spaceship/Main.tscn

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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
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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
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2026-08-13 21:07:35 +02:00
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2026-08-13 21:39:05 +02:00
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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
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2026-08-13 21:39:05 +02:00
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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
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2026-08-13 21:07:35 +02:00
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2026-08-13 21:07:35 +02:00
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2026-08-13 21:07:35 +02:00
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2026-08-13 21:07:35 +02:00
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2026-08-13 21:07:35 +02:00
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2026-08-13 21:07:35 +02:00
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2026-08-13 21:07:35 +02:00
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2026-08-13 20:49:15 +02:00
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2026-08-13 20:49:15 +02:00
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2026-08-12 22:47:46 +02:00
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2026-08-13 20:49:15 +02:00
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2026-08-12 22:47:46 +02:00
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2026-08-13 20:49:15 +02:00
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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
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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
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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
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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
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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
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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
offset_bottom = 536
script = ExtResource("19")
amount = 35
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
offset_bottom = -160
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
offset_left = -250
offset_right = -130
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
offset_left = -300
offset_right = -80
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 = -60
offset_right = 60
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 = -110
offset_right = 110
offset_top = 380
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="AvailableTransporter" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 130
offset_right = 250
offset_top = 255
offset_bottom = 375
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="AvailableTransporterLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 80
offset_right = 300
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
offset_left = -250
offset_right = -130
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
offset_left = -300
offset_right = -80
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 = -60
offset_right = 60
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 = -110
offset_right = 110
offset_top = 690
offset_bottom = 770
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
[node name="FleetTransporter" type="Control" parent="UI/HangarMenu"]
anchor_left = 0.5
anchor_right = 0.5
offset_left = 130
offset_right = 250
offset_top = 565
offset_bottom = 685
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="FleetTransporterLabel" type="Label" parent="UI/HangarMenu"]
mouse_filter = 2
anchor_left = 0.5
anchor_right = 0.5
offset_left = 80
offset_right = 300
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
offset_left = -290
offset_right = -170
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 = -60
offset_right = 60
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 = 170
offset_right = 290
offset_top = 274
offset_bottom = 394
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 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 = -130
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 = -100
offset_right = 100
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 = 130
offset_right = 330
offset_top = 400
offset_bottom = 460
theme_override_font_sizes/font_size = 22
horizontal_alignment = 1
text = "Transporter"
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
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_left = -234
offset_right = -86
offset_top = 60
offset_bottom = 208
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
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_left = -300
offset_right = -20
offset_top = 216
offset_bottom = 296
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
theme_override_font_sizes/font_size = 32
text = "Interceptor"
horizontal_alignment = 1
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="TransporterButton" type="Control" parent="UI/CraftMenu"]
anchor_left = 0.5
anchor_right = 0.5
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 86
offset_right = 234
offset_top = 60
offset_bottom = 208
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
script = ExtResource("10")
icon = 12
glow_color = Color(0.95, 0.55, 0.85, 1)
[node name="TransporterLabel" 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 = 20
offset_right = 300
offset_top = 216
offset_bottom = 296
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
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Transporter"
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 = -74
offset_right = 74
offset_top = -200
offset_bottom = -52
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 = -160
offset_right = 160
offset_top = -44
offset_bottom = 16
theme_override_font_sizes/font_size = 32
autowrap_mode = 2
text = "Shield Vessel"
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)