- Renderer init/render/shutdown errors now printed instead of silently
swallowed with let _ =
- Auto-fixed all unused imports and variables (cargo fix)
- Zero compiler warnings
- Replace per-body collision with single AABB collider for rigid entities
- Entity has half_w/half_h defining the collider box
- Separate axis resolution: X first (min-penetration push), then Y
(velocity-direction push to handle floor/ceiling correctly)
- Sliding: when hitting a wall, only X velocity is zeroed, Y continues
- check_on_ground uses AABB bottom edge, not individual bodies
- Fix: X resolution uses minimum penetration (was velocity-based,
which pushed player through walls when velocity was zero)
- Default scene: added water pool, lava pool, wood structure, sand dune,
acid pool, stone wall obstacle
- 28/28 tests passing
- Entity: 10 sub-bodies (was 16), radius 0.45 (was 0.7)
- Shape: 3x3 body rectangle + 1 hand cell on right side
- Much more compact, world appears larger relative to character
- 13 constraints (grid pattern + hand attachment)
- Spawn height adjusted for smaller body
- Entity: rigid body mode for alive entities (single object, no wobble)
- Center position + velocity, bodies positioned from rest offsets
- Collision: all 16 bodies checked, push applied to center
- Movement: velocity applied to center, all bodies move together
- Entity: ragdoll mode for corpses (loose Verlet constraints)
- kill() switches rigid->ragdoll, gives each body inherited velocity
- Constraints go slack (stiffness=0), bodies fall independently
- Player: move_left/right now applies velocity to entity center (was: head only)
- Physics: lava heat conductivity 0.05 (was 0.5), initial temp 1500 (was 1200)
Lava cooling threshold 400 (was 800), heat transfer rate 0.1 (was 0.5)
Lava stays hot long enough for entities to take damage
- Tests: 28/28 passing, updated for new lava and rigid body behavior
- Fix: rewrite resolve_grid_collision to push body out of solid cells
when center is inside (was only pushing to small radius from center)
- Fix: max velocity clamp (0.8) + 4x substepping prevents tunneling
- Fix: player/goblin spawn at terrain surface instead of mid-air
- Fix: gravity reduced from 0.3 to 0.08 for substepping
- Add: headless mode (--headless-ticks N) dumps grid state to file
- Add: velocity zeroing on collision for stable resting