Fix scroll wheel zoom, persist zoom, consolidate player scripts, and migrate GEMINI.md to .agents/AGENTS.md
Deploy Promiscuity Auth API / deploy (push) Successful in 1m23s
Deploy Promiscuity Character API / deploy (push) Successful in 1m1s
Deploy Promiscuity Crafting API / deploy (push) Successful in 1m0s
Deploy Promiscuity Inventory API / deploy (push) Successful in 1m1s
Deploy Promiscuity Locations API / deploy (push) Successful in 1m2s
Deploy Promiscuity Mail API / deploy (push) Successful in 1m2s
Deploy Promiscuity World API / deploy (push) Successful in 59s
k8s smoke test / test (push) Successful in 20s

This commit is contained in:
2026-06-22 20:07:39 -05:00
parent 3b21cf3182
commit 7f21b40d93
7 changed files with 42 additions and 285 deletions
+26
View File
@@ -0,0 +1,26 @@
# Promiscuity - Project Overview
This project is a multi-layered application consisting of a Godot-based game and a backend powered by .NET microservices and MongoDB.
## Project Structure
- `game/`: The Godot 4.6 game project.
- `microservices/`: ASP.NET Core 8.0 microservices providing backend logic (Auth, Character, Crafting, Inventory, Locations, Mail, and World).
- `.gitea/workflows/`: CI/CD pipelines for deploying microservices to Kubernetes.
## Core Mandates
- **Godot Development**: Follow guidelines in `game/GEMINI.md`.
- **Microservices Development**: Follow guidelines in `microservices/GEMINI.md`.
- **Infrastructure**: Deployment is handled via K8s. Dockerfiles are located in each microservice directory.
## Getting Started
- **Microservices**: Each microservice can be run individually or via the `micro-services.sln` solution file. They require a MongoDB instance (default: `mongodb://127.0.0.1:27017`).
- **Game**: Open `game/project.godot` in Godot Engine 4.6+.
## Shared Conventions
- **Naming**: Use PascalCase for C# (microservices) and snake_case for GDScript (game), as is idiomatic for each platform.
- **Documentation**: Maintain `DOCUMENTS.md` in microservice directories for API shapes and document models.
- **Communication**: The game communicates with microservices via HTTP/REST.