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5227fedf15 trying to fix CI
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2026-02-22 17:13:51 +01:00
c9738d9c61 bis
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2026-02-22 16:49:58 +01:00
f3eea3f171 trying to fix CI
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2026-02-22 16:25:17 +01:00
96b4fa7197 trying to fix CI
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2026-02-22 16:06:04 +01:00
8d2fe1001e trying to fix CI
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2026-02-22 15:25:15 +01:00
25aec40d03 trying to fix CI
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2026-02-21 10:56:07 +01:00
80306bd095 trying to fix CI
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2026-02-20 18:08:16 +01:00
9207295a99 basic tests for a wider variety of files
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2026-02-20 16:58:17 +01:00
4474ba22fa added xunit and a few tests with gdunit 2026-02-20 15:41:43 +01:00
6101406f45 trying out something to fix CI
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2026-02-17 23:22:03 +01:00
c792c98ad2 fixed a flaky test and let the godot bin be defined by env variable
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2026-02-17 23:08:10 +01:00
74876a9a5d started proper testing
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2026-02-17 22:51:58 +01:00
bbb5149184 made it that inputting a direction when hanging makes us leave the wall
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2026-02-17 15:33:07 +01:00
9e39528b9a redid tutorials 2026-02-17 15:28:04 +01:00
1d2290b025 new tuto triggers ready to be setup 2026-02-17 11:24:14 +01:00
b9ae83cd92 finally cleaned up input method detection
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2026-02-16 23:15:25 +01:00
759d972b6d removed automatic itch upload on every main run because it costs too much
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2026-02-13 19:21:44 +01:00
4df4585149 fixed escape menu input on keyboard
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2026-02-13 15:20:54 +01:00
88b0911c6c removed wall run tutorial and fixed wall run leave auto dash 2026-02-13 15:00:25 +01:00
81ce45a0dc Merge branch 'main' of https://git.game-dev.space/minimata/MovementTests
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2026-02-13 12:32:12 +01:00
1caf202310 fine tuned wall jump and run again 2026-02-13 12:31:51 +01:00
22c4301244 fix forge issue 2026-02-13 11:11:03 +01:00
032e059826 wall run is easier to control and triggers more consistently 2026-02-13 10:24:25 +01:00
a8683b77e8 Update .gitea/workflows/release-branch.yaml
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2026-02-11 18:46:16 +00:00
90e6cdbcde Update .gitea/workflows/release-branch.yaml
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2026-02-11 18:38:00 +00:00
c09dfd1e7b more tuts, respawn mechanic when falling, reworked wall run again
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2026-02-11 17:06:18 +01:00
9db0056c5d more tut 2026-02-11 10:30:21 +01:00
7f1d33e4fc more sword tutorial 2026-02-10 22:33:16 +01:00
aaa9b102c1 started working on sword dash tutorial and bullet time is now unlimited while aiming in air
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2026-02-10 16:44:45 +01:00
cb348667f5 recover weapon if walking on it 2026-02-10 15:27:30 +01:00
8d23a95c68 ci back
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2026-02-10 09:41:44 +01:00
a9809abc27 removing sa mere
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2026-02-10 09:35:26 +01:00
db65c02e75 trying a simpler workflow 2026-02-10 09:26:09 +01:00
5d49d6d681 player back at correct location for tuto sword
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2026-02-10 09:11:09 +01:00
fa0e511b3a removed ability to scale up wall by mashing dash and jump buttons
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2026-02-09 17:58:13 +01:00
3efbd41f56 aim assist in inputs
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2026-02-09 11:20:57 +01:00
3148d3b69b basic aim assist system
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2026-02-08 20:34:54 +01:00
6459 changed files with 4222 additions and 140991 deletions

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@@ -9,6 +9,7 @@ on:
env:
GODOT_VERSION: 4.6
DOTNET_VERSION: 'net9.0'
GAME_NAME: MovementTests
ITCHIO_USERNAME: Minimata
ITCHIO_GAMEID: MovementTests
@@ -45,19 +46,35 @@ jobs:
steps:
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Run tests
uses: godot-gdunit-labs/gdUnit4-action@v1
- name: Setup Godot
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
godot-version: ${GODOT_VERSION}
godot-net: true
godot-force-mono: true
dotnet-version: 'net9.0'
paths: |
res://tests/
timeout: 1
publish-report: false
upload-report: false
dotnet-version: ${DOTNET_VERSION}
- name: Run C# Tests
env:
GODOT_BIN: ${{ steps.setup-godot.outputs.godot_bin }}
shell: bash
run: |
dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--verbose --headless --import"
# - name: Run tests
# uses: godot-gdunit-labs/gdUnit4-action@v1
# with:
# godot-version: ${GODOT_VERSION}
# godot-net: true
# godot-force-mono: true
# dotnet-version: ${DOTNET_VERSION}
# paths: |
# res://tests/
# publish-report: false
# upload-report: false
# console-verbosity: 'normal'
# arguments: "--verbose --headless --import"
- name: Upload test report
uses: actions/upload-artifact@v3-node20
@@ -78,8 +95,8 @@ jobs:
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
godot-version: '4.6'
dotnet-version: 'net9.0'
godot-version: ${GODOT_VERSION}
dotnet-version: ${DOTNET_VERSION}
- name: Remove GDUnit addon
run: |
@@ -89,28 +106,27 @@ jobs:
run: |
mkdir -v -p build/windows
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
- name: Setup Butler
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
mkdir ./tools 2>/dev/null || true
pushd tools
curl -sSLfo ./butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default"
unzip butler.zip
chmod +x ./butler
popd
./tools/butler -V
- name: Upload to itch.io
shell: bash
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
run: |
versionArgument="--userversion ${{ needs.BumpTag.outputs.tag_name }}"
./tools/butler push \
"Windows.zip" \
${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows ${versionArgument}
# - name: Setup Butler
# shell: bash
# env:
# BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
# run: |
# mkdir ./tools 2>/dev/null || true
# pushd tools
# curl -sSLfo ./butler.zip "https://broth.itch.zone/butler/linux-amd64/LATEST/archive/default"
# unzip butler.zip
# chmod +x ./butler
# popd
# ./tools/butler -V
#
# - name: Upload to itch.io
# shell: bash
# env:
# BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
# run: |
# versionArgument="--userversion ${{ needs.BumpTag.outputs.tag_name }}"
# ./tools/butler push \
# "Windows.zip" \
# ${{ env.ITCHIO_USERNAME }}/${{ env.ITCHIO_GAMEID }}:windows ${versionArgument}

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@@ -54,11 +54,15 @@ jobs:
chmod +x ./butler
popd
./tools/butler -V
- name: Remove GDUnit addon
run: |
rm -rf ${{ gitea.workspace }}/addons/gdUnit4
- name: Build Windows
run: |
mkdir -v -p build/windows
godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
- name: Upload Windows to itch.io
shell: bash
@@ -73,7 +77,7 @@ jobs:
- name: Build Windows ARM
run: |
mkdir -v -p build/windowsArm
godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm
- name: Upload Windows to itch.io
shell: bash
@@ -88,7 +92,7 @@ jobs:
- name: Linux Build
run: |
mkdir -v -p build/linux
godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux
- name: Upload Windows to itch.io
shell: bash
@@ -103,7 +107,7 @@ jobs:
- name: Mac Build
run: |
mkdir -v -p build/mac
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
- name: Upload Windows to itch.io
shell: bash

4
.gitignore vendored
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@@ -13,4 +13,6 @@
/communication
# Imported translations (automatically generated from CSV files)
*.translation
*.translation
.output.txt

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@@ -6,9 +6,6 @@
<TargetFrameworks>net8.0;net9.0</TargetFrameworks>
<TestSessionTimeout>180000</TestSessionTimeout>
<TreatNoTestsAsError>true</TreatNoTestsAsError>
<EnvironmentVariables>
<GODOT_BIN>d:\development\Godot_v4.5-stable_mono_win64\Godot_v4.5-stable_mono_win64.exe</GODOT_BIN>
</EnvironmentVariables>
</RunConfiguration>
<LoggerRunSettings>

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@@ -5,139 +5,155 @@
<RootNamespace>Movementtests</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Content Include=".runsettings"/>
<Content Include="export_presets.cfg"/>
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png"/>
<Content Include="menus\assets\git_logo\Git-Logo-2Color.png.import"/>
<Content Include="menus\assets\git_logo\LICENSE.txt"/>
<Content Include="menus\assets\godot_engine_logo\LICENSE.txt"/>
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png"/>
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png.import"/>
<Content Include="menus\assets\icon.png"/>
<Content Include="menus\assets\icon.png.import"/>
<Content Include="menus\ATTRIBUTION.md"/>
<Content Include="menus\resources\themes\expedition.tres"/>
<Content Include="menus\resources\themes\gravity.tres"/>
<Content Include="menus\resources\themes\grow.tres"/>
<Content Include="menus\resources\themes\lab.tres"/>
<Content Include="menus\resources\themes\lore.tres"/>
<Content Include="menus\resources\themes\steal_this_theme.tres"/>
<Content Include="menus\scenes\credits\scrollable_credits.gd"/>
<Content Include="menus\scenes\credits\scrollable_credits.gd.uid"/>
<Content Include="menus\scenes\credits\scrollable_credits.tscn"/>
<Content Include="menus\scenes\credits\scrolling_credits.gd"/>
<Content Include="menus\scenes\credits\scrolling_credits.gd.uid"/>
<Content Include="menus\scenes\credits\scrolling_credits.tscn"/>
<Content Include="menus\scenes\end_credits\end_credits.gd"/>
<Content Include="menus\scenes\end_credits\end_credits.gd.uid"/>
<Content Include="menus\scenes\end_credits\end_credits.tscn"/>
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd"/>
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd.uid"/>
<Content Include="menus\scenes\game_scene\game_ui.tscn"/>
<Content Include="menus\scenes\game_scene\input_display_label.gd"/>
<Content Include="menus\scenes\game_scene\input_display_label.gd.uid"/>
<Content Include="menus\scenes\game_scene\levels\level.gd"/>
<Content Include="menus\scenes\game_scene\levels\level.gd.uid"/>
<Content Include="menus\scenes\game_scene\levels\level_1.tscn"/>
<Content Include="menus\scenes\game_scene\levels\level_2.tscn"/>
<Content Include="menus\scenes\game_scene\levels\level_3.tscn"/>
<Content Include="menus\scenes\game_scene\tutorials\tutorial_1.tscn"/>
<Content Include="menus\scenes\game_scene\tutorials\tutorial_2.tscn"/>
<Content Include="menus\scenes\game_scene\tutorials\tutorial_3.tscn"/>
<Content Include="menus\scenes\game_scene\tutorial_manager.gd"/>
<Content Include="menus\scenes\game_scene\tutorial_manager.gd.uid"/>
<Content Include="menus\scenes\loading_screen\level_loading_screen.tscn"/>
<Content Include="menus\scenes\loading_screen\loading_screen.gd"/>
<Content Include="menus\scenes\loading_screen\loading_screen.gd.uid"/>
<Content Include="menus\scenes\loading_screen\loading_screen.tscn"/>
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd"/>
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.gd.uid"/>
<Content Include="menus\scenes\loading_screen\loading_screen_with_shader_caching.tscn"/>
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd"/>
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.gd.uid"/>
<Content Include="menus\scenes\menus\level_select_menu\level_select_menu.tscn"/>
<Content Include="menus\scenes\menus\main_menu\main_menu.gd"/>
<Content Include="menus\scenes\menus\main_menu\main_menu.gd.uid"/>
<Content Include="menus\scenes\menus\main_menu\main_menu.tscn"/>
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd"/>
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.gd.uid"/>
<Content Include="menus\scenes\menus\main_menu\main_menu_with_animations.tscn"/>
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd"/>
<Content Include="menus\scenes\menus\options_menu\audio\audio_input_option_control.gd.uid"/>
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<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd"/>
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd.uid"/>
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.tscn"/>
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd"/>
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd.uid"/>
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.tscn"/>
<Content Include="menus\scenes\menus\options_menu\input\input_extras_menu.tscn"/>
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd"/>
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd.uid"/>
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public override bool _CanHandle(GodotObject @object)
{
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if (@object?.GetScript().As<CSharpScript>() is CSharpScript script)
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{
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Type? implementationType =
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baseType.IsAssignableFrom(x));
return implementationType is not null;
}
public override bool _ParseProperty(

28
agents.md Normal file
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### Project Overview: Godot C# Movement Tests
This project is a high-performance 3D character controller for Godot 4.x using C# 13 and .NET 9. It focuses on modular movement systems (Dash, Mantle, Stairs) and robust combat mechanics (Damage, Health, Knockback) decoupled through interfaces.
### Core Architecture
- **Modular Systems**: The `PlayerController.cs` acts as a central hub for multiple specialized "Systems" (e.g., `DashSystem`, `MantleSystem`, `HeadSystem`, `StairsSystem`).
- **State Management**: Uses `GodotStateCharts` for complex movement and action states. Look for state transitions and triggers within the system scripts.
- **Interface-Driven Design**: Located in `/interfaces/`, these define how objects interact (e.g., `IDamageable`, `IHealthable`, `IKnockbackable`). Always implement these interfaces for new interactable entities.
- **Node Composition**: Most systems are attached to the `PlayerController` scene as child nodes and initialized via their respective `Init()` methods or exported fields.
### Key Directories
- `/scenes/player_controller/`: Contains the main player scene, the central `PlayerController.cs`, and its sub-systems.
- `/scenes/player_controller/components/`: Modular logic for specific features like Dash, Mantle, and Weapons.
- `/interfaces/`: Core C# interfaces and shared records (e.g., `DamageRecord`, `HealthChangedRecord`).
- `/tests/`: Automated unit and integration tests using `GdUnit4` and `xUnit`.
### Coding Standards & Idioms
- **C# 13 & .NET 9**: Use modern C# features (records, primary constructors, collection expressions).
- **Godot Partial Classes**: All Godot scripts must be `partial` and use `[GlobalClass]` where appropriate for editor visibility.
- **RustyOptions**: The project uses `RustyOptions` for safer null handling and result types (`Option<T>`, `Result<T, E>`).
- **Signals**: Use `[Signal]` and the `EventHandler` pattern for Godot signals.
- **Dependency Injection**: Systems are typically assigned to fields in `PlayerController` via the editor or `GetNode<T>()` in `_Ready()`.
### LLM Interaction Tips
1. **Partial Classes**: When suggesting changes to `PlayerController.cs` or systems, remember they are `partial`. Large files like `PlayerController.cs` (2500+ lines) are often split or contain many regions.
2. **Node Hierarchy**: Always check `PlayerController.tscn` or system scenes (`head_system.tscn`) when dealing with node references (`GetNode`).
3. **GdUnit4**: For testing, follow the pattern in `tests/PlayerMovementTest.cs`. Use `ISceneRunner` to simulate inputs and await frames/milliseconds.
4. **Vector Operations**: Use Godot's built-in `Vector3` methods for movement logic. The project often uses `GlobalPosition` and `DirectionTo`.
5. **Boilerplate**: When creating new systems, mirror the `Init()` and `_PhysicsProcess` patterns found in existing systems like `DashSystem.cs` or `MantleSystem.cs`.

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