88 Commits
Author SHA1 Message Date
DottsGit 6af87eb7bd feat: added rocket noises and smoke trails and adjusted AoE of rockets and damage falloff on AoE 2026-06-05 13:32:10 -04:00
DottsGit a85e0952c5 feat: added hud for utilites 2026-06-05 02:15:32 -04:00
DottsGit ecefeb9f7e feat: added grapple mechanic 2026-06-05 02:05:07 -04:00
DottsGit ca2a80e38b feat: reducing ms gain from shotguns. Adjusting swarm launcher 2026-06-05 01:19:51 -04:00
DottsGit 00f190d423 feat: reducing the wall jump speed 2026-06-05 00:56:59 -04:00
DottsGit 2c35f5074a feat: adds a cd to the jump to prevent spam jumping up a slope 2026-06-05 00:54:19 -04:00
DottsGit eee1925b7a feat: create movement_params resource to centralize movement configuration variables 2026-06-05 00:29:45 -04:00
DottsGit da16a3a757 feat: implement weapon framework, hitscan logic, and player movement controller with state management 2026-06-05 00:25:41 -04:00
DottsGit e6a2199777 feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets 2026-06-04 18:14:50 -04:00
DottsGit 7b7107c5d6 feat: implement PlayerMovementController to handle movement input, audio cues, and UI feedback 2026-06-04 17:22:30 -04:00
DottsGit 67bd5b4302 feat: add double-barrel shotgun weapon, player movement state machine, and procedural sound assets 2026-06-04 16:40:15 -04:00
DottsGit a8b3619f2e feat: implement damage dummy system, floating UI numbers, and double-barrel shotgun mechanics 2026-06-04 13:15:26 -04:00
DottsGit d8cb91e593 feat: implement dash and wall run movement states for the player controller 2026-06-04 11:47:08 -04:00
DottsGit 5c2d648801 feat: implement dash movement state with velocity calculation and cooldown logic 2026-06-04 11:36:30 -04:00
DottsGit a86ef53622 feat: implement modular state-based player movement system with chain mechanics 2026-06-04 10:26:18 -04:00
DottsGit cb04df1df3 feat: implement ground state movement logic for player character 2026-06-04 09:41:13 -04:00
DottsGit e65e9fa76f feat: implement wall run state logic for player movement 2026-06-04 09:36:46 -04:00
DottsGit e9112d9b3d feat: add StateDash movement state with cooldown and momentum-based velocity logic 2026-06-04 09:29:34 -04:00
DottsGit 45fb7f0f38 feat: add state machine movement classes, double barrel shotgun weapon, and test level builder utility 2026-06-04 01:21:50 -04:00
DottsGit 4184b0f8ff feat: implement state_wall_run for player movement system 2026-06-04 00:32:29 -04:00
DottsGit 0fd921481b feat: implement movement state machine, FPS camera rig, and test level builder scaffolding 2026-06-04 00:29:19 -04:00
DottsGit da277e9d35 feat: implement player movement controller and state machine with dash, slide, and wall-run mechanics 2026-06-03 21:55:10 -04:00
DottsGit a46e35431d feat: initialize movement system UID files, update import settings, and set main scene in project configuration 2026-06-03 19:57:51 -04:00
Hermes dc2cb8ca26 fix: correct axis direction, air accel, and jump/dash input handling 2026-06-03 17:35:28 -04:00
Hermes 30770be7c0 debug: force process/physic process ticks after runtime script attach 2026-06-03 17:10:48 -04:00
Hermes 5cb2013d6c debug: log movement controller inputs/state/velocity each frame 2026-06-03 17:05:07 -04:00
Hermes 6c57f70fb4 fix: clean state_ground and ensure duck-type state machine bootstrap 2026-06-03 16:58:48 -04:00
Hermes c463c29031 revert bogus debug edit in state_ground; restore clean update() entry 2026-06-03 16:55:41 -04:00
Hermes 60091932bd fix: replace movement controller with parse-safe version for 4.6.3 2026-06-03 16:46:16 -04:00
Hermes 693145fd69 refactor: remove print_debug and switch to preload for movement scripts 2026-06-03 16:42:51 -04:00
Hermes c0a90df690 fix: wire movement controller before state machine; harden machine lookup 2026-06-03 15:14:10 -04:00
Hermes 24a8651a6d fix: guard input forwarding in PlayerMovementController; add movement_runner verifier 2026-06-03 15:09:00 -04:00
Hermes 9bdbc69ddd fix: drop type hint on @onready _machine so runtime set_script path accepts MovementStateMachine 2026-06-03 00:34:24 -04:00
Hermes 872201aa85 fix: avoid typed @onready infer crash for MovementStateMachine
player_movement_controller.gd: use Node + get_node() instead of
typed MovementStateMachine + $ shorthand so runtime set_script paths
don't crash on @implicit_ready
2026-06-03 00:33:16 -04:00
Hermes dfed237a63 fix: unused param warning + @onready type mismatch for MovementStateMachine
- state_wall_run.gd: typed ray_origin/ray_end as Vector3
- test_level_builder.gd: restructure builder to put MovementStateMachine
  + state children under Player, attach camera under Player too
- player_movement_controller.gd: @onready uses get_node so type is not inferred
2026-06-03 00:32:03 -04:00
Hermes eeb074e58a fix(movement): typed Vector3 infer in state_wall_run.detect_wall() 2026-06-03 00:18:04 -04:00
Hermes 6cac1f4032 fix: resolve GDScript parse errors in movement states
- state_dash.gd: Basis*Vector4 → Basis*Vector3 (no Vec4 in Godot 4.2)
- state_ground.gd: shape_owner_get_shape(0) → (0, 0); typed Variant vars; typed ray/normal
- state_slide.gd: same shape API fix + unique shape vars per branch
- state_wall_run.gd: split 'and' line into single typed bool expression
2026-06-02 23:15:20 -04:00
Hermes 202f67fa32 feat(movement): add movement state machine with air/ground/wallrun/slide/dash/ground states
- MovementStateMachine: core state machine base
- MovementParams: export-rich tunable resource
- StateGround/StateAir: grounded & aeriel locomotion with coyote, buffered jump, bunny hop
- StateWallRun / StateWallCling: wall-based traversal with wall-jump off
- StateSlide: sprint-parallel slide with friction fallout
- StateDash: burst dash with momentum brake
- PlayerMovementController: entry point wiring to CharacterBody3D
- input_map.cfg: full action map reference file
- characters/player/player_base.tscn: placeholder scene
- movement/tests/test_fsm_runner.gd: 9-state unit test runner

Closes #1
2026-06-02 22:36:00 -04:00