Add narrative event types (task_started, npc_slept, npc_died, resource_depleted) alongside economic transfers. EconomicEventRecord gains create_narrative factory and human-readable description method. SimulationManager records task-start and sleep/death events, exposes get_npc_events() for per-NPC history queries. Inspector now shows a Recent timeline of the last 5 events for the selected NPC, plus displays carried wood count. Relax EconomicEventRecord validation to accept non-economic events. Update roadmap with completed milestones.
Wood now follows the same gather-carry-deposit pattern as food. NPCs put harvested wood into inventory, walk to the VillageWoodpile StorageNode, and deposit it. Village wood syncs from storage. Player harvesting also routes wood to the woodpile. ActiveWorldAdapter exposes woodpile routing for DEPOSIT_WOOD action targeting. WorldViewManager recognizes wood inventory changes. Tests verify woodpile node existence, storage ID, navigation reachability, and adapter routing.
- Wind strokes now flow in a single prevailing direction (left-to-right breeze)
with gentle flatness, narrow spread, and subtle tangential sway
- Added floating white specks (WindSpecks) as sunlight pollen/dust motes
- Two of each emitter (valley + ridge) for layered atmosphere
- Terrain: disabled auto_base_texture for flatter painted look, enabled
overlay texture, bolder macro-variation (yellow-green 0.78/0.90/0.42
and emerald 0.55/0.75/0.38), sharper material blends
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline
- Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick
- Use exact binary fractions for all rates to preserve float precision in save/load
- Starving/critically-hungry NPCs always override sleep to seek food first
- Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation)
- Add calligraphy-style wind stroke particles (WindStrokes scene + shader)
- Two wind stroke emitters in valley and ridge for Ghibli atmosphere
- Rework terrain macro-variation colors for vibrant warm-green palette
- Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
DayNightCycle now reads time_of_day from SimulationManager group node, falling back to self-tracked elapsed for lookdev scenes. Simulation starts at 06:00 morning (tick 50) by default. TimeDial reads directly from SimulationManager and displays HH:MM format with a 24-hour dial arc. Removed initial_cycle override from JajceLookdev.
- Upgrade river shader with multi-layer UV flow, fresnel edges, foam highlights, and specular sparkle
- Upgrade waterfall shader with dual-band scrolling, distinct foam contrast, and rim transparency
- Widen river (8m) and waterfall (8m) for greater visual presence
- Increase waterfall mist particles to 72 with wider spread and longer lifetime
- Add fortress crenellations (10), three turrets, and prominent ridge banner for readable skyline silhouette
- Remove duplicate banner nodes from JajceWorld instance (now owned by FortressBlockout scene)
- Update BUILD_IN_PUBLIC_PLAN and LEARNING_ROADMAP to reflect completion
Camera: desired_focus_position.y now directly tracks the player's global Y. The existing smooth lerp on focus_position handles interpolation, so the camera follows the player up hills and down slopes without losing vertical sight. Previously only horizontally-deadzoned XZ was tracked.
jajce_world.gd: expanded terrain-snapping coverage to include all nodes under WorldObjects (ResourceNodes, StorageSites, ActivitySites) and the FortressBlockout's children. Added a type guard so non-Node3D children are safely skipped. This prevents houses, activity props, storage crates, and resource nodes from floating above or sinking below the sculpted terrain surface.
Enable Terrain3D collision_mode=1 so the sculpted landscape provides real physical ground for player and NPCs. Disable GreyboxGround collision (layer/mask = 0) -- it is no longer the active physical floor.
NpcVisual no longer flattens nav waypoint Y to its current elevation. It now follows 3D path points and uses gravity (30 m/s^2) like the player, settling to terrain surface via is_on_floor() + Terrain3D collision. The flat NavigationMesh_greybox still provides correct lateral guidance; physics handles vertical grounding on slopes.
This fixes the player-walking-through-slopes bug and makes NPC movement follow actual terrain elevation for the village area (gentle slopes, ~2.4m noise amplitude). All 10 scenarios pass.
A 60x60 circular dial drawn at the top-center of the screen shows the current position in the day/night cycle. A filled arc sweeps clockwise from the top; the color transitions from dark blue (night) through orange (dawn), gold (day), and pink (dusk). A small glow dot marks the leading tip; a phase label (Night/Dawn/Day/Dusk) sits below. Redraws only when the cycle fraction changes. References DayNightCycle via node_path so it stays in sync with the environment lighting.
DayNightCycle.gd smoothly rotates DirectionalLight3D and interpolates sky colors, ambient light, fog, and procedural sky material across a configurable 240-second cycle with warm sunset/sunrise peaks and deep night ambiance. No simulation dependency — purely visual.
JajceWorld.tscn now includes visible workplace structures replacing the invisible Marker3Ds: wooden pantry crate, guard tower post, study desk, and rest bench. Each has a distinct material color matching the profession palette.
The DayNightCycle node is added to JajceWorld.tscn with node_paths wired to DirectionalLight3D and WorldEnvironment. Script reference uses path-based ext_resource (uid generation deferred to editor first load).
- WaterBody.tscn, WaterfallBody.tscn: gdshader files were referenced
with type="Material" instead of type="Shader". Wrapped each
shader in a ShaderMaterial sub-resource so Godot can load them.
- ChimneySmoke.tscn: reordered sub-resources so StandardMaterial3D
is defined before QuadMesh that references it.
- WaterfallMist.tscn: fixed node type GpuParticles3D -> GPUParticles3D
(case-sensitive class name in Godot 4.7).
- jajce_world.gd: added explicit Vector3 type annotation to fix
'Cannot infer the type of pos variable' parse error.
- main.tscn.uid: created missing UID mapping file. The scene header
declared uid="uid://rs3hv73svbpa" but no .uid file existed,
causing Godot to reject the scene as unsupported format.
Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:
- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions
68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
- Add 3 Terrain3D texture assets (limestone, valley grass, warm soil)
- Sculpt initial Terrain3D heightmap with ridge, valley, waterfall drop
- Replace plain water with emissive-tinged material
- Add foam mesh, mist spheres, and procedural sky with valley fog
- Add 10 StylizedTree instances around village perimeter
- Enable directional light shadows with extended cascade range
- Add tree height snapping to terrain surface
- Add refined scaffold tests for material count, terrain height, foliage, sky, fog
- Add terrain texture PNGs and StylizedTree.tscn scene
- Add generate_jajce_terrain.gd tool
- NpcVisual emits position_changed signal during _physics_process
- SimulationManager.synchronize_npc_position() writes active position
into SimNPC state on movement, arrival, and navigation failure
- WorldViewManager forwards position_changed and syncs before
despawn/reload
- SimNPC stores travel_target_position and has_travel_target as
versioned state; NPCStateRecord v2 persists them with v1 migration
- WorldViewManager.spawn_npc_visual() resumes travel for traveling NPCs
via SimulationManager.request_current_travel()
- WorldViewManager.despawn_npc_visual() syncs position before removal
- WorldViewManager.reload_npc_visual() spawns a visual from persisted
state without rerolling target selection
- tests/npc_visual_lifecycle_test.gd proves unload/reload preserves
action, target, reservation, position, RNG state, and checksum
- simulation_state_serialization_test adds legacy v1 NPC migration test
that does not invent an active travel target
Replace implicit randomness with seeded per-NPC RandomNumberGenerator
streams so the same seed always produces the same scenario outcome.
- Add SimulationClock (RefCounted): explicit fixed-step clock that
converts frame delta into simulation ticks while preserving sub-tick
remainder; replaces raw _process tick_timer accumulation
- Add simulation_seed export (int=1337) to SimulationManager; drive
per-NPC RNG streams via seed + npc_id + stream_id derivation
(stream 0=init, stream 1=wander)
- Add get_wander_offset(npc_id) to SimulationManager so wander targets
are deterministic per seed; WorldViewManager calls it instead of
local randf_range()
- Add get_state_snapshot() and get_state_checksum() to SimulationManager
for headless verification and future save/load
- Convert SimNPC/SimVillage const DEBUG_LOGS to instance var debug_logs
so headless tests can silence output without recompilation
- Pass RandomNumberGenerator through SimNPC._init() instead of using
global randf_range() for hunger/energy/position/scoring noise
- Remove obsolete farm_zone and forest_zone exports from
WorldViewManager and their marker/tree scene children from main.tscn;
NPC gather tasks use ResourceNode exclusively
- Rename TaskZone container to ActivityMarkers in main.tscn and update
all scene paths (player, WVM, tests) to match
- Add headless deterministic_simulation_test.gd: verifies clock
accuracy, same-seed equality, different-seed divergence, and
24-tick scenario checksum without loading main.tscn
NpcVisual:
- Add navigation_failed(sim_id) signal distinct from arrived_at_target
so the simulation layer can distinguish genuine arrival from failure
- Replace integer stuck_counter with delta-based stuck_time and
exported stuck_timeout (1.5s) for frame-rate-independent detection
- Add path_request_id / path_pending mechanism to reject stale
async path results when a new target is set or NPC dies
- On empty path or stuck movement, emit navigation_failed instead
of arriving; only emit arrived_at_target when truly close to target
- Reduce arrival_distance back to 0.6 now that navigation_failure
is properly signalled (no longer needed as a workaround)
- clamp arrival_distance reference in apply_dead_visual_state
SimNPC:
- Remove retry_count (replaced by navigation_failed signal pathway)
- Move last_task assignment from set_task() to task completion in
SimulationManager so it reflects the task that actually finished
SimulationManager:
- Add notify_npc_navigation_failed(): release reservation, record
last_task, send NPC to wander for 2s, emit task_changed signal
- Add notify_npc_target_unavailable() as public alias of above
- Guard extraction with node.reserved_by == npc.id to prevent
stale/illegitimate extraction when reservation is lost
- Guard fallback zone task completion (apply_npc_task) so it only
fires for non-resource tasks (gather_food/wood with no target
silently skip instead of applying zone values)
- Remove retry_count safety net (fully replaced by signal pipeline)
WorldViewManager:
- Connect navigation_failed signal in spawn_npc_visual()
- Skip target assignment for empty/idle/dead task states
- When no resource node available for gather_food/wood, call
notify_npc_target_unavailable() so NPC wanders instead of idling
- Add _on_npc_visual_navigation_failed handler delegating to
SimulationManager.notify_npc_navigation_failed()
- Remove retry_count references
- Push error and disable node when duplicate node_id is registered
to prevent silent conflict during find_available()
- Use interaction_point.global_position instead of self.global_position
in find_available() so distance is measured to the marker NPCs
actually navigate toward
Phase 1-2 of the ResourceNode migration plan:
- Create ResourceNode class (world/resource_nodes/) with extraction,
reservation, nearest-available selection, and debug label
- Place 4 resource instances in main.tscn (2 berry bushes, 2 trees)
- Add target_id to SimNPC for tracking which node an NPC is using
- Add set_npc_target_id and release_npc_reservation to SimulationManager
with cleanup on task change, completion, and death
- Update WorldViewManager to query available ResourceNodes first,
falling back to zone markers with a logged warning