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Sparta v0.2.0
What's Changed
- feat: individual-soldier collision — foundation (cross-regiment soldier separation) (#164) by @d-morrison in #254
- feat: individual-soldier collision phase 3 — render soldiers at their simulated positions (#164) by @d-morrison in #255
- ci: add PR website previews (Quarto preview via d-morrison/gha) by @d-morrison in #259
- docs: specify the per-soldier probabilistic combat model by @d-morrison in #257
- feat: phase 4 foundations -- per-soldier combat math + persistent bodies by @d-morrison in #262
- feat: per-soldier melee resolution -- first gameplay change (phase 4b) by @d-morrison in #263
- ci: pass ANTHROPIC_API_KEY through to the reusable workflows by @dem-extra1 in #268
- feat: melee spacing & movement polish + no-teleport physics by @d-morrison in #267
- feat: no-teleport soldier collisions -- steering (friendlies) + knockback (enemies) by @d-morrison in #271
- refactor: extract target-acquisition queries into UnitTargeting by @d-morrison in #273
- refactor: extract regiment-level combat into UnitCombat by @d-morrison in #274
- refactor: extract formation-block geometry into UnitFormation by @d-morrison in #275
- refactor: extract regiment condition ticks into UnitMorale by @d-morrison in #276
- refactor: extract line-relief swap into UnitRelief by @d-morrison in #277
- refactor: extract pure mark-flock math into SoldierFlock by @d-morrison in #278
- refactor: move the _update_flock orchestrator into SoldierFlock by @d-morrison in #279
- feat: animate per-soldier melee weapons (length encodes reach) by @d-morrison in #280
- feat: replay the live cursor, selection & drag-box in demo clips by @d-morrison in #282
- fix: make fatigue accumulate at a realistic rate by @d-morrison in #284
- feat: resizable unit widths (keyboard + drag) by @d-morrison in #285
- feat: drag-to-form-up move orders (single unit) by @d-morrison in #289
- feat: individual collision phase 5 slice 1 — friendly collision at the soldier level by @d-morrison in #294
- docs: defer phase-5 enemy collision to #201 (momentum/mass) by @d-morrison in #297
- feat: physics slice A — per-soldier mass + momentum-based knockback by @d-morrison in #299
- perf: cache soldier_block_extent for the friendly-collision broadphase by @dem-extra1 in #302
- feat: make a unit's regimental flag a click target for selection (#291) by @dem-extra1 in #303
- feat: physics slice B — prone / knockdown by @d-morrison in #301
- feat(physics): depth-buttressed bracing (#201 slice C) by @d-morrison in #309
- ci: re-record the demo clip when only demos/ changes (#315) by @dem-extra1 in #317
- Physics slice D: stamina pool and fatigue condition by @dem-extra1 in #319
- Add max_stamina assertions for archer and infantry profiles by @dem-extra1 in #322
- feat: scripted-input demo recorder — author demos via mouse/keystroke scripts (#318) by @dem-extra1 in #321
- feat: multi-unit drag-to-form-up with equal-depth / equal-width modes (#287) by @dem-extra1 in #308
- Formation ghost in the orders overlay (Space survey) — closes #312 by @dem-extra1 in #323
- docs: require website demo recording updates in user-visible PRs by @dem-extra1 in #311
- Reform before move: units settle ranks before marching (#316) by @dem-extra1 in #324
- Orderly frontage changes: cap soldier speed to jog when idle (#288) by @dem-extra1 in #326
- fix(render): skip weapon blade for prone soldiers at figure LOD by @dem-extra1 in #328
- feat(website): add charge and support demo videos to how-to-play by @dem-extra1 in #329
- feat(physics): stamina pool — per-soldier fatigue drains cond and degrades defence (#201 slice D) by @dem-extra1 in #313
- feat(render): draw prone soldiers as dark horizontal marks (#300) by @dem-extra1 in #314
- feat(orders): group attack distribution — focused vs distributed (#305) by @dem-extra1 in #337
- docs: record-demos.sh type field and demo.json conflict note by @dem-extra1 in #340
- feat(release): add Windows NSIS installer to release builds by @dem-extra1 in #330
- docs(website): add stamina and prone/knockdown sections to tactics.qmd by @dem-extra1 in #333
- fix(replay): record group_attack mode so distributed attacks replay correctly by @dem-extra1 in #343
- feat(hud): bottom control bar for unit toggles by @dem-extra1 in #346
- ums: document GDScript/Godot 4 coding quirks in CLAUDE.md by @dem-extra1 in #349
- feat(gameplay): pace modes — walk/jog/sprint approach by @dem-extra1 in #338
- fix(battle): disconnect physics_frame on exit so restart doesn't null-deref by @d-morrison in #351
- refactor(hud): single source of truth for stance dropup entries by @d-morrison in #353
- feat(maneuver): side-step small lateral move orders by @d-morrison in #360
- feat(settings): configure which modes the Y-key form-up cycle includes by @dem-extra1 in #344
- feat(orders): pre-face destination on move orders so soldiers wheel before marching by @dem-extra1 in #352
- docs(claude): add GUT assert_almost_eq and Vector2 test quirks by @dem-extra1 in #363
- feat(maneuver): gradual wheel + about-face for orderly move orders by @d-morrison in #361
- feat(soldier): per-soldier facing layer (drill-maneuver foundation) by @d-morrison in #383
- feat(maneuver): conversio — per-soldier in-place about-face (V key) by @dem-extra1 in #388
- refactor(render): marks render from sim positions; fix conversio post-wheel surge by @dem-extra1 in #393
- feat(formation): grid-ops primitives (#367) by @dem-extra1 in #395
- feat(maneuver): quarter-turn — 90° in-place turn with grid transpose (#371) by @dem-extra1 in #398
- feat(demo): drill / solo mode — single-team rehearsal (#390) by @dem-extra1 in #403
- fix(release): write NSIS installer into build/ via absolute OUTFILE by @d-morrison in #405
Full Changelog: v0.1.0...v0.2.0