DottsGit
bd04135dba
feat: implement explosive and homing projectile types for weapon system
2026-06-04 18:40:59 -04:00
DottsGit
09103ce366
feat: add Rocket Swarm, Mortar, and BouncingProjectile weapon types
2026-06-04 18:17:34 -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
c32f45a8aa
feat: implement projectile system and add nail gun, plasma gun, and DMR weapons
2026-06-04 17:35:12 -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
5ae6e20039
feat: add test_level_builder script for debugging level generation
2026-06-04 17:13:05 -04:00
DottsGit
1ccc66a601
feat: add plasma gun weapon implementation and new pause menu system with loadout management
2026-06-04 17:06:50 -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
13ca2f46e9
feat: implement double barrel shotgun weapon with procedural sound generation
2026-06-04 13:23:31 -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
02c6caa0d6
feat: implement pause menu with loadout management and rebindable input settings
2026-06-04 11:33:10 -04:00
DottsGit
8c928c2d92
feat: add test_level_builder script to debug tools for level creation testing
2026-06-04 10:28:26 -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
5e9f4bec8a
feat: add test_level_builder script for debugging level generation
2026-06-04 09:22:30 -04:00
DottsGit
f2afd31415
feat: implement pause menu with loadout management functionality
2026-06-04 09:20:05 -04:00
DottsGit
8eea7d6e36
feat: implement loadout management system, interactive pause menu, and weapon slot switching functionality
2026-06-04 09:12:16 -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
Dotts
a54b3d89b1
Merge pull request 'Feat/1 movement foundation' ( #5 ) from feat/1-movement-foundation into main
...
Reviewed-on: #5
2026-06-03 21:34:25 -07:00
Dotts
cd5d9427cb
Merge branch 'main' into feat/1-movement-foundation
2026-06-03 21:34:16 -07:00
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
5726aa1043
docs: add master development document for Papaya Shooter project specifications
2026-06-03 19:58:53 -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
415082d866
fix: floor-aligned spawn, remove double jump, enable crouch speed
2026-06-03 17:39:09 -04:00
Hermes
d21d5a8b89
fix: restore KEY_SHIFT dash binding
2026-06-03 17:36:37 -04:00
Hermes
dc2cb8ca26
fix: correct axis direction, air accel, and jump/dash input handling
2026-06-03 17:35:28 -04:00
Hermes
365264e819
fix: spawn capsule floor-aligned in test level
2026-06-03 17:28:46 -04:00
Hermes
d86eb53065
fix: place floor under player and clean debug spam
2026-06-03 17:24:18 -04:00
Hermes
e5e7a7284e
fix: bootstrap process ticks after runtime script attach
2026-06-03 17:14:09 -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
9c39d79696
fix: ensure player._ready() runs before MovementStateMachine._ready()
2026-06-03 16:56:28 -04:00
Hermes
c463c29031
revert bogus debug edit in state_ground; restore clean update() entry
2026-06-03 16:55:41 -04:00
Hermes
6d2f31d962
fix: rewrite TestLevelBuilder with parse-safe InputMap bootstrapping
2026-06-03 16:54:21 -04:00
Hermes
f47fc4827a
test: self-bootstrap InputMap actions in TestLevelBuilder
2026-06-03 16:53:04 -04:00
Hermes
ea7169048f
fix: manually bootstrap state machine after runtime script attachment
2026-06-03 16:49:06 -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
ceeff6a1ab
fix: add smoke verifier, camera to TestLevel, fix player collision shape
2026-06-03 15:06:26 -04:00
Hermes
1feefbf811
test: load MovementStateMachine + state scripts via set_script() at runtime
...
Root cause: builder created plain Node instances for the state machine
and states, so _machine.player = self in PlayerMovementController
crashed with 'Invalid assignment ... on base object of type Node'.
Now each node gets its real script attached before _ready() runs.
2026-06-03 00:36:05 -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