4 Commits

Author SHA1 Message Date
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
817c701bd1 Bring the diamond island into main.tscn with region-border props
Promote debug/HexDiamondIsland.gd to terrain.gd at project root now
that main.tscn depends on it, and swap it in for the old flat
checkerboard Ground (Player/Camera/POI untouched, table sits at the
same y=0 the old ground surface used).

Add _build_region_borders(): places mountain.glb/mountain2v5.glb/
forest.glb (same models, scale factors and hitbox sizes already used
elsewhere in main.tscn) continuously along the 6 ridges between table
corners and girdle corners, i.e. the shared edges between adjacent
outer regions.
2026-08-26 19:53:08 +02:00
7a24584c7d Add hex-diamond island terrain prototype
New standalone debug prototype exploring the "gem-cut" flying island
shape: a flat hexagonal table (center region) surrounded by 6 sloped
trapezoidal facets down to the girdle (6 outer regions), with a
non-walkable 6-sided pavilion pyramid below for the underside. Crown
gets trimesh collision for later player testing; all 6 outer facets
stay visually neutral (alternating flat color only) since theming
comes later. Doesn't touch main.tscn or the old cross-layout prototype.
2026-08-26 19:26:07 +02:00
fa38e603a1 Initial commit: WayfarersWanderer project state
Godot 4.6 exploration game with player movement, step-rotation camera
rig, and POI interaction system (explore/rest/close menu). main.tscn
is a test scene with placeholder props; debug/ holds unwired terrain
prototypes (voxel river, procedural island mesh, cross-shaped hub
2026-08-26 19:05:30 +02:00