spaceship/Main.tscn

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[gd_scene load_steps=29 format=3]
[ext_resource type="Script" path="res://Starfield.gd" id="1"]
[ext_resource type="Script" path="res://Fleet.gd" id="2"]
[ext_resource type="Script" path="res://GameController.gd" id="3"]
[ext_resource type="Script" path="res://EnemySpawner.gd" id="4"]
[ext_resource type="Shader" path="res://starfield.gdshader" id="5"]
[ext_resource type="Script" path="res://ExplorationTracker.gd" id="6"]
[ext_resource type="Script" path="res://AsteroidField.gd" id="7"]
[ext_resource type="Script" path="res://WorldMap.gd" id="8"]
[ext_resource type="Script" path="res://WorldMapContent.gd" id="9"]
[ext_resource type="Script" path="res://IconButton.gd" id="10"]
[ext_resource type="Script" path="res://PlanetField.gd" id="11"]
[ext_resource type="Script" path="res://PlanetAtmosphereController.gd" id="12"]
[ext_resource type="Script" path="res://TouchJoystick.gd" id="13"]
[ext_resource type="Script" path="res://BuildingField.gd" id="14"]
[ext_resource type="Script" path="res://BuildController.gd" id="15"]
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
[ext_resource type="Script" path="res://ResourceReadout.gd" id="16"]
[ext_resource type="Script" path="res://FormationEditor.gd" id="17"]
[ext_resource type="Script" path="res://NeonNumber.gd" id="19"]
[ext_resource type="Script" path="res://NeonPanel.gd" id="20"]
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
[ext_resource type="Script" path="res://SkillTreeView.gd" id="21"]
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
[ext_resource type="Script" path="res://TransporterField.gd" id="23"]
[ext_resource type="Script" path="res://ResourceBar.gd" id="24"]
2026-08-13 21:39:05 +02:00
[ext_resource type="Script" path="res://VesselDeliveryField.gd" id="26"]
[ext_resource type="Script" path="res://ResourceTransferList.gd" id="27"]
2026-08-15 04:45:15 +02:00
[ext_resource type="Script" path="res://GasBombController.gd" id="29"]
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[ext_resource type="Script" path="res://LaserController.gd" id="30"]
[ext_resource type="Script" path="res://SpeedFader.gd" id="31"]
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("5")
shader_parameter/camera_pos = Vector2(0, 0)
shader_parameter/camera_zoom = 1.0
shader_parameter/viewport_size = Vector2(720, 1280)
shader_parameter/cell_size = 60.0
shader_parameter/bg_color = Color(0.02, 0.02, 0.08, 1)
[node name="Main" type="Node2D"]
script = ExtResource("3")
[node name="BackgroundLayer" type="CanvasLayer" parent="."]
layer = -10
[node name="Starfield" type="ColorRect" parent="BackgroundLayer"]
material = SubResource("1")
mouse_filter = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Fleet" type="Node2D" parent="."]
script = ExtResource("2")
2026-08-15 04:45:15 +02:00
[node name="GasBombController" type="Node2D" parent="."]
script = ExtResource("29")
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[node name="LaserController" type="Node2D" parent="."]
script = ExtResource("30")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, 0)
zoom = Vector2(1, 1)
[node name="EnemySpawner" type="Node2D" parent="."]
script = ExtResource("4")
[node name="ExplorationTracker" type="Node2D" parent="."]
script = ExtResource("6")
[node name="AsteroidField" type="Node2D" parent="."]
script = ExtResource("7")
[node name="PlanetField" type="Node2D" parent="."]
script = ExtResource("11")
[node name="BuildingField" type="Node2D" parent="."]
script = ExtResource("14")
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
[node name="TransporterField" type="Node2D" parent="."]
script = ExtResource("23")
2026-08-13 21:39:05 +02:00
[node name="VesselDeliveryField" type="Node2D" parent="."]
script = ExtResource("26")
[node name="BuildController" type="Node2D" parent="."]
script = ExtResource("15")
[node name="LandingController" type="Node2D" parent="."]
script = ExtResource("12")
[node name="UI" type="CanvasLayer" parent="."]
layer = 1
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
[node name="ResourceReadout" type="Control" parent="UI"]
mouse_filter = 2
offset_left = 28
offset_top = 38
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
offset_right = 696
offset_bottom = 154
script = ExtResource("16")
digit_height = 38.0
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
[node name="BankCaption" type="Label" parent="UI"]
2026-08-13 21:07:35 +02:00
mouse_filter = 2
offset_left = 28
offset_top = 6
offset_right = 220
offset_bottom = 34
2026-08-13 21:07:35 +02:00
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.55, 0.78, 0.86, 1)
text = "BANKED"
2026-08-13 21:07:35 +02:00
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
[node name="FleetCaption" type="Label" parent="UI"]
2026-08-13 21:07:35 +02:00
mouse_filter = 2
offset_left = 356
offset_top = 6
offset_right = 620
offset_bottom = 34
2026-08-13 21:07:35 +02:00
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(1, 0.78, 0.25, 1)
text = "FLEET HOLD"
2026-08-13 21:07:35 +02:00
[node name="PlanetNameLabel" type="Label" parent="UI"]
visible = false
offset_left = 24
offset_top = 480
offset_right = 696
offset_bottom = 532
text = ""
horizontal_alignment = 1
theme_override_font_sizes/font_size = 32
[node name="EnterAtmosphereButton" type="Control" parent="UI"]
visible = false
offset_left = 188
offset_top = 324
offset_right = 336
offset_bottom = 472
script = ExtResource("10")
icon = 3
[node name="BuildButton" type="Control" parent="UI"]
offset_left = 24
offset_right = 172
2026-08-13 20:49:15 +02:00
offset_top = 160
offset_bottom = 308
script = ExtResource("10")
icon = 5
[node name="BuildActionButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
2026-08-13 20:49:15 +02:00
offset_top = 324
offset_bottom = 472
script = ExtResource("10")
icon = 2
[node name="BuildingActionButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
offset_top = 488
offset_bottom = 636
script = ExtResource("10")
icon = 2
2026-08-12 22:47:46 +02:00
[node name="HangarButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
2026-08-13 20:49:15 +02:00
offset_top = 488
offset_bottom = 636
2026-08-12 22:47:46 +02:00
script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="TransferButton" type="Control" parent="UI"]
visible = false
offset_left = 188
offset_top = 160
offset_right = 336
offset_bottom = 308
script = ExtResource("10")
icon = 14
glow_color = Color(1, 0.78, 0.25, 1)
[node name="MapButton" type="Control" parent="UI"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_right = -24
offset_top = 24
offset_bottom = 172
script = ExtResource("10")
icon = 0
[node name="KeyboardHintLabel" type="Label" parent="UI"]
visible = false
mouse_filter = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 28
offset_right = 360
offset_top = -300
offset_bottom = -120
theme_override_font_sizes/font_size = 36
autowrap_mode = 2
text = "WASD / arrows move Q / E pivot wheel zoom"
[node name="Joystick" type="Control" parent="UI"]
mouse_filter = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24
offset_right = 424
offset_top = -424
offset_bottom = -24
script = ExtResource("13")
[node name="SpeedFader" type="Control" parent="UI"]
visible = false
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
offset_left = -94
offset_right = -24
offset_top = 740
offset_bottom = 920
script = ExtResource("31")
[node name="Label" type="Label" parent="UI/SpeedFader"]
mouse_filter = 2
offset_left = -20
offset_right = 90
offset_top = -32
offset_bottom = -4
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(0.7, 0.3, 1, 1)
horizontal_alignment = 1
text = "x1.0"
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[node name="LaserButton" type="Control" parent="UI"]
visible = false
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -344
offset_right = -196
offset_top = -344
offset_bottom = -196
script = ExtResource("10")
icon = 36
glow_color = Color(0.3, 0.9, 1, 1)
[node name="PivotCCWButton" type="Control" parent="UI"]
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -344
offset_right = -196
offset_top = -172
offset_bottom = -24
script = ExtResource("10")
icon = 7
2026-08-15 04:45:15 +02:00
[node name="GasBombButton" type="Control" parent="UI"]
visible = false
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -172
offset_right = -24
offset_top = -344
offset_bottom = -196
script = ExtResource("10")
icon = 32
glow_color = Color(0.96, 0.22, 0.72, 1)
[node name="GasBombStatus" type="Label" parent="UI"]
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -344
offset_right = -24
offset_top = -480
offset_bottom = -430
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.96, 0.22, 0.72, 1)
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="PivotCWButton" type="Control" parent="UI"]
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -172
offset_right = -24
offset_top = -172
offset_bottom = -24
script = ExtResource("10")
icon = 6
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
[node name="WorldMap" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource("8")
[node name="Backdrop" type="ColorRect" parent="UI/WorldMap"]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.96)
[node name="MapContent" type="Node2D" parent="UI/WorldMap"]
script = ExtResource("9")
[node name="RecenterButton" type="Control" parent="UI/WorldMap"]
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24
offset_right = 172
offset_top = -620
offset_bottom = -472
script = ExtResource("10")
icon = 2
[node name="CloseButton" type="Control" parent="UI/WorldMap"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_right = -24
offset_top = 24
offset_bottom = 172
script = ExtResource("10")
icon = 1
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
[node name="BuildMenu" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Backdrop" type="ColorRect" parent="UI/BuildMenu"]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 70
offset_right = -24
offset_bottom = 196
text = "Build"
horizontal_alignment = 1
[node name="StatusLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 206
offset_right = -24
offset_bottom = 330
theme_override_font_sizes/font_size = 40
autowrap_mode = 2
text = ""
horizontal_alignment = 1
[node name="MothershipButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = -204
offset_right = -76
offset_top = -300
offset_bottom = -172
script = ExtResource("10")
icon = 8
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="MothershipLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -290
offset_right = 10
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_top = -166
offset_bottom = -100
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Mothership"
horizontal_alignment = 1
[node name="MothershipCost" type="Control" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = -200
offset_right = -80
offset_top = -96
offset_bottom = -44
script = ExtResource("19")
amount = 20
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
digit_height = 40.0
[node name="CrafterButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = 76
offset_right = 204
offset_top = -300
offset_bottom = -172
script = ExtResource("10")
icon = 9
glow_color = Color(1, 0.72, 0.25, 1)
[node name="CrafterLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -10
offset_right = 290
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_top = -166
offset_bottom = -100
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Ship Crafter"
horizontal_alignment = 1
[node name="CrafterCost" type="Control" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = 80
offset_right = 200
offset_top = -96
offset_bottom = -44
script = ExtResource("19")
amount = 12
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
digit_height = 40.0
[node name="CommandButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = -204
offset_right = -76
offset_top = -10
offset_bottom = 118
script = ExtResource("10")
icon = 10
glow_color = Color(0.55, 0.6, 1, 1)
[node name="CommandLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -290
offset_right = 10
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_top = 124
offset_bottom = 190
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Command Center"
horizontal_alignment = 1
[node name="CommandCost" type="Control" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = -200
offset_right = -80
offset_top = 194
offset_bottom = 246
script = ExtResource("19")
amount = 15
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
digit_height = 40.0
[node name="ExtractorButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = 76
offset_right = 204
offset_top = -10
offset_bottom = 118
script = ExtResource("10")
icon = 11
glow_color = Color(0, 0.62, 0.7, 1)
[node name="ExtractorLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -10
offset_right = 290
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_top = 124
offset_bottom = 190
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Extractor"
horizontal_alignment = 1
[node name="ExtractorCost" type="Control" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
offset_left = 80
offset_right = 200
offset_top = 194
offset_bottom = 246
script = ExtResource("19")
amount = 25
Transport Hub building Forgejo #18, part 5 of #12. The building only - the vessels that do the hauling are #19. Placeable, costed at 30, gated behind a new "Freight Handling" research node hanging off Logistics, with its own info popup, build-menu glyph and map marker. Drawn as an octagonal dock ring with berth arms and a squared-off freight core: deliberately radial-but-flat so it does not read as a small mothership, which is the only structure with swept arms. Its stationed transports are NeonPiece children of one rotating holder, per #10 - the geometry is rasterised once and only the holder's rotation changes, so the traffic costs no redraws. Building._draw()'s match has a catch-all that renders anything unrecognised as a ship crafter, so a missing case is silent and looks almost right. The test checks for the hub's own _hub_traffic holder rather than trusting that something plausible appeared - which caught exactly that: a _ready() patch had silently not applied and the hub was rendering through the crafter branch. The build menu grew a third row. Every button, label and price moved: the old row occupied 332px against a 372px pitch, and three of those do not fit above a 1280px screen. Rows are now shorter (128px buttons, 40px price digits) at a 290px pitch, ending at y=1176. Rendered and looked at - the first attempt tightened the pitch alone and left every price overlapping the row beneath it, which no headless test would have seen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 17:45:07 +02:00
digit_height = 40.0
[node name="TransportHubButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = 280
offset_bottom = 408
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="TransportHubLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -150
offset_right = 150
offset_top = 414
offset_bottom = 480
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Transport Hub"
horizontal_alignment = 1
[node name="TransportHubCost" type="Control" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -60
offset_right = 60
offset_top = 484
offset_bottom = 536
script = ExtResource("19")
amount = 30
digit_height = 40.0
[node name="ShipLabButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 76
offset_right = 204
offset_top = 280
offset_bottom = 408
script = ExtResource("10")
icon = 13
glow_color = Color(0.55, 0.95, 0.9, 1)
[node name="ShipLabLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -10
offset_right = 290
offset_top = 414
offset_bottom = 480
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Ship Lab"
horizontal_alignment = 1
[node name="ShipLabCost" type="Control" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 80
offset_right = 200
offset_top = 484
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script = ExtResource("19")
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digit_height = 40.0
Gas burner building and the energy resource (#54) A new building that consumes gas to produce energy, a new resource stored and moved exactly like ore and gas. The resource: EnergyResourceGlyph (a cell/bolt mark) + energy's own warm yellow-green ResourceDefinition, registered in ResourceDefinitions.ORDER/DEFINITIONS and GameState.RESOURCE_ENERGY. Inventory/ResourceBar/ResourceTransferList needed no changes - #49 already made them resource-agnostic, confirmed structurally in the test rather than touched. The building: GasBurnerBuildingVisual (a hexagonal chamber with intake vents in gas's colour and output ports in energy's, so the silhouette itself reads "gas in, energy out"), GasBurnerBuildingDefinition (capabilities=["gas_burner"], its own build-menu icon appended to IconButton.Icon rather than inserted, per the ticket's own warning about renumbering stored scene values), and the matching UI/BuildMenu/GasBurner* nodes in Main.tscn. Gated behind a new "Power Systems" skill-tree node, mirroring how "freight" unlocks the transport hub. Conversion: _advance_gas_burners(), simulated in GameState alongside _advance_production/extractor mining so it keeps running while the player is elsewhere. Withdraws gas and deposits energy in the building's OWN inventory only - never the bank - so it stalls with no local gas exactly like a lab waiting on materials. Logistics: a gas burner's ongoing gas deficit is folded into the existing queued-building-supply dispatch path (same "needs resource X" loop production/research orders already use, extended with gas_burner_gas_deficit()), and a new TO_BUILDING_PICKUP/ TO_MOTHERSHIP_FROM_BUILDING transporter state pair collects its energy to the bank, mirroring the extractor pickup path per the ticket. The existing f5c60f8 priority (queued deliveries outrank collection) holds: the pickup dispatch loop runs last. Tests: new tests/test_gas_burner.gd (resource genericity, stall semantics, research gate, and full delivery+pickup logistics via a real hub), run_tests transporter/resource regressions, and screenshots of the build menu (all 7 buildings) and transfer menu (all 3 resources). Full suite: 81/81. Two real bugs found and fixed along the way, neither gas-burner- specific: - _transporter_inbound_to() matched ANY non-idle transporter with a matching target_id, regardless of purpose. Once pickup states shared target_id with delivery states (both address a building, not an extractor), a transporter delivering gas made the SAME building look "busy" to the unrelated energy-pickup dispatch, starving it even with a second, genuinely free transporter sitting idle at the hub. Split into _transporter_inbound_to() (delivery states only) and a new _transporter_inbound_for_pickup() (pickup states only). - The build menu's 3-row/6-slot layout (MENU_ROW_TOPS + row content sizing) had no room for a 7th building - despite the ticket's own note that no layout changes should be needed. A naive 4th row ran off the bottom of a 720x1280 viewport; fitting one meant both adding a 4th row top AND shrinking the shared button/label/cost sizing so each row's content no longer taller than the compressed row spacing. Caught only by actually screenshotting it - a real build menu, not headless, since --headless renders nothing. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 12:10:31 +02:00
[node name="GasBurnerButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -64
offset_right = 64
offset_top = 570
offset_bottom = 698
script = ExtResource("10")
icon = 33
glow_color = Color(0.95, 0.35, 0.15, 1)
[node name="GasBurnerLabel" type="Label" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -150
offset_right = 150
offset_top = 704
offset_bottom = 770
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Gas Burner"
horizontal_alignment = 1
[node name="GasBurnerCost" type="Control" parent="UI/BuildMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -60
offset_right = 60
offset_top = 774
offset_bottom = 826
script = ExtResource("19")
amount = 30
digit_height = 40.0
[node name="CloseButton" type="Control" parent="UI/BuildMenu"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_right = -24
offset_top = 24
offset_bottom = 172
script = ExtResource("10")
icon = 1
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
[node name="InfoPopup" type="Control" parent="UI/BuildMenu" groups=["modal_menus"]]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Dim" type="ColorRect" parent="UI/BuildMenu/InfoPopup"]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.01, 0.01, 0.03, 0.55)
[node name="Panel" type="Control" parent="UI/BuildMenu/InfoPopup"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -352
offset_right = 352
offset_top = -600
offset_bottom = 600
script = ExtResource("20")
glow_color = Color(0, 0.62, 0.7, 1)
[node name="TitleLabel" type="Label" parent="UI/BuildMenu/InfoPopup/Panel"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 44
offset_right = -44
offset_top = 30
offset_bottom = 150
text = ""
horizontal_alignment = 1
[node name="MessageLabel" type="Label" parent="UI/BuildMenu/InfoPopup/Panel"]
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 44
offset_right = -44
offset_top = 160
offset_bottom = -440
theme_override_font_sizes/font_size = 48
text = ""
horizontal_alignment = 1
vertical_alignment = 1
autowrap_mode = 2
[node name="CostNumber" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -70
offset_right = 90
offset_top = -424
offset_bottom = -334
script = ExtResource("19")
amount = 0
digit_height = 78.0
[node name="BuildButton" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -200
offset_right = -40
offset_top = -300
offset_bottom = -140
script = ExtResource("10")
icon = 5
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="CloseButton" type="Control" parent="UI/BuildMenu/InfoPopup/Panel"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 40
offset_right = 200
offset_top = -300
offset_bottom = -140
script = ExtResource("10")
icon = 1
glow_color = Color(0, 0.62, 0.7, 1)
2026-08-12 22:47:46 +02:00
[node name="HangarMenu" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Backdrop" type="ColorRect" parent="UI/HangarMenu"]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 60
offset_right = -210
offset_bottom = 170
text = "Hangar"
horizontal_alignment = 1
[node name="ListLabel" type="Label" parent="UI/HangarMenu"]
visible = false
2026-08-12 22:47:46 +02:00
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 32
offset_top = 200
offset_right = -32
offset_bottom = -420
theme_override_font_sizes/font_size = 30
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="StatusLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 32
offset_top = -410
offset_right = -32
offset_bottom = -300
theme_override_font_sizes/font_size = 30
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="NextButton" type="Control" parent="UI/HangarMenu"]
visible = false
2026-08-12 22:47:46 +02:00
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -230
offset_right = -110
offset_top = -280
offset_bottom = -160
script = ExtResource("10")
icon = 6
glow_color = Color(0.55, 0.95, 0.9, 1)
[node name="CrewButton" type="Control" parent="UI/HangarMenu"]
visible = false
2026-08-12 22:47:46 +02:00
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = 110
offset_right = 230
offset_top = -280
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script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="HintLabel" type="Label" parent="UI/HangarMenu"]
visible = false
2026-08-12 22:47:46 +02:00
mouse_filter = 2
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24
offset_top = -150
offset_right = -24
offset_bottom = -60
theme_override_font_sizes/font_size = 28
autowrap_mode = 2
horizontal_alignment = 1
text = "Next Crew"
[node name="AvailableTitle" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_top = 190
offset_bottom = 240
theme_override_font_sizes/font_size = 28
text = "AVAILABLE — TAP TO CREW"
horizontal_alignment = 1
[node name="AvailableInterceptor" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
2026-08-15 04:45:15 +02:00
offset_left = -290
offset_right = -215
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 2
[node name="AvailableInterceptorLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
2026-08-15 04:45:15 +02:00
offset_left = -330
offset_right = -175
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableShield" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -189
offset_right = -114
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.8, 1, 1)
[node name="AvailableShieldLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -229
offset_right = -74
2026-08-15 04:45:15 +02:00
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableGasBomber" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -88
offset_right = -13
2026-08-15 04:45:15 +02:00
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 31
glow_color = Color(0.96, 0.32, 0.78, 1)
[node name="AvailableGasBomberLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -128
offset_right = 27
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableCarrier" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 13
offset_right = 88
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
[node name="AvailableCarrierLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -27
offset_right = 128
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableLaser" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 114
offset_right = 189
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 35
glow_color = Color(0.3, 0.9, 1, 1)
[node name="AvailableLaserLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 74
offset_right = 229
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableDistorder" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 215
offset_right = 290
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 37
glow_color = Color(0.7, 0.3, 1, 1)
[node name="AvailableDistorderLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 175
2026-08-15 04:45:15 +02:00
offset_right = 330
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetTitle" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_top = 500
offset_bottom = 550
theme_override_font_sizes/font_size = 28
text = "FLEET — TAP TO STORE"
horizontal_alignment = 1
[node name="FleetInterceptor" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
2026-08-15 04:45:15 +02:00
offset_left = -290
offset_right = -215
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 2
[node name="FleetInterceptorLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
2026-08-15 04:45:15 +02:00
offset_left = -330
offset_right = -175
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetShield" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -189
offset_right = -114
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.8, 1, 1)
[node name="FleetShieldLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -229
offset_right = -74
2026-08-15 04:45:15 +02:00
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetGasBomber" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -88
offset_right = -13
2026-08-15 04:45:15 +02:00
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 31
glow_color = Color(0.96, 0.32, 0.78, 1)
[node name="FleetGasBomberLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -128
offset_right = 27
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetCarrier" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 13
offset_right = 88
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
[node name="FleetCarrierLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -27
offset_right = 128
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetLaser" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 114
offset_right = 189
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 35
glow_color = Color(0.3, 0.9, 1, 1)
[node name="FleetLaserLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 74
offset_right = 229
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetDistorder" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 215
offset_right = 290
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 37
glow_color = Color(0.7, 0.3, 1, 1)
[node name="FleetDistorderLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 175
2026-08-15 04:45:15 +02:00
offset_right = 330
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
2026-08-12 22:47:46 +02:00
[node name="CloseButton" type="Control" parent="UI/HangarMenu"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_top = 24
offset_right = -24
offset_bottom = 172
script = ExtResource("10")
icon = 1
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="LabMenu" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Backdrop" type="ColorRect" parent="UI/LabMenu"]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 36
offset_right = -200
offset_bottom = 166
text = "Ship Lab"
horizontal_alignment = 1
[node name="Bar" type="Control" parent="UI/LabMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 180
offset_right = -24
offset_bottom = 264
script = ExtResource("24")
[node name="VesselA" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
2026-08-15 04:45:15 +02:00
offset_left = -300
offset_right = -240
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 2
glow_color = Color(0.25, 0.85, 1, 1)
[node name="VesselB" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -210
offset_right = -150
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.8, 1, 1)
[node name="VesselC" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -120
offset_right = -60
2026-08-15 04:45:15 +02:00
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 31
glow_color = Color(0.96, 0.32, 0.78, 1)
[node name="VesselD" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -30
offset_right = 30
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="VesselE" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 60
offset_right = 120
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[node name="VesselF" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 150
offset_right = 210
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 35
glow_color = Color(0.3, 0.9, 1, 1)
[node name="VesselG" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 240
offset_right = 300
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 37
glow_color = Color(0.7, 0.3, 1, 1)
[node name="VesselLabel" type="Label" parent="UI/LabMenu"]
2026-08-13 16:45:08 +02:00
visible = false
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 402
offset_right = -24
offset_bottom = 460
theme_override_font_sizes/font_size = 34
horizontal_alignment = 1
text = ""
2026-08-13 16:45:08 +02:00
[node name="VesselALabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -330
offset_right = -210
offset_top = 400
2026-08-13 16:45:08 +02:00
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Interceptor"
[node name="VesselBLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -240
offset_right = -120
2026-08-13 16:45:08 +02:00
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Shield"
[node name="VesselCLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -150
offset_right = -30
2026-08-15 04:45:15 +02:00
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Gas Bomber"
[node name="VesselDLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -60
offset_right = 60
2026-08-13 16:45:08 +02:00
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Transporter"
[node name="VesselELabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 30
offset_right = 150
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Carrier"
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[node name="VesselFLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 120
offset_right = 240
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Laser Ship"
[node name="VesselGLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 210
offset_right = 330
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Distorder"
2026-08-13 20:13:32 +02:00
[node name="VesselUpgradeSeparator" type="ColorRect" parent="UI/LabMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 48
offset_top = 462
offset_right = -48
offset_bottom = 466
color = Color(0.25, 0.85, 1, 0.6)
[node name="UpgradeList" type="Label" parent="UI/LabMenu"]
2026-08-13 16:45:08 +02:00
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 32
offset_top = 470
offset_right = -32
offset_bottom = -470
theme_override_font_sizes/font_size = 30
autowrap_mode = 2
text = ""
[node name="DetailLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 32
offset_top = -460
offset_right = -32
offset_bottom = -330
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="StatusLabel" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 32
offset_top = -324
offset_right = -32
offset_bottom = -256
theme_override_font_sizes/font_size = 30
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="NextButton" type="Control" parent="UI/LabMenu"]
2026-08-13 16:45:08 +02:00
visible = false
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -230
offset_right = -110
offset_top = -240
offset_bottom = -120
script = ExtResource("10")
icon = 6
glow_color = Color(0.55, 0.95, 0.9, 1)
[node name="BuyButton" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = 110
offset_right = 230
offset_top = -240
offset_bottom = -120
script = ExtResource("10")
icon = 4
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="HintLabel" type="Label" parent="UI/LabMenu"]
2026-08-13 16:45:08 +02:00
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24
offset_top = -110
offset_right = -24
offset_bottom = -20
theme_override_font_sizes/font_size = 28
autowrap_mode = 2
horizontal_alignment = 1
text = "Next upgrade Buy"
2026-08-13 16:45:08 +02:00
[node name="Upgrade0" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -240
offset_right = -120
offset_top = 470
offset_bottom = 580
script = ExtResource("10")
icon = 13
glow_color = Color(0.25, 0.85, 1, 1)
[node name="Upgrade0Label" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -310
offset_right = -50
offset_top = 585
offset_bottom = 655
theme_override_font_sizes/font_size = 22
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="Upgrade1" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 120
offset_right = 240
offset_top = 470
offset_bottom = 580
script = ExtResource("10")
icon = 13
glow_color = Color(0.25, 0.85, 1, 1)
[node name="Upgrade1Label" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 50
offset_right = 310
offset_top = 585
offset_bottom = 655
theme_override_font_sizes/font_size = 22
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="Upgrade2" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = -240
offset_right = -120
offset_top = 660
offset_bottom = 765
script = ExtResource("10")
icon = 13
glow_color = Color(0.25, 0.85, 1, 1)
[node name="Upgrade2Label" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = -310
offset_right = -50
offset_top = 770
offset_bottom = 815
theme_override_font_sizes/font_size = 22
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="Upgrade3" type="Control" parent="UI/LabMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 120
offset_right = 240
offset_top = 660
offset_bottom = 765
script = ExtResource("10")
icon = 13
glow_color = Color(0.25, 0.85, 1, 1)
[node name="Upgrade3Label" type="Label" parent="UI/LabMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 50
offset_right = 310
offset_top = 770
offset_bottom = 815
theme_override_font_sizes/font_size = 22
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="CloseButton" type="Control" parent="UI/LabMenu"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_top = 24
offset_right = -24
offset_bottom = 172
script = ExtResource("10")
icon = 1
glow_color = Color(0.55, 0.95, 0.9, 1)
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
[node name="CraftMenu" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Backdrop" type="ColorRect" parent="UI/CraftMenu"]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 36
offset_right = -200
offset_bottom = 166
text = "Build a ship"
horizontal_alignment = 1
[node name="Bar" type="Control" parent="UI/CraftMenu"]
mouse_filter = 2
offset_left = 24
offset_top = 180
offset_right = 520
offset_bottom = 264
script = ExtResource("24")
[node name="StatusLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 274
2026-08-12 22:47:46 +02:00
offset_right = -200
offset_bottom = 420
theme_override_font_sizes/font_size = 36
autowrap_mode = 2
text = ""
horizontal_alignment = 1
[node name="InterceptorButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
2026-08-15 04:45:15 +02:00
offset_left = -310
offset_right = -245
2026-08-15 00:09:10 +02:00
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 2
[node name="InterceptorLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
2026-08-15 04:45:15 +02:00
offset_left = -330
offset_right = -225
2026-08-15 00:09:10 +02:00
offset_top = 56
offset_bottom = 136
2026-08-15 04:45:15 +02:00
theme_override_font_sizes/font_size = 24
text = "Interceptor"
horizontal_alignment = 1
[node name="ShieldButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -221
offset_right = -156
2026-08-15 00:09:10 +02:00
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.8, 1, 1)
[node name="ShieldLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -241
offset_right = -136
2026-08-15 00:09:10 +02:00
offset_top = 56
offset_bottom = 136
2026-08-15 04:45:15 +02:00
theme_override_font_sizes/font_size = 24
autowrap_mode = 2
text = "Shield Vessel"
horizontal_alignment = 1
2026-08-15 04:45:15 +02:00
[node name="GasBomberButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -132
offset_right = -67
2026-08-15 04:45:15 +02:00
offset_top = -100
offset_bottom = 28
script = ExtResource("10")
icon = 31
glow_color = Color(0.96, 0.32, 0.78, 1)
[node name="GasBomberLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -152
offset_right = -47
2026-08-15 04:45:15 +02:00
offset_top = 56
offset_bottom = 150
theme_override_font_sizes/font_size = 24
autowrap_mode = 2
text = "Gas Bomber"
horizontal_alignment = 1
[node name="CarrierButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -43
offset_right = 22
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 34
glow_color = Color(1, 0.78, 0.3, 1)
[node name="CarrierLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -63
offset_right = 42
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 24
autowrap_mode = 2
text = "Carrier"
horizontal_alignment = 1
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[node name="LaserButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 46
offset_right = 111
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 35
glow_color = Color(0.3, 0.9, 1, 1)
[node name="LaserLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 26
offset_right = 131
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 24
autowrap_mode = 2
text = "Laser Ship"
horizontal_alignment = 1
[node name="DistorderButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 135
offset_right = 200
offset_top = -100
offset_bottom = 48
script = ExtResource("10")
icon = 37
glow_color = Color(0.7, 0.3, 1, 1)
[node name="DistorderLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 115
offset_right = 220
offset_top = 56
offset_bottom = 136
theme_override_font_sizes/font_size = 24
autowrap_mode = 2
text = "Distorder"
horizontal_alignment = 1
2026-08-12 22:47:46 +02:00
[node name="QueueLabel" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_left = 1.0
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_left = -200
offset_right = -10
offset_top = -450
offset_bottom = -390
theme_override_font_sizes/font_size = 26
autowrap_mode = 2
horizontal_alignment = 1
text = "Queue"
[node name="QueueDetail" type="Label" parent="UI/CraftMenu"]
mouse_filter = 2
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 24
offset_right = -24
offset_top = -150
offset_bottom = -30
theme_override_font_sizes/font_size = 26
autowrap_mode = 2
horizontal_alignment = 1
text = ""
[node name="QueueSlot0" type="Control" parent="UI/CraftMenu"]
visible = false
anchor_left = 1.0
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_left = -140
offset_right = -30
offset_top = -380
offset_bottom = -270
script = ExtResource("10")
icon = 2
glow_color = Color(0.25, 0.85, 1, 1)
[node name="QueueSlot1" type="Control" parent="UI/CraftMenu"]
visible = false
anchor_left = 1.0
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_left = -140
offset_right = -30
offset_top = -262
offset_bottom = -152
script = ExtResource("10")
icon = 2
glow_color = Color(0.25, 0.85, 1, 1)
[node name="QueueSlot2" type="Control" parent="UI/CraftMenu"]
visible = false
anchor_left = 1.0
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_left = -140
offset_right = -30
offset_top = -144
offset_bottom = -34
script = ExtResource("10")
icon = 2
glow_color = Color(0.25, 0.85, 1, 1)
[node name="QueueSlot3" type="Control" parent="UI/CraftMenu"]
visible = false
anchor_left = 1.0
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_left = -140
offset_right = -30
offset_top = -26
offset_bottom = 84
script = ExtResource("10")
icon = 2
glow_color = Color(0.25, 0.85, 1, 1)
[node name="CloseButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_right = -24
offset_top = 24
offset_bottom = 172
script = ExtResource("10")
icon = 1
[node name="TransferMenu" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Backdrop" type="ColorRect" parent="UI/TransferMenu"]
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/TransferMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 36
offset_right = -200
offset_bottom = 166
text = "Transfer cargo"
horizontal_alignment = 1
[node name="StatusLabel" type="Label" parent="UI/TransferMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 184
offset_right = -24
offset_bottom = 284
2026-08-14 15:45:08 +02:00
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = ""
horizontal_alignment = 1
[node name="ResourceList" type="Control" parent="UI/TransferMenu"]
mouse_filter = 2
anchor_right = 1.0
2026-08-14 15:45:08 +02:00
offset_left = 16
offset_top = 294
2026-08-14 15:45:08 +02:00
offset_right = -16
offset_bottom = 1080
script = ExtResource("27")
[node name="CloseButton" type="Control" parent="UI/TransferMenu"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_right = -24
offset_top = 24
offset_bottom = 172
script = ExtResource("10")
icon = 1
glow_color = Color(1, 0.78, 0.25, 1)
[node name="HintLabel" type="Label" parent="UI/TransferMenu"]
2026-08-13 22:17:24 +02:00
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 1092
offset_right = -24
offset_bottom = 1150
text = "Arrows move the selected amount from that side"
2026-08-13 22:17:24 +02:00
horizontal_alignment = 1
theme_override_colors/font_color = Color(0.55, 0.7, 0.78, 1)
2026-08-14 15:45:08 +02:00
theme_override_font_sizes/font_size = 23
2026-08-13 22:17:24 +02:00
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
[node name="FormationMenu" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Backdrop" type="ColorRect" parent="UI/FormationMenu"]
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/FormationMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24
offset_top = 70
offset_right = -24
offset_bottom = 220
theme_override_font_sizes/font_size = 44
autowrap_mode = 2
text = "Fleet formation - drag to arrange"
horizontal_alignment = 1
[node name="Editor" type="Control" parent="UI/FormationMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = -300
offset_right = 300
offset_top = -300
offset_bottom = 300
script = ExtResource("17")
[node name="ResetButton" type="Control" parent="UI/FormationMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -74
offset_right = 74
offset_top = -270
offset_bottom = -122
script = ExtResource("10")
icon = 3
[node name="ResetLabel" type="Label" parent="UI/FormationMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -180
offset_right = 180
offset_top = -114
offset_bottom = -8
theme_override_font_sizes/font_size = 60
text = "Reset"
horizontal_alignment = 1
[node name="CloseButton" type="Control" parent="UI/FormationMenu"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_right = -24
offset_top = 24
offset_bottom = 172
script = ExtResource("10")
icon = 1
[node name="FadeOverlay" type="CanvasLayer" parent="."]
layer = 10
[node name="FadeRect" type="ColorRect" parent="FadeOverlay"]
mouse_filter = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 0)
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
[node name="SkillMenu" type="Control" parent="UI" groups=["modal_menus"]]
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
[node name="Backdrop" type="ColorRect" parent="UI/SkillMenu"]
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.03, 0.03, 0.08, 0.94)
[node name="TitleLabel" type="Label" parent="UI/SkillMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24.0
offset_top = 36.0
offset_right = -200.0
offset_bottom = 166.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
text = "Research"
horizontal_alignment = 1
[node name="Bar" type="Control" parent="UI/SkillMenu"]
mouse_filter = 2
anchor_right = 1.0
offset_left = 24.0
offset_top = 180.0
offset_right = -24.0
offset_bottom = 264.0
script = ExtResource("24")
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
[node name="Tree" type="Control" parent="UI/SkillMenu"]
mouse_filter = 2
clip_contents = true
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
anchor_right = 1.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
anchor_bottom = 1.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_left = 24.0
offset_top = 274.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_right = -24.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
offset_bottom = -620.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
script = ExtResource("21")
[node name="DetailLabel" type="Label" parent="UI/SkillMenu"]
mouse_filter = 2
anchor_right = 1.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
anchor_top = 1.0
anchor_bottom = 1.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_left = 32.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
offset_top = -610.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_right = -32.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
offset_bottom = -462.0
theme_override_font_sizes/font_size = 34
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
autowrap_mode = 2
horizontal_alignment = 1
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
text = ""
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
[node name="CostNumber" type="Control" parent="UI/SkillMenu"]
mouse_filter = 2
anchor_left = 0.5
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
anchor_top = 1.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
anchor_right = 0.5
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
anchor_bottom = 1.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_left = -64.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
offset_top = -456.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_right = 76.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
offset_bottom = -392.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
script = ExtResource("19")
digit_height = 52.0
[node name="StatusLabel" type="Label" parent="UI/SkillMenu"]
mouse_filter = 2
anchor_right = 1.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
anchor_top = 1.0
anchor_bottom = 1.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_left = 32.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
offset_top = -386.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_right = -32.0
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
offset_bottom = -318.0
theme_override_font_sizes/font_size = 32
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
autowrap_mode = 2
horizontal_alignment = 1
Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
text = ""
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
[node name="UnlockButton" type="Control" parent="UI/SkillMenu"]
anchor_left = 0.5
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
anchor_top = 1.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
anchor_right = 0.5
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
anchor_bottom = 1.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_left = -74.0
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
offset_top = -304.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
offset_right = 74.0
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
offset_bottom = -156.0
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
script = ExtResource("10")
icon = 5
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="CloseButton" type="Control" parent="UI/SkillMenu"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172.0
offset_top = 24.0
offset_right = -24.0
offset_bottom = 172.0
script = ExtResource("10")
icon = 1
glow_color = Color(0.55, 0.6, 1, 1)