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Gameplay fixes: shape icons, ladder climbing, shape auto-step & tool-gated stone#130

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marceld23 merged 1 commit into
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feat/gameplay-fixes-shapes-ladders-mining
Jun 29, 2026
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Gameplay fixes: shape icons, ladder climbing, shape auto-step & tool-gated stone#130
marceld23 merged 1 commit into
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feat/gameplay-fixes-shapes-ladders-mining

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Fixes four player-reported gameplay issues. Closes #125, closes #126, closes #127, closes #128.

#125 — Per-shape hotbar/inventory icons

Crafted forms (sphere, pyramid, slab, ramp, stairs, dome, cone, cylinder) showed in the hotbar as a plain cube of the base material — the icon path looked up only the base block tile and ignored the shape carried in the item key (stone#s04). New ShapeIconFactory masks the block's atlas tile to a 2-D front silhouette of the form (with a darkened rim), cached per (tile, shape). Wired into HudUi.RefreshHotbar and the shared IconResolver.Resolve, so the hotbar and crafting/inventory lists both show distinct icons.

#126 — Climbable ladders

Ladders existed as blocks but had no climb logic. PlayerController.Move now detects a ladder at shin/chest height and drives vertical movement (Jump or forward = up, Ctrl/C or back = down, gentle cling otherwise), with gravity disabled while on the ladder.

#127 — Walk up shapes without jumping

The CharacterController had no stepOffset/slopeLimit set, so a slab (0.5) and stair treads (0.5) were unclimbable without jumping. WorldRig now sets stepOffset = 0.6 and slopeLimit = 50°, so slabs/stairs auto-step and the 45° ramp walks — while full 1.0-high cubes still require a jump.

#128 — Tool-gated mining

stone was requiredTool: none (hand-mineable); it is now drill / tier 1. The starter kit already grants a basic drill, so there is no progression deadlock. Bare-hand hold-to-dig now works on soft, no-tool blocks (earth, sand, plants) with a dust puff instead of drill sparks; hard materials (stone, ore, metal, wood) stay drill-only.

Verification

  • Server suite green: 792 tests pass, including two new mining tests (Stone_RequiresDrill_NotMineableByHand, WoodLog_RequiresDrill_NotMineableByHand).
  • Local Unity Windows build green — 0 compile errors, fresh BlocksBeyondTheStars.Client.dll.

🤖 Generated with Claude Code

…gated stone

Fixes four player-reported issues:

- #125 Shaped blocks (sphere/pyramid/slab/…) showed as plain cubes in the
  hotbar. New ShapeIconFactory masks the block's atlas tile to a per-form 2-D
  silhouette (cached per tile+shape); wired into HudUi and IconResolver so the
  hotbar and crafting/inventory lists both show distinct icons.
- #126 Ladders are now climbable: PlayerController.Move detects a ladder at
  shin/chest height and drives vertical movement (Jump/forward up, Ctrl/back
  down, gentle cling otherwise) with gravity disabled while on it.
- #127 Walk up shapes without jumping: WorldRig sets the CharacterController
  stepOffset=0.6 and slopeLimit=50 so slabs and stair treads auto-step and the
  45-degree ramp is walkable, while full cubes still require a jump.
- #128 Tool-gated mining: stone now requires a drill (tier 1; the starter kit
  grants a basic drill, so no progression deadlock). Bare-hand hold-to-dig now
  works on soft no-tool blocks (earth/sand/plants) with a dust puff instead of
  drill sparks; hard materials (stone/ore/metal/wood) stay drill-only.

Server suite green (792 tests incl. new stone/wood mining tests); local Unity
Windows build green (0 compile errors).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@marceld23 marceld23 merged commit 1110063 into main Jun 29, 2026
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@marceld23 marceld23 deleted the feat/gameplay-fixes-shapes-ladders-mining branch June 29, 2026 20:11
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