Commit Graph

14 Commits

Author SHA1 Message Date
Josh Creek 3aa0f5b9c2 docs: scope casual and ranked matchmaking as a 1.0 launch blocker
Queued matchmaking had never been considered anywhere in the planning
docs - not as planned work, and not even on the explicitly-deferred
list. It is a launch requirement, so record the design before code.

Add docs/MATCHMAKING.md covering the model change (community-server ->
per-match allocation), the decision to use Steam for identity and a
project-owned backend for queue/rating/allocation, what the existing
server already provides (--max-matches=1 is the allocation primitive,
ServerConfig, the roster, MatchState), the casual/ranked ruleset split,
and the open questions - rating algorithm, team-to-individual rating,
and the server cost that allocated matches reintroduce.

Ranked is hard-blocked on Phase 7 Steam auth tickets: slot reclaim is
keyed by display name today, and a rating on a spoofable identity is
worse than no rating.

Add Phase 8 to multiplayer-next.md, and correct README/CLAUDE.md/
TECH_STACK.md, which asserted no backend exists or is planned - true
before this was scoped, wrong now.
2026-08-31 18:33:36 +01:00
Josh Creek 964094f65a docs: correct stale multiplayer/C#-backend claims, add TECH_STACK doc
CLAUDE.md and README.md described the pre-multiplayer state (local-only
MVP, planned C# backend) even though server-authoritative multiplayer,
the dedicated server, Docker/CI verification, and Steam transport have
since shipped (Phases 1-6). Update both to reflect reality and add a
docs index in CLAUDE.md pointing at multiplayer-next.md as the current
checklist.

- Add docs/TECH_STACK.md, linked from README, explaining the stack and
  why it's a single GDScript project with no separate backend.
- Add one TODO item for the video settings menu (missing presets/vsync/
  resolution scaling), blocked on the same profiling gate as the
  multiplayer 0.17 tasks.
- Pick up editor-generated .gd.uid sidecars and minor project.godot
  formatting noise from opening the project in Godot 4.7.
2026-08-31 18:20:52 +01:00
Josh Creek 4533da34e0 feat(multiplayer): Phase 1 transport, connection, and lobby
Lands tasks 1.0-1.8 of multiplayer-todo.md: the pure-function test runner,
net_codec (wire format quantizers/pack-unpack), NetworkManager (ENet
transport, manual polling, min-RTT clock sync), MatchNet (handshake,
protocol/tick-rate gating, roster with team+ready state), lobby.tscn (team
columns, switch team, ready toggle), server_boot.tscn (headless dedicated
server with structured logging and an overrun watchdog), and main_menu.gd's
Host/Join-by-IP UI (connecting overlay, cancel, bounded failure path).

Followed by an adversarial review (Opus subagent) that found and fixed two
real bugs - an unvalidated player_name broadcast that let one client's
oversized name head-of-line-block the reliable channel for everyone, and a
server-side roster leak across a host/re-host cycle - plus three gaps in
the test suite itself where a claim of "verified" wasn't actually backed
by what the test checked. All five two-process smoke tests plus the
pure-function suite are green with the strengthened assertions in place.
2026-08-20 08:18:59 +01:00
Josh Creek 04691aaa48 chore(multiplayer): Phase 0 refactors + graphics/perf settings groundwork
Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/
arena refactors, sim constants, background FPS handling) plus a first pass
at exposing graphics/performance settings (presets, resolution scaling,
vsync, FPS cap, perf overlay) and a GPU profiling harness for the
real-hardware follow-up in task 0.15b.
2026-08-19 22:37:17 +01:00
Josh Creek 08ab782a9a chore(mcp): disable blender-mcp server telemetry
Upstream's update added telemetry that is on by default. Sets the three
opt-out env vars on the blender server in .mcp.json, which also suppresses
the consent prompt it would otherwise raise through the MCP client.

Documents the addon-side 'Allow Telemetry' preference as a separate switch:
it defaults to on, covers prompts, code snippets, screenshots and trajectory
data, and lives inside Blender where these env vars cannot reach it.
2026-08-16 15:28:15 +01:00
Josh Creek 9fe95ee1b2 docs(mcp): document the scripted blender-mcp addon install
Upstream replaced the manual GUI addon install with a version-aware
`blender-mcp install-addon` CLI, so the agent guide now specifies a
uv sync + install-addon preflight before the first blender-mcp tool
call in a session, and narrows the manual steps to what genuinely
cannot be scripted: enabling the addon, starting the socket server,
and restarting Blender after the addon file is rewritten.

Also fixes the post-clone setup line, which gave `git submodule add`
(the command for vendoring it in the first place) instead of
`git submodule update --init --recursive`, and notes the telemetry
opt-out env vars that came with the update.
2026-08-16 15:27:20 +01:00
Josh Creek 884b7799a0 fix(hud): have game mode hand HUD its target ship instead of group lookup
HUDController found its ship via get_first_node_in_group("ship"), a group
that has 2+ members once a match has an AI opponent — it only worked
because the player ship happened to spawn first. spawn_camera_rig now
wires the HUD's ship the same way it already wires the camera rig's
target.
2026-08-04 19:54:55 +01:00
Josh Creek 1af3e0410d chore: vendor blender-mcp as a git submodule alongside godot-mcp
Both mcp/godot-mcp and mcp/blender-mcp were already cloned locally and
registered in .gitmodules/.mcp.json/CLAUDE.md, but neither submodule's
gitlink had actually been committed, so a fresh clone wouldn't pull
either down. Stages the two gitlinks so `git submodule update --init
--recursive` works as documented.
2026-08-03 19:11:13 +01:00
Josh Creek 46c8275523 feat(*): add wall/ceiling surface pull and retune ball-ship materials 2026-07-20 19:33:28 +01:00
Josh Creek 772f98b7fe feat(*): Fix exported-policy action order to gymnasium's sorted-key layout, add wall-contact penalty and stronger ball-touch reward, and wire Spectate to run01 vs run02 2026-07-19 13:21:14 +01:00
Josh Creek 379ef9910e feat(*): Replace the test terrain arena with an enclosed standard-size space-platform arena (shared ArenaBoundary floor/walls/ceiling scene, starfield sky, ball CCD) and derive TrainingMode placement bounds from it, dropping the out-of-bounds reward guard 2026-07-18 20:18:03 +01:00
Josh Creek 85f96eb15e feat(*): Add self-play RL training pipeline with PPO trainer, in-game GDScript policy inference, and bot opponent support in Match mode 2026-07-18 19:32:51 +01:00
Josh Creek 328831df1f refactor(*): Restructure game into reusable Arena/GameMode architecture with controller-driven ships, adding Free Play and Match modes 2026-07-18 15:34:11 +01:00
Josh Creek 2772087123 chore(*): Add Claude support 2026-07-18 14:39:49 +01:00