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