Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
|
|
|
[gd_scene load_steps=4 format=3]
|
Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
|
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|
#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.
buildings core controllers enemies logistics planets
resources shaders surface ui vessels vfx world
332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.
Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.
The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00
|
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[ext_resource type="Script" path="res://surface/PlanetSetupEditor.gd" id="1"]
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[ext_resource type="PackedScene" path="res://surface/SurfaceBackground.tscn" id="3"]
|
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[ext_resource type="Script" path="res://ui/IconButton.gd" id="4"]
|
Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
|
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|
[node name="PlanetSetupEditor" type="Node2D"]
|
|
|
|
|
script = ExtResource("1")
|
|
|
|
|
|
Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
|
|
|
[node name="BackgroundLayer" parent="." instance=ExtResource("3")]
|
Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
|
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[node name="Camera2D" type="Camera2D" parent="."]
|
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position = Vector2(0, 0)
|
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|
|
zoom = Vector2(1, 1)
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[node name="ItemHost" type="Node2D" parent="."]
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[node name="UI" type="CanvasLayer" parent="."]
|
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layer = 1
|
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[node name="BackButton" type="Control" parent="UI"]
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offset_left = 20
|
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|
offset_top = 20
|
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offset_right = 92
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|
offset_bottom = 92
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|
script = ExtResource("4")
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|
icon = 1
|
|
|
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|
glow_color = Color(0.9, 0.35, 0.35, 1)
|
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|
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[node name="BackCaption" type="Label" parent="UI"]
|
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mouse_filter = 2
|
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|
|
|
offset_left = 20
|
|
|
|
|
offset_top = 96
|
|
|
|
|
offset_right = 92
|
|
|
|
|
offset_bottom = 122
|
|
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|
|
theme_override_font_sizes/font_size = 18
|
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|
horizontal_alignment = 1
|
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|
text = "Back"
|
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[node name="ProfileButton" type="Control" parent="UI"]
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|
offset_left = 110
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offset_top = 20
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offset_right = 182
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|
offset_bottom = 92
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|
script = ExtResource("4")
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|
icon = 0
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|
glow_color = Color(0.5, 0.75, 1, 1)
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[node name="ProfileValueLabel" type="Label" parent="UI"]
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mouse_filter = 2
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offset_left = 190
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offset_top = 36
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offset_right = 340
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offset_bottom = 76
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theme_override_font_sizes/font_size = 26
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text = "ROCKY"
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[node name="NameInput" type="LineEdit" parent="UI"]
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offset_left = 350
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offset_top = 36
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offset_right = 696
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offset_bottom = 76
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placeholder_text = "Setup name"
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text = "Untitled"
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[node name="NewButton" type="Control" parent="UI"]
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offset_left = 20
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offset_top = 140
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offset_right = 92
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offset_bottom = 212
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script = ExtResource("4")
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icon = 5
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glow_color = Color(0.45, 0.9, 0.55, 1)
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[node name="NewCaption" type="Label" parent="UI"]
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mouse_filter = 2
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offset_left = 20
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offset_top = 216
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|
offset_right = 92
|
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|
offset_bottom = 242
|
|
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theme_override_font_sizes/font_size = 18
|
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horizontal_alignment = 1
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text = "New"
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[node name="SaveButton" type="Control" parent="UI"]
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offset_left = 110
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offset_top = 140
|
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|
|
offset_right = 182
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|
offset_bottom = 212
|
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|
script = ExtResource("4")
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|
icon = 4
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|
glow_color = Color(0.45, 0.9, 0.55, 1)
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[node name="SaveCaption" type="Label" parent="UI"]
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mouse_filter = 2
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offset_left = 110
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|
offset_top = 216
|
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|
offset_right = 182
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offset_bottom = 242
|
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theme_override_font_sizes/font_size = 18
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horizontal_alignment = 1
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text = "Save"
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[node name="LoadButton" type="Control" parent="UI"]
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offset_left = 200
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offset_top = 140
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offset_right = 272
|
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|
|
offset_bottom = 212
|
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|
|
script = ExtResource("4")
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|
icon = 3
|
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|
|
glow_color = Color(0.5, 0.75, 1, 1)
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[node name="LoadCaption" type="Label" parent="UI"]
|
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mouse_filter = 2
|
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offset_left = 200
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|
offset_top = 216
|
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|
|
|
offset_right = 272
|
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|
|
offset_bottom = 242
|
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theme_override_font_sizes/font_size = 18
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horizontal_alignment = 1
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text = "Load"
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[node name="DeleteButton" type="Control" parent="UI"]
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offset_left = 290
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offset_top = 140
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offset_right = 362
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|
offset_bottom = 212
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|
script = ExtResource("4")
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|
|
icon = 28
|
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|
glow_color = Color(0.9, 0.35, 0.35, 1)
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[node name="DeleteCaption" type="Label" parent="UI"]
|
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mouse_filter = 2
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offset_left = 290
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offset_top = 216
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offset_right = 362
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offset_bottom = 242
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theme_override_font_sizes/font_size = 18
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horizontal_alignment = 1
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text = "Delete"
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[node name="StatusLabel" type="Label" parent="UI"]
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mouse_filter = 2
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offset_left = 380
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offset_top = 140
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offset_right = 696
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offset_bottom = 242
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theme_override_font_sizes/font_size = 20
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autowrap_mode = 2
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text = ""
|
|
|
|
|
|
Stacking distorders, menu layouts, lab rewards, enemy detail, artillery cross
DISTORDER STACKING. Each space-time distorder vessel past the first raises
the fleet's speed ceiling by 1.0, so a second one is worth crewing instead of
being dead weight. GameState gains max_fleet_speed_multiplier, pushed by
Fleet whenever composition changes - the same direction as every other
fleet-derived figure, since GameState does not reach into the scene tree to
count ships. The energy drain is normalised against the CURRENT ceiling, so
full boost costs the same per second however wide it is: extra vessels buy
more speed, not cheaper speed. Losing one re-clamps an over-ceiling boost
rather than leaving the fleet travelling faster than its crew can sustain.
TRANSFER MENU. Rows overlapped, and the last one ran into the hint text.
row_height is divided from the available space, but each row's contents used
a fixed pixel ladder - glyph at +10, buttons at +88, selector at +142 - which
needs about 244px. Three resources fit; the fourth cut rows to 180 and every
one spilled 64px into the next. Every offset is now a fraction of the row, so
it cannot overflow. Also dropped the per-row AMOUNT caption (four copies of a
word the footer hint already explains) and moved each glyph and name to the
TOP of its row, where they read as its heading rather than the next row's.
HANGAR. Six vessel types in one row gave each about 100px for a 155px label,
so the names ran together. Now a 3x2 grid per section, sized from the space
between the first heading and the status line, using the empty lower half.
LAB RESEARCH REWARD. A harder enemy lab is worth more research points, and
how hard a lab is depends on the layout authored for it - how many capture
points, how many defenders - which the planet TYPE cannot know. PlanetSetup
carries research_point_reward, set in the map editor, overriding the planet
type's flat rate. 0 means "no opinion", so every map authored before this
keeps its old value.
RESEARCH LAB BACKGROUND. Its own shader instead of the crater field with a
red tint, which read as "rocky planet, tinted" rather than someone's
facility: plated floor, seams, service conduits, lit junctions. Loop-free by
construction (#68's lesson applied up front) - conduits stay continuous
across cells by keying a horizontal run to cell.y and a vertical to cell.x,
so neighbouring cells agree without any cell scanning its neighbours.
ENEMY DETAIL. Every enemy was a single flat outline, which left the artillery
and the turret spawner as the same octagon at two sizes - the silhouette
carried no information about what the thing did. EnemyDefinition gains
detail_lines and detail_rings as DATA, so adding an enemy still means adding
a definition rather than editing Enemy.gd, and the four non-default hulls are
redrawn: a long-barrelled sniper, a squat mortar, a hive with launch bays, a
capital ship with spine and ribs.
Three things drew an enemy from its definition - the enemy, the map editor's
markers, and the palette buttons - each reimplementing it from hull_points
alone, so the new detail appeared in the game and nowhere else and an editor
marker stopped matching what it placed. They now share
EnemyDefinitions.draw_definition().
ARTILLERY. The 1.8s charge-up before the tower fired arrived long before the
threat was legible and mostly read as the tower being stuck. It fires
immediately now; the warning is the shell you can see in the air plus a small
cross on the ground at the impact point. Deliberately not a blast-radius ring
- a large translucent area was easy to read as the explosion having already
happened, where the cross says "move off this spot".
MAIN MENU. No Quit in any build (a web build has nothing to quit to, and
Android's back gesture already does it), a plain black background, and the
game is "Spaceship" - in the title and in config/name, which is what drives
the browser tab for the web export. change_scene_to_file() returns an error
and otherwise fails silently, leaving the menu up, which is indistinguishable
from an unpressed button; it is now checked and reported on screen.
Full suite green at 99/99.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 16:54:46 +02:00
|
|
|
[node name="RewardButton" type="Control" parent="UI"]
|
|
|
|
|
offset_left = 350
|
|
|
|
|
offset_top = 20
|
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|
|
|
offset_right = 422
|
|
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|
|
offset_bottom = 92
|
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|
|
script = ExtResource("4")
|
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|
icon = 29
|
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|
|
glow_color = Color(0.55, 0.9, 0.65, 1)
|
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[node name="RewardValueLabel" type="Label" parent="UI"]
|
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mouse_filter = 2
|
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|
offset_left = 430
|
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|
|
|
offset_top = 36
|
|
|
|
|
offset_right = 690
|
|
|
|
|
offset_bottom = 76
|
|
|
|
|
theme_override_font_sizes/font_size = 26
|
|
|
|
|
theme_override_colors/font_color = Color(0.55, 0.9, 0.65, 1)
|
|
|
|
|
text = "DEFAULT RP"
|
|
|
|
|
|
Map editor: real Load list, canvas panning, selected-item name (#64, #65, #66)
#64: Load used to blindly cycle to "the next" saved setup with no way
to see what existed or jump straight to one by name. It now opens a
real selectable ItemList of every saved setup (name + surface profile),
tap one to load it.
#65: a single-finger drag over empty canvas could never pan - the
touch handler placed an item on PRESS, before a drag had any chance to
happen, so the "pan" branch below it was unreachable dead code (it only
fired when selected_palette == "", which nothing in the UI can ever
produce). Placement now waits for release: released within
PAN_DEADZONE of where the finger went down is a tap (place), crossing
it partway through is a pan - the same tap-vs-drag deadzone idiom
GasBombController already uses for its own aim gesture.
#66: added a persistent "Selected: <kind> #<n>" label, refreshed
wherever selected_item changes (touch-select, new/load a setup,
delete), so a tap actually confirms what got picked instead of the
player inferring it from which dot on screen turned white.
Also widened test_space_time_distorder.gd's formation-lag margin after
it strayed 2.6x over its old allowance under one heavily loaded
JOBS=1 full-suite run and passed cleanly in isolation immediately
after - device jitter, not a regression; the wider margin still leaves
orders-of-magnitude headroom below a real desync bug's stray distance.
2026-08-17 19:49:43 +02:00
|
|
|
[node name="SelectedLabel" type="Label" parent="UI"]
|
|
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|
mouse_filter = 2
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|
|
offset_left = 20
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|
offset_top = 250
|
|
|
|
|
offset_right = 696
|
|
|
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|
offset_bottom = 286
|
|
|
|
|
theme_override_font_sizes/font_size = 22
|
|
|
|
|
theme_override_colors/font_color = Color(1, 0.95, 0.9, 1)
|
|
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|
autowrap_mode = 2
|
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text = ""
|
|
|
|
|
|
Add the planet setup map editor (#48)
PlanetSetupEditor authors PlanetSetup resources: pick a surface
profile (drives the real lunar_surface background, not a blank
sheet), place/move/delete capture points and enemies from a palette
generated straight off EnemyDefinitions.all() (a new enemy definition
shows up with no editor change), pan/pinch-zoom the canvas with the
same touch idiom as GameController, then save to
res://PlanetSetups/<id>.tres via ResourceSaver - reachable now from
the main menu's Map Editor button. The mutation methods
(new_setup/load_setup/add_*/move_*/remove_*/save_setup) are the whole
model and work standalone, which is what lets
tests/test_setup_editor.gd drive placement/move/delete/save/reload
directly without simulating touch input.
Every cross-file reference is a preloaded script const rather than a
bare global class name, matching #42/#44's load-order notes - this
file is instantiated from other scripts' function bodies, never as a
script-mode test entry point itself, so it wasn't at risk the same way
the test files were, but the pattern is kept consistent throughout.
Part of the #40 conquest-mechanic breakdown. This closes out the
breakdown: #41-#48 are now all implemented, tested, and merged.
2026-08-15 21:24:28 +02:00
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[node name="PaletteRow" type="Control" parent="UI"]
|
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|
anchor_top = 1.0
|
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|
anchor_bottom = 1.0
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|
|
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|
offset_left = 20
|
|
|
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|
offset_top = -110
|
|
|
|
|
offset_right = 696
|
|
|
|
|
offset_bottom = -20
|
Map editor: real Load list, canvas panning, selected-item name (#64, #65, #66)
#64: Load used to blindly cycle to "the next" saved setup with no way
to see what existed or jump straight to one by name. It now opens a
real selectable ItemList of every saved setup (name + surface profile),
tap one to load it.
#65: a single-finger drag over empty canvas could never pan - the
touch handler placed an item on PRESS, before a drag had any chance to
happen, so the "pan" branch below it was unreachable dead code (it only
fired when selected_palette == "", which nothing in the UI can ever
produce). Placement now waits for release: released within
PAN_DEADZONE of where the finger went down is a tap (place), crossing
it partway through is a pan - the same tap-vs-drag deadzone idiom
GasBombController already uses for its own aim gesture.
#66: added a persistent "Selected: <kind> #<n>" label, refreshed
wherever selected_item changes (touch-select, new/load a setup,
delete), so a tap actually confirms what got picked instead of the
player inferring it from which dot on screen turned white.
Also widened test_space_time_distorder.gd's formation-lag margin after
it strayed 2.6x over its old allowance under one heavily loaded
JOBS=1 full-suite run and passed cleanly in isolation immediately
after - device jitter, not a regression; the wider margin still leaves
orders-of-magnitude headroom below a real desync bug's stray distance.
2026-08-17 19:49:43 +02:00
|
|
|
|
|
|
|
|
[node name="LoadPanel" type="Control" parent="UI"]
|
|
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|
|
visible = false
|
|
|
|
|
anchor_right = 1.0
|
|
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|
|
anchor_bottom = 1.0
|
|
|
|
|
|
|
|
|
|
[node name="Backdrop" type="ColorRect" parent="UI/LoadPanel"]
|
|
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|
|
anchor_right = 1.0
|
|
|
|
|
anchor_bottom = 1.0
|
|
|
|
|
color = Color(0.03, 0.03, 0.08, 0.94)
|
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|
[node name="TitleLabel" type="Label" parent="UI/LoadPanel"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 36
|
|
|
|
|
offset_right = -24
|
|
|
|
|
offset_bottom = 90
|
|
|
|
|
theme_override_font_sizes/font_size = 34
|
|
|
|
|
horizontal_alignment = 1
|
|
|
|
|
text = "Load a setup"
|
|
|
|
|
|
|
|
|
|
[node name="List" type="ItemList" parent="UI/LoadPanel"]
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 110
|
|
|
|
|
offset_right = 696
|
Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
|
|
|
offset_bottom = 1080
|
|
|
|
|
theme_override_font_sizes/font_size = 34
|
|
|
|
|
theme_override_constants/v_separation = 30
|
Sharpen fleet handling, widen the laser, and fix the map editor's file identity
The fleet had a second of inertia in it: every vessel's acceleration sat at
roughly its own top speed, so flipping the stick while cruising took 0.58s to
take effect and let go coasted 222 units, while the formation anchor the ships
chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring
rather than taste - past 3x the reversal time stops improving because
max_speed becomes the limit. Measured after: 0.18s and 23 units.
test_fleet_agility guards all three numbers and proves the bounds discriminate
by re-running the same measurement at the old value.
The laser reaches 1450 instead of 950 and strikes 38 units either side instead
of 22. Its drawn width is now derived from the hit width: the two were
independent numbers that had drifted, so the beam killed things it visibly
missed. LaserController's aim range also stopped hardcoding a second copy of
950. Tapping the laser button without dragging used to do nothing at all - the
press was claimed, the aim begun, then thrown away on release. It now fires at
the nearest enemy in range; dragging still aims precisely. That lives in the
shared aimed-ability controller, so the gas bomb gains it too.
Planets sat one per ~29 chunks - some 35,000 units of nothing between them.
Now one per ~12, measured over 14,641 chunks. The two thresholds moved by
different amounts deliberately: every SPACE-biome planet is a gas giant, so
lowering both equally would have tripled the gas-giant share as well. This
changes how often you find a planet, not what you find. Extractors produce
half as fast to match, so expanding is what grows the economy.
The research screen gave its tree 386px of 1280 and the text below it 520.
The text is now at the bottom, the tree has 550, and the resource table has
room and legible type - and its LOCAL column is no longer hidden behind the
close button.
Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME
are not the same thing, and both save and delete rebuilt the path from the id.
ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked
for a file that does not exist and silently refused - which read as "the first
item in the list cannot be deleted" - while saving it wrote a second file
under the derived name and left the original behind, so the pool served the
stale twin. A third bug hid behind those: rescan() re-read through Godot's
resource cache and handed back pre-save values even when the file on disk was
correct. All three present to a player as "my change was not saved".
Research labs no longer grant a point of their own; what conquering one is
worth comes entirely from its authored map, as asked. The shipped lab map
carries 1 so the balance is unchanged - only where it is configured moved.
Suite 109/109. Four tests changed because the behaviour they pinned changed:
the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather
than a constant tuned to one acceleration; the extractor wait derives from
EXTRACTOR_RATE; the research-point test asserts the delegation; and the black
hole test no longer assumes nobody will ever author a void-profile map.
test_planet_setups and test_planet_map_assignment stopped depending on which
maps happen to be in the content folder, which was making them fail when maps
were added or deleted elsewhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 09:55:11 +02:00
|
|
|
allow_reselect = true
|
Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
|
|
|
|
|
|
|
|
[node name="DeleteMapButton" type="Control" parent="UI/LoadPanel"]
|
|
|
|
|
offset_left = 24
|
|
|
|
|
offset_top = 1096
|
|
|
|
|
offset_right = 96
|
|
|
|
|
offset_bottom = 1168
|
|
|
|
|
script = ExtResource("4")
|
|
|
|
|
icon = 28
|
|
|
|
|
glow_color = Color(0.9, 0.35, 0.35, 1)
|
|
|
|
|
|
|
|
|
|
[node name="DeleteMapCaption" type="Label" parent="UI/LoadPanel"]
|
|
|
|
|
mouse_filter = 2
|
|
|
|
|
offset_left = 112
|
|
|
|
|
offset_top = 1108
|
|
|
|
|
offset_right = 690
|
|
|
|
|
offset_bottom = 1160
|
Map editor: real Load list, canvas panning, selected-item name (#64, #65, #66)
#64: Load used to blindly cycle to "the next" saved setup with no way
to see what existed or jump straight to one by name. It now opens a
real selectable ItemList of every saved setup (name + surface profile),
tap one to load it.
#65: a single-finger drag over empty canvas could never pan - the
touch handler placed an item on PRESS, before a drag had any chance to
happen, so the "pan" branch below it was unreachable dead code (it only
fired when selected_palette == "", which nothing in the UI can ever
produce). Placement now waits for release: released within
PAN_DEADZONE of where the finger went down is a tap (place), crossing
it partway through is a pan - the same tap-vs-drag deadzone idiom
GasBombController already uses for its own aim gesture.
#66: added a persistent "Selected: <kind> #<n>" label, refreshed
wherever selected_item changes (touch-select, new/load a setup,
delete), so a tap actually confirms what got picked instead of the
player inferring it from which dot on screen turned white.
Also widened test_space_time_distorder.gd's formation-lag margin after
it strayed 2.6x over its old allowance under one heavily loaded
JOBS=1 full-suite run and passed cleanly in isolation immediately
after - device jitter, not a regression; the wider margin still leaves
orders-of-magnitude headroom below a real desync bug's stray distance.
2026-08-17 19:49:43 +02:00
|
|
|
theme_override_font_sizes/font_size = 24
|
Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00
|
|
|
vertical_alignment = 1
|
|
|
|
|
text = "Delete a setup"
|
Map editor: real Load list, canvas panning, selected-item name (#64, #65, #66)
#64: Load used to blindly cycle to "the next" saved setup with no way
to see what existed or jump straight to one by name. It now opens a
real selectable ItemList of every saved setup (name + surface profile),
tap one to load it.
#65: a single-finger drag over empty canvas could never pan - the
touch handler placed an item on PRESS, before a drag had any chance to
happen, so the "pan" branch below it was unreachable dead code (it only
fired when selected_palette == "", which nothing in the UI can ever
produce). Placement now waits for release: released within
PAN_DEADZONE of where the finger went down is a tap (place), crossing
it partway through is a pan - the same tap-vs-drag deadzone idiom
GasBombController already uses for its own aim gesture.
#66: added a persistent "Selected: <kind> #<n>" label, refreshed
wherever selected_item changes (touch-select, new/load a setup,
delete), so a tap actually confirms what got picked instead of the
player inferring it from which dot on screen turned white.
Also widened test_space_time_distorder.gd's formation-lag margin after
it strayed 2.6x over its old allowance under one heavily loaded
JOBS=1 full-suite run and passed cleanly in isolation immediately
after - device jitter, not a regression; the wider margin still leaves
orders-of-magnitude headroom below a real desync bug's stray distance.
2026-08-17 19:49:43 +02:00
|
|
|
|
|
|
|
|
[node name="CloseButton" type="Control" parent="UI/LoadPanel"]
|
|
|
|
|
anchor_left = 1.0
|
|
|
|
|
anchor_right = 1.0
|
|
|
|
|
offset_left = -92
|
|
|
|
|
offset_top = 20
|
|
|
|
|
offset_right = -20
|
|
|
|
|
offset_bottom = 92
|
|
|
|
|
script = ExtResource("4")
|
|
|
|
|
icon = 1
|
|
|
|
|
glow_color = Color(0.9, 0.35, 0.35, 1)
|