Promote CHANGELOG Unreleased → 0.9.0 (player trading #15, the player interact
window, and the bow rate-limit security fix). Bump wally.toml +
SurvivorCore.VERSION to 0.9.0.
Collateral: player-trading demo video as a 7th site video tile and a Demo line
in docs/trading.md + docs/interact.md; a full-width "Player trading" feature
card on the landing page; trading.md + interact.md added to the README doc
index; version surfaces bumped across site, README and getting-started.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two UX bugs found while recording:
1. The trade window relied on the SEPARATE inventory menu for staging, and
clicking the menu's backdrop closed it with no obvious way to reopen —
leaving the trade unusable. The window now lists your carried stacks
INSIDE it (read from the replicated inventory attributes): click a row to
offer one, "All" for the whole stack. Dragging from the inventory grid
still works when that menu happens to be open. Removed the auto-open of
the inventory panel that created the trap.
2. The window couldn't be moved. Its header is now a drag handle (mouse +
touch), so it can be pulled out of the way.
Also: the in-window backpack live-refreshes on inventory attribute changes
(coalesced per frame) so a mid-trade pickup can't leave it stale. Panel grown
to 420x476 for the added section.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replaces the buggy per-character Trade ProximityPrompt — which rendered over
your OWN head (no per-viewer exclusion) — with a TCE-ported interact window.
Walk up to another player → an "[E] Interact" badge floats over THEIR head →
press E / tap → a window shows their name + survival stats and an action list.
Targeting is a client-side nearest-OTHER-player scan (self skipped in the loop,
with hysteresis to stop flicker), so the affordance can never point at you —
the reported bug is fixed by construction.
Extensible: SurvivorCore.Interact.addAction{ id, label, order?, enabled?,
onActivate } — Trade is registered as the first built-in action and just fires
the existing (server-validated) TradeRequest remote, so the invite/Accept flow
is unchanged. Cursor is freed while the window is open; the window auto-closes
on walk-away / target-leaves / death / trade-start.
- src/client/PlayerInteract.luau (new): scan + billboard + window + action registry
- src/systems/Trade.luau: delete the per-character prompt block (keep Died abort)
- src/init.luau: boot PlayerInteract, expose SurvivorCore.Interact
- src/shared/UiConfig.luau: UI.Keybinds.Interact = "E"
- docs/interact.md (new), docs/trading.md, CHANGELOG (Unreleased)
Ported from The Counter Earth's PlayerInspectService/InspectController.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A new server-authoritative, dupe-proof trade system. Walk up to another player,
trigger the "Trade" prompt; they Accept/Decline; both stage loose backpack
stacks (drag from the inventory grid, with −/+ qty steppers) and must Confirm
before anything moves.
Anti-dupe by construction: staging is by-reference (items never leave the owner
until commit), and the commit is one synchronous, no-yield critical section —
re-validate holds → pre-flight both receivers have room (new Inventory.canAccept)
→ remove both → grant with addUpTo → refund any residue. Item count is conserved
on every branch (verified: 200k-iteration conservation + fit-oracle fuzz).
Auto-cancels on death / leave / out-of-range (MaxDistance) / request timeout; a
staging change resets both confirms. New Trade server system + TradeUi client
window, the "Trading" Config section (tunable in SurvivorCore Studio), hooks
trade:started / trade:completed, and a trades_total progression counter. v1 is
backpack stacks only (worn gear reserved behind AllowEquippedItems).
- src/systems/Trade.luau, src/client/TradeUi.luau, src/shared/TradingConfig.luau (new)
- src/systems/Inventory.luau: exported canAccept (weight+slot fit oracle)
- src/shared/EngineConfig.luau: Trading section; src/init.luau boot wiring
- docs/trading.md, README, CHANGELOG (Unreleased), Hooks catalogue, extending.md
- demo/server/TradeTestStation.server.luau: /tradetest 2-player conservation harness
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>