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Connected all three benchmark scenes to the tool execution system: **Foraging Scene** (scenes/foraging.tscn, scripts/foraging.gd): - Added IPCClient node for tool execution - Connected IPCClient → ToolRegistry → Agent pipeline - Tools: move_to, collect, query_world - Tracks: resources collected, damage taken, distance, efficiency **Crafting Chain Scene** (scenes/crafting_chain.tscn, scripts/crafting_chain.gd): - Added IPCClient node for tool execution - Connected tool execution system to agent - Tools: move_to, collect, craft, query_inventory, query_recipes - Tracks: items crafted, recipe efficiency, resource waste, time **Team Capture Scene** (scenes/team_capture.tscn, scripts/team_capture.gd): - Added IPCClient node for tool execution - Connected all 6 agents (3 blue, 3 red) to tool registry - Tools: move_to, capture_point, send_message, query_team, query_objectives - Tracks: objectives captured, team coordination, contributions, scores All benchmark scenes are now ready for LLM-driven agent testing. Each scene has comprehensive game logic and metrics tracking. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Created reusable agent visual system:
- agent_visual.tscn: Visual scene with capsule body, sphere head, direction indicator, floating label
- agent_visual.gd: Script for controlling appearance, team colors, and highlighting
- agent_helper.gd: Helper script for attaching visuals to Agent nodes
Updated all benchmark scenes to automatically create agent visuals:
- Foraging: Green agent ("Forager")
- Crafting Chain: Orange/gold agent ("Crafter")
- Team Capture: Blue team (3 agents) and Red team (3 agents) with team-colored visuals
Agents are now visible in 3D scenes with:
- Team-colored capsule bodies
- Floating name labels
- Direction indicators
- Highlighting support for future interactions
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Created organized directory structure for game assets: - assets/models/ - 3D models (characters, resources, stations, hazards, environment) - assets/textures/ - Image files (materials, UI) - assets/audio/ - Sound files (SFX, music) Added comprehensive documentation: - docs/getting_3d_assets.md - Complete guide for obtaining 3D models * Recommended sources (Kenney, Quaternius, Poly Pizza) * Step-by-step import instructions * File format explanations * License information * Quick reference for each item type - assets/README.md - Asset directory documentation * Naming conventions * Import guidelines * Asset checklist * License tracking Updated .gitignore to clarify that assets/models/ (game 3D models) should be tracked, while ML model files (*.gguf, etc.) are ignored. Ready for adding visual meshes to replace placeholder objects! 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
…ization - Updated berry.tscn to use apple.glb model instead of procedural sphere - Added colormap.png texture next to apple.glb (industry standard) - Created apple_material.tres as fallback material with texture reference - Updated apple.glb.import settings to use external textures - Enhanced assets/README.md with texture organization best practices: * Model-specific textures kept adjacent to GLB files * Shared textures in textures/materials/ * Follows industry standard for self-contained assets This completes the visual asset integration for the foraging benchmark scene. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
…ooting guide Problem: apple.glb was importing as empty Node3D without mesh data Solution: - Replaced GLB instance with procedural SphereMesh in berry.tscn - Applied apple_material.tres (with colormap texture) directly to mesh - Sphere mesh provides visible, textured berry for gameplay - Updated apple_material.tres to reference correct colormap path Added comprehensive troubleshooting guide: - docs/troubleshooting_3d_models.md explains GLB import issues - Documents how to verify GLB files before importing - Provides Kenney asset workflow (recommended source) - Explains procedural mesh fallback approach The berry scene now displays correctly with the apple texture applied to a sphere mesh. This works perfectly for prototyping and gameplay. Users can upgrade to proper 3D models from Kenney when ready. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
…tructure Root Cause: Kenney's GLB files contain hardcoded relative paths to textures (e.g., "../Textures/colormap.png"). Moving GLB files breaks these references. Solution: - Created assets/kenney_food_kit/ with original Models/ and Textures/ structure - All Kenney GLB files must stay in Models/ folder to find colormap.png - Updated berry.tscn to reference res://assets/kenney_food_kit/Models/apple.glb - Added comprehensive documentation in assets/kenney_food_kit/README.md Key Learning: - Kenney uses single texture atlas (colormap.png) for entire kit - GLB files have baked-in relative paths that cannot be changed - Must preserve vendor folder structure for Kenney assets - Import settings: embedded_image_handling=2 for external textures Documentation Updates: - Updated assets/README.md with Kenney-specific warnings - Added directory structure showing kenney_food_kit/ folder - Created kenney_food_kit/README.md explaining texture path requirements - Added test scenes for validation This fix ensures Kenney assets work correctly and provides clear guidance for adding more Kenney models in the future. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Added full Kenney Food Kit to assets/models/kenney_food_kit/ with correct folder structure that preserves hardcoded texture paths in GLB files. Structure: - assets/models/kenney_food_kit/Models/ (all GLB files) - assets/models/kenney_food_kit/Models/Textures/colormap.png (shared texture) - assets/models/kenney_food_kit/Previews/ (preview images) Key Changes: - Moved kenney_food_kit under assets/models/ for better organization - All 200+ food models now available (fruits, vegetables, meats, kitchenware) - Updated berry.tscn to use res://assets/models/kenney_food_kit/Models/apple.glb - Cleaned up temporary/duplicate asset files - Created comprehensive README.md in kenney_food_kit folder - Updated assets/README.md with Kenney structure warnings Models Include: - Fruits: apple, banana, orange, lemon, grapes, strawberry, etc. - Vegetables: carrot, corn, mushroom, tomato, onion, etc. - Prepared foods: burger, pizza, sushi, donuts, cake, etc. - Kitchenware: plates, bowls, pans, utensils, etc. Berry Resource Status: ✅ Working correctly with apple model and texture Documentation: - assets/models/kenney_food_kit/README.md explains usage and structure - assets/README.md updated with structure diagram and warnings - All models CC0 licensed from kenney.nl 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
Renamed all berry references to apple for consistency with the actual
3D model being used (Kenney apple.glb).
Changes:
- Renamed scenes/resources/berry.tscn → apple.tscn
- Renamed scripts/resources/berry.gd → apple.gd
- Updated resource_type from "berry" to "apple" in script
- Updated all node names (Berry → Apple) in scene file
- Updated all SubResource IDs (SphereShape_berry → SphereShape_apple)
- Updated foraging.tscn to reference apple.tscn and use Apple node names
- Updated documentation references:
* assets/models/kenney_food_kit/README.md
* docs/troubleshooting_3d_models.md (also updated status to reflect
that we're now using the actual Kenney GLB model, not a placeholder)
The apple resource now accurately reflects what it represents - a collectible
apple using the Kenney Food Kit apple.glb model.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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