Gameplay fixes: shape icons, ladder climbing, shape auto-step & tool-gated stone#130
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…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>
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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). NewShapeIconFactorymasks the block's atlas tile to a 2-D front silhouette of the form (with a darkened rim), cached per (tile, shape). Wired intoHudUi.RefreshHotbarand the sharedIconResolver.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.Movenow 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
CharacterControllerhad nostepOffset/slopeLimitset, so a slab (0.5) and stair treads (0.5) were unclimbable without jumping.WorldRignow setsstepOffset = 0.6andslopeLimit = 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
stonewasrequiredTool: none(hand-mineable); it is nowdrill/ 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
Stone_RequiresDrill_NotMineableByHand,WoodLog_RequiresDrill_NotMineableByHand).BlocksBeyondTheStars.Client.dll.🤖 Generated with Claude Code