2 Commits

Author SHA1 Message Date
3d1933399e Fix POI hitbox/sprite mismatch and tight interaction range
Both poi.tscn and poi_gate.tscn had two problems stacking on top of
each other: the solid StaticBody3D collider was a fixed-orientation
BoxShape3D (with a Z-offset originally tuned for the old non-billboard
ruins sprite), and the Area3D's own proximity-detection sphere also
carried that same leftover Z-offset. Neither rotates with the sprite,
which now billboards to face the camera (billboard=2) — so depending
on viewing angle you'd either bump into invisible air or walk clean
through the visible sprite, and the interact prompt appeared at wildly
different distances depending on approach direction.

Fix: replaced the oriented box with a centered CylinderShape3D
(radius 1.0) for the solid collider — rotationally symmetric around Y,
so it matches a billboarded sprite from any camera angle by
construction, no per-frame reorientation needed. Removed the Z-offset
from the Area3D's detection sphere and grew its radius to 1.3 (>= the
solid cylinder's radius), so interaction becomes available at or
before physical contact, not after pushing further in.

Verified headless: drove the player at a POI from 4 different
approach angles (0/90/180/270°) and measured both the distance where
movement gets blocked and the distance where player_nearby flips true.
Blocking distance is now consistent (~1.16-1.17 units) across all four
angles instead of varying with direction, and in every case
interaction was ready at or before the blocking distance.
2026-08-27 09:47:57 +02:00
c6d7e6c84e Restructure project into boot/autoload/world/player folders
Flat root layout replaced with a domain-based structure:
- autoload/    the two existing singleton scripts (InteractionManager,
               InteractionUI) — grouped by role, matching project.godot's
               [autoload] section
- world/       the flying island: terrain.gd, and world/poi/ for the POI
               marker + gate scripts/scenes
- player/      everything about the player as a character: player.gd/.tscn,
               camera_rig.gd (it only exists to follow the player)
- boot/        created empty for now, will hold the opening/menu screens

main.tscn renamed to world/island.tscn — "main" stops making sense once
the actual run/main_scene becomes a boot screen (next commit). Verified
via grep that main.tscn was referenced nowhere else by path (only by UID
elsewhere, which self-heals).

Every .gd got its .uid sidecar moved alongside it. Two ext_resource
entries had no UID (poi_gate.tscn's own script ref, and island.tscn's
ref to poi_gate.tscn) and needed their path= fixed by hand; everything
else is UID-based and resolved itself after a project reimport.

Also removed two untracked-looking but actually committed editor temp
files (preview_scene.tscn*.tmp, leftovers from the unused hterrain
addon, referenced nowhere).

Verified headless: all 8 affected scenes (island, poi, poi_gate,
player, interaction_ui, and the three debug prototypes that reference
moved files) load with exit code 0. No behavior change, pure move.
2026-08-27 09:18:17 +02:00