Hermes
462d12bee5
fix: Godot 4.2.1 compat and map builder fixes
...
- Fix tab character in _build_elevated_walkways() call (line 63)
- Fix untyped 'pos' variable in grapple pillar loop (line 376)
- Remove fog_sky_affinity (Godot 4.3+ only property)
- Replace preload() with load() for runtime script loading
- Replace 'is DoubleBarrelShotgun' type check with duck-typing
- Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn
- Replace absf() with abs() in state_machine, state_air, state_ground
- Update test_level.tscn to remove stale UID reference
All fixes verified: PARSE OK and scene runs without script errors
on Godot 4.2.1 headless.
2026-06-21 01:24:42 -04:00
DottsGit
3c512870f2
feat: implement movement state machine ground/air states and initialize weapon manager system
2026-06-10 22:37:17 -04:00
DottsGit
3dc7fda622
feat: implement modular movement state machine and ground, air, and wall climb states
2026-06-10 22:27:10 -04:00
DottsGit
da4a6442c7
feat: implement player movement controller with grounded state, stair stepping, and wall interaction mechanics
2026-06-10 22:11:00 -04:00
DottsGit
22ea918e6d
feat: implement movement state machine architecture and add various sound assets
2026-06-07 16:13:01 -04:00
DottsGit
ecefeb9f7e
feat: added grapple mechanic
2026-06-05 02:05:07 -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
da16a3a757
feat: implement weapon framework, hitscan logic, and player movement controller with state management
2026-06-05 00:25:41 -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
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
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
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
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
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- 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
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- 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