprint and flight transitions
- Fidelity evidence: exact current 7.0/4.5/4.5 speeds, 28.0 acceleration,
6x sandbox sprint and camera-relative free flight are regression-locked only
- Performance budget: one small state update per physics tick; no allocation, I/O or scene lookup
## Documentation deliverables
- Inline public API docs for movement state/configuration and update methods
- Local movement module specification with data-flow, state and sequence diagrams
- Updated player-input consumer diagram/status and module registry
## Simplicity and naming
- Important name: `LocalPlayerMovementController`
- Simplest approach: one stateful RefCounted owning velocity and flight toggle
- Rejected complexity: generic locomotion framework, ECS component hierarchy and event bus
- Unavoidable complexity: movement basis remains an explicit local-space input
so the pure controller does not discover player/camera Nodes
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: scene-free movement state/controller, player scene migration, twelve
numeric cases, two flight transitions, integrated regression and module documentation
- Next: M02 integrator reviews and merges before TerrainQuery extraction
- Blocked by:
## Handoff
- Commit: `435e1c9`
- Branch: `work/sindo-main-codex/m02-local-movement`
- Outcome: `ThirdPersonWowController` no longer owns velocity, flight state,
acceleration or directional speed calculation. It selects an explicit
Godot-world basis, applies returned displacement, and retains terrain and
presentation adapters for later M02 packages.
- Public contract: additive `LocalPlayerMovementController` with read-only
Godot-world velocity/flight state, `toggle_sandbox_flight` and `advance`.
Input, coordinate, cache and renderer contracts remain unchanged.
- Verification: `LOCAL_PLAYER_MOVEMENT PASS cases=12 state_transitions=2
scene_boundary=1`; `PLAYER_INPUT PASS actions=12 intent_cases=6 controller=1
regression_scene=1`; asset-free scene smoke exited `0`; coordinate boundary
and StreamingFocus passed; renderer dry-run passed all eight pre-capture gates
and seven checkpoint plans; coordination/documentation/diff gates passed.
- Fidelity: exact existing defaults are regression-locked—forward `7.0`,
backward/strafe `4.5`, acceleration `28.0`, sandbox sprint `6x`, vertical
flight `7.0`, velocity reset on toggle and camera-relative pitched flight.
This preserves the sandbox baseline but is not original-client evidence.
- Local verification inputs: the isolated worktree reused the existing ignored
native DLL and generated ADT resource scripts. Proprietary extracted data and
character GLB were absent, so renderer dry-run logged expected missing-corpus
diagnostics while every contract step returned success.
- Rebuild/migration: none; transient movement state is not persisted.
- Remaining risks: exported speed changes after `_ready` do not reconfigure the
controller; exact build-12340 movement semantics, terrain/collision state,
jump/fall/swim, server prediction and debug profile gating remain open.
- Documentation: inline public API plus `docs/modules/local-player-movement.md`
with inputs/outputs, data-flow, state and sequence diagrams, ownership,
recovery, capability status, risks and source map; player-input consumer
diagrams/status were updated.
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# M02-GMP-TERRAIN-QUERY-001 — Player terrain query boundary
<!-- OPENWC_CLAIM:M02-GMP-TERRAIN-QUERY-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-TERRAIN-QUERY-001:a45d521 -->
## Ownership
- Target: M02
- Program: GMP/RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-terrain-query`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Introduce a typed `TerrainQuery` boundary and move ADT loading, caching, chunk
selection and height interpolation out of `ThirdPersonWowController` without
changing current spawn/ground-snap behavior.
## Non-goals
- Change ADT topology, coordinate formulas, terrain mesh or renderer caches.
- Add physics collision, slopes, water, jump/fall/swim or server movement.
- Reuse the streaming renderer cache before its public terrain-query contract exists.
- Extract camera or character presentation.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/gameplay/terrain/`, `src/tools/verify_terrain_query.gd`,
`docs/modules/terrain-query.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
`src/tools/verify_player_input.gd`,
`src/tools/verify_coordinate_conversion_boundaries.gd`,
`docs/modules/local-player-movement.md`,
`docs/modules/README.md`
- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
## Contracts and data
- Public API: `TerrainQuery.sample_ground_height(GodotWorldPosition)` returning
immutable `TerrainGroundSample`
- Production adapter: `AdtTerrainQuery` with owned per-tile parse cache
- Test/data-source seam: optional ADT tile loader callable at construction
- Coordinate contract version, ADT format, renderer cache and persistence: unchanged
- Consumers: current player scene; future movement/collision policies
## Dependencies
- Requires: merged movement controller on master `5206c42`
- Blocks: camera/presentation extraction from the player hotspot
- External state: production uses existing native `ADTLoader`; synthetic tests need no proprietary data
## Verification
- Commands: synthetic height/cache/failure verifier, player input/movement
regressions, asset-free scene, coordinate/StreamingFocus gates, renderer dry-run
and repository gates
- Fixtures: synthetic 145-height chunk payload and injected flat terrain query
- Fidelity evidence: preserves existing outer-grid bilinear interpolation,
spawn ground offset and per-tick snap formula only
- Performance budget: one cached tile lookup and local interpolation per ground query;
no new I/O after first tile load
## Documentation deliverables
- Inline public API docs for query, sample and ADT adapter
- Terrain-query module spec with inputs/outputs, data-flow, cache lifecycle and sequence diagrams
- Updated movement/coordinate consumer boundaries, source maps and module registry
## Simplicity and naming
- Important names: `TerrainQuery`, `TerrainGroundSample`, `AdtTerrainQuery`
- Simplest approach: one narrow query contract, one typed result and one existing-format adapter
- Rejected complexity: general collision framework, terrain service locator and renderer-cache coupling
- Unavoidable complexity: ADT 145-height layout and chunk lookup stay isolated in adapter
- Measured optimization evidence: existing per-tile cache retained; no new optimization
## Status
- State: ready-for-review
- Done: typed query/sample contract, cached ADT adapter, player migration,
synthetic interpolation/cache/failure tests, injected scene regression and documentation
- Next: M02 integrator reviews and merges before camera-rig extraction
- Blocked by:
## Handoff
- Commit: `a45d521`
- Branch: `work/sindo-main-codex/m02-terrain-query`
- Outcome: `ThirdPersonWowController` no longer loads ADTs, caches tile
dictionaries, selects chunks or interpolates height grids. It consumes a
replaceable typed `TerrainQuery` and retains only existing offset/snap policy.
- Public contracts: additive immutable `TerrainGroundSample`, replaceable
`TerrainQuery`, cached `AdtTerrainQuery` and player `set_terrain_query`.
Coordinate contract version, ADT/native format and renderer caches are unchanged.
- Verification: `TERRAIN_QUERY PASS contract=4 interpolation=1 cache=1
failures=2 player_injection=1`; player-input and local-movement regressions
passed; asset-free scene exited `0`; coordinate boundary passed with five
required consumers and StreamingFocus passed; renderer dry-run passed eight
pre-capture gates and seven checkpoint plans; coordination/documentation/diff gates passed.
- Fidelity: synthetic fractional-grid fixture locks the inherited 145-height
outer-grid bilinear result within `0.002` Godot units; injected scene locks
spawn offset `0.05` and physics snap. This is sandbox-regression evidence,
not build-12340 triangle/hole/collision parity.
- Local verification inputs: isolated worktree reused the existing ignored
native DLL and generated ADT resource scripts. Proprietary extracted data and
character GLB were absent, so renderer dry-run logged expected missing-corpus
diagnostics while all contract steps returned success.
- Rebuild/migration: none; caches are transient and existing formats remain unchanged.
- Remaining risks: first ADT parse remains synchronous as before; unavailable
tiles cache until query replacement; player still owns snap policy; exact
ADT triangle choice, holes, slopes, liquids and collision remain open.
- Documentation: inline public APIs plus `docs/modules/terrain-query.md` with
inputs/outputs, data-flow, cache state and cross-boundary sequence diagrams,
ownership, failure/recovery, capability status and source map. Coordinate and
movement consumer specifications were updated.
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# M02-RND-CAMERA-001 — Third-person camera rig boundary
<!-- OPENWC_CLAIM:M02-RND-CAMERA-001:sindo-main-codex:2026-07-16 -->
## Ownership
- Target: M02
- Program: RND/GMP
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-camera-rig`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Move mouse capture, orbit yaw/pitch, zoom state and Camera3D transforms from
`ThirdPersonWowController` into a reusable `ThirdPersonCameraRig`, with an
explicit replaceable camera-collision policy that preserves the current
no-collision sandbox baseline.
## Non-goals
- Enable a new collision/raycast behavior before build-12340 comparison.
- Change initial yaw/pitch, zoom limits, sensitivity, FOV, far plane or camera path.
- Implement first-person, follow lag, shoulder offsets or cinematic cameras.
- Change movement, terrain query, character presentation or renderer streaming focus.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/scenes/player/third_person_camera_rig.gd`,
`src/scenes/player/camera_collision_policy.gd`,
`src/scenes/player/no_camera_collision_policy.gd`,
`src/tools/verify_third_person_camera_rig.gd`,
`docs/modules/third-person-camera.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
runtime streaming scenes, player regression scene,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`,
`docs/modules/local-player-movement.md`, `docs/modules/README.md`
- Generated/ignored: local `.godot`, native DLL, generated resources and renderer corpus
## Contracts and data
- Public API: `ThirdPersonCameraRig.initialize_for_character`,
`handle_camera_input`, `godot_world_flight_movement_basis`, state getters and
`set_collision_policy`
- Policy: `CameraCollisionPolicy.resolve_camera_distance`; default
`NoCameraCollisionPolicy` returns requested distance unchanged
- Scene paths and renderer camera path remain unchanged
- Schema/cache/coordinate contracts: unchanged
- Consumers: player composition, sandbox flight movement and renderer viewport
## Dependencies
- Requires: merged TerrainQuery package on master `f5bb64e`
- Blocks: character appearance/animation extraction from remaining player hotspot
- External state: none; tests use asset-free camera/player scene
## Verification
- Commands: dedicated orbit/zoom/clamp/policy verifier, input/movement/terrain
regressions, asset-free scene, coordinate/StreamingFocus gates, renderer dry-run
and repository gates
- Fixtures: initial state, remappable action events, mouse deltas and fixed-distance policy
- Fidelity evidence: preserve current `-18°` pitch, `8` distance, `1` zoom step,
`2..18` clamp, `0.003` sensitivity and no-collision output