update: document repair movement lock

This commit is contained in:
Tom Boullay
2026-05-11 13:12:37 +02:00
parent b1b200e5d2
commit 8a4a0a08ed
3 changed files with 7 additions and 6 deletions
+2 -1
View File
@@ -18,6 +18,7 @@ This document lists features that are implemented in the current codebase.
- Pointer lock mouse look
- Movement with `ZQSD`
- Jumping
- Movement lock during active repair steps, while keeping trigger interactions available
- Octree-based collision against dedicated map collision nodes, currently scoped to `terrain`
## Interactions
@@ -33,7 +34,7 @@ This document lists features that are implemented in the current codebase.
- Reusable production `RepairGame` mounted for `bike`, `pylone`, and `ferme` mission states
- Debug physics playground mounts the same reusable `RepairGame` in `Bike`, `Pylone`, and `Farm` zones so each state can be tuned with isolated positioning before moving placement into the production map
- Repair mission config shared through `src/data/gameplay/repairMissions.ts`, including per-mission broken nodes, placeholder targets, scan timing, and reassembly timing
- Repair-game flow supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` with `.webm` prompts, repair case spawn/opening/exit, focused repair-case view, repair-case trigger interaction, case placeholder traversal, snap-to-placeholder placement, broken-part deposit feedback, `E`, two-fists hold input, exploded and inverse reassembly transitions, completion particles, per-part scan visuals, persistent red broken-part markers, centered broken-part UI videos, multiple grabbable replacement choices, correct-part install validation feedback, and mission completion
- Repair-game flow supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` with `.webm` prompts, repair case spawn/opening/exit, focused repair-case view, movement lock during active repair, repair-case trigger interaction, case placeholder traversal, snap-to-placeholder placement, broken-part deposit feedback, `E`, two-fists hold input, exploded and inverse reassembly transitions, completion particles, per-part scan visuals, persistent red broken-part markers, centered broken-part UI videos, multiple grabbable replacement choices, correct-part install validation feedback, and mission completion
## Audio