This PR is the spine on which Phase 1 combat depends — once accepted, weapon & player-character scenes wire up immediately.
## Acceptance Criteria
- `PlayerMovementController` is the entry-point on a `CharacterBody3D` controlling `PlayerBase` scene
- All movement states registered: `ground`, `air`, `wall_run`, `wall_cling`, `slide`, `dash`
- `MovementParams` resource exposes every numerical constant as `@export`
- Test runner `movement/tests/test_fsm_runner.gd` headless-exits 0
- Design spec references: §2.1 parameter table, §2.3 implementation folder diagram in `DESIGN_MASTER.md`
## Linked PR
PR branch: `feat/1-movement-foundation`
diff: 14 files, ~1000 lines added, 0 lines removed
## No-deps consequences
This PR is the spine on which Phase 1 combat depends — once accepted, weapon & player-character scenes wire up immediately.
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Acceptance Criteria
PlayerMovementControlleris the entry-point on aCharacterBody3DcontrollingPlayerBasesceneground,air,wall_run,wall_cling,slide,dashMovementParamsresource exposes every numerical constant as@exportmovement/tests/test_fsm_runner.gdheadless-exits 0DESIGN_MASTER.mdLinked PR
PR branch:
feat/1-movement-foundationdiff: 14 files, ~1000 lines added, 0 lines removed
No-deps consequences
This PR is the spine on which Phase 1 combat depends — once accepted, weapon & player-character scenes wire up immediately.