spaceship/tests/test_surface_profiles.gd

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Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_surface_profiles.gd
# Forgejo #51: a landed gas giant needs its own background shader instead of
# lunar_surface.gdshader recoloured (craters reading as regolith, not
# atmosphere). Verifies:
# 1. the gas profile resolves a background_shader different from rocky's
# 2. PlanetSurfaceController._compose_surface() actually swaps the
# background material's shader when landing on a gas giant
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
# 3. landing on a rocky planet ends up on rocky's own declared shader
#
# Rocky's background_shader used to be left null, meaning "keep whatever the
# hosting scene already had". That convention is gone: it resolved to a
# different shader in the game than in the setup editor, which is exactly how
# the two came apart (see tests/test_surface_background_shared.gd). Every
# profile now names its shader, so this checks rocky lands on ITS OWN rather
# than on whatever PlanetSurface.tscn shipped with.
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
#
# PlanetSurfaceController's _ready() (which calls _compose_surface()) does
# not fire synchronously inside add_child() for a -s entry-point script -
# it's deferred to the next frame, same as ResourceReadout's was for #49 -
# so every read of the composed shader below waits a frame after add_child()
# rather than checking on the same one.
var game_state: Node
Make the lunar backdrop cheap: 3x3 field, then bake and tile it (#68) The crater shader ran on every pixel of a fullscreen rect every frame and was by far the most expensive thing in the surface scene. Nothing else came close: RockField keeps 14 rocks alive, Rock/Ship/Enemy already avoid per-frame queue_redraw() for transform-only changes, and LunarBackground.gd is a handful of scalar ops. Three reductions to the field itself: - 5x5 -> 3x3 neighbour scan. That width was never the geometric answer; it was insurance against craters seen clipping at cell boundaries on-device, i.e. a crater reaching past its nominal radius because a hash returned a value outside [0,1] and extrapolated mix(). Clamping the crater CENTRE into its own cell, alongside the radius clamp already there, bounds the reach whatever the hash returns - so a crater two cells out is >= 1.0 cells away, a normalized distance of >= 2.63, past every threshold the shading reacts to (the last saturates at 1.15). The outer ring provably cannot change a pixel. This removes the clipping bug's cause instead of hiding it behind 16 extra samples. - One hash42 per cell instead of hash21 twice plus hash22, decorrelating on output lanes rather than input offsets. - Squared distances in the loop, square-rooted twice at the end rather than once per sample. Measured with the new tests/profile_shader.sh, above softpipe's own ~657ms fullscreen floor: 9482ms -> 405ms of shader work, a 23x reduction. Then the larger change: the field is a fixed function of world position, so every frame recomputed an identical answer. It is now made periodic (the cell index is wrapped before hashing, which makes a Worley field tile exactly rather than merely blend), baked once at load into one tile, and scrolled with repeat wrapping by lunar_tiled.gdshader - one texture fetch per pixel. Two honest costs: the field repeats every 7040 world units, and a fixed-resolution tile softens when zoomed past 1:1. Lunar regolith is forgiving of both, having no landmarks and being smooth gradients already. The bake waits a frame and asks the material whether it actually samples a field_texture, so a gas giant - which swaps in its own background shader (#51) - does not pay for a 2048-square tile it will never read. Headless runs skip it entirely, having nothing to rasterize. tests/test_lunar_field.gd guards the reasoning, since a fragment shader cannot be asserted on directly: the premises are still in the source, the worst-case ring-2 geometry stays clear of every threshold independent of the hash, a 3x3 and a 5x5 scan render identically over 4000 sampled points, the field repeats exactly in both axes, and the miss sentinel still cannot overflow mediump into +Inf and then NaN. test_surface_profiles.gd asserted "a rocky landing leaves the background alone" by naming lunar_surface.gdshader; it now reads the shader from the scene, which is the property it actually cares about. PlanetSurface.tscn's edit also carries the planet-name relocation described in the HUD commit - same scene file, so the two cannot be split. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:14 +02:00
var scene_shader: Shader
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
var rocky_shader: Shader
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
var gas_shader: Shader
var rocky_shader_after_compose: Shader
var scene: Node
var stage: int = 0
var elapsed: float = 0.0
func _initialize() -> void:
game_state = root.get_node("GameState")
Make the lunar backdrop cheap: 3x3 field, then bake and tile it (#68) The crater shader ran on every pixel of a fullscreen rect every frame and was by far the most expensive thing in the surface scene. Nothing else came close: RockField keeps 14 rocks alive, Rock/Ship/Enemy already avoid per-frame queue_redraw() for transform-only changes, and LunarBackground.gd is a handful of scalar ops. Three reductions to the field itself: - 5x5 -> 3x3 neighbour scan. That width was never the geometric answer; it was insurance against craters seen clipping at cell boundaries on-device, i.e. a crater reaching past its nominal radius because a hash returned a value outside [0,1] and extrapolated mix(). Clamping the crater CENTRE into its own cell, alongside the radius clamp already there, bounds the reach whatever the hash returns - so a crater two cells out is >= 1.0 cells away, a normalized distance of >= 2.63, past every threshold the shading reacts to (the last saturates at 1.15). The outer ring provably cannot change a pixel. This removes the clipping bug's cause instead of hiding it behind 16 extra samples. - One hash42 per cell instead of hash21 twice plus hash22, decorrelating on output lanes rather than input offsets. - Squared distances in the loop, square-rooted twice at the end rather than once per sample. Measured with the new tests/profile_shader.sh, above softpipe's own ~657ms fullscreen floor: 9482ms -> 405ms of shader work, a 23x reduction. Then the larger change: the field is a fixed function of world position, so every frame recomputed an identical answer. It is now made periodic (the cell index is wrapped before hashing, which makes a Worley field tile exactly rather than merely blend), baked once at load into one tile, and scrolled with repeat wrapping by lunar_tiled.gdshader - one texture fetch per pixel. Two honest costs: the field repeats every 7040 world units, and a fixed-resolution tile softens when zoomed past 1:1. Lunar regolith is forgiving of both, having no landmarks and being smooth gradients already. The bake waits a frame and asks the material whether it actually samples a field_texture, so a gas giant - which swaps in its own background shader (#51) - does not pay for a 2048-square tile it will never read. Headless runs skip it entirely, having nothing to rasterize. tests/test_lunar_field.gd guards the reasoning, since a fragment shader cannot be asserted on directly: the premises are still in the source, the worst-case ring-2 geometry stays clear of every threshold independent of the hash, a 3x3 and a 5x5 scan render identically over 4000 sampled points, the field repeats exactly in both axes, and the miss sentinel still cannot overflow mediump into +Inf and then NaN. test_surface_profiles.gd asserted "a rocky landing leaves the background alone" by naming lunar_surface.gdshader; it now reads the shader from the scene, which is the property it actually cares about. PlanetSurface.tscn's edit also carries the planet-name relocation described in the HUD commit - same scene file, so the two cannot be split. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:14 +02:00
# Whatever PlanetSurface.tscn itself ships with, read from the scene
# rather than named by path. The property under test is "a null
# background_shader leaves the scene's own background alone" - naming a
# specific file here instead made this fail the moment the lunar
# background changed implementation (#68 swapped the per-pixel
# procedural shader for a baked, tiled one), which is a change this test
# has no business having an opinion about.
var packed: PackedScene = load("res://PlanetSurface.tscn")
var probe: Node = packed.instantiate()
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
scene_shader = probe.get_node("BackgroundLayer/Background").material.shader
Make the lunar backdrop cheap: 3x3 field, then bake and tile it (#68) The crater shader ran on every pixel of a fullscreen rect every frame and was by far the most expensive thing in the surface scene. Nothing else came close: RockField keeps 14 rocks alive, Rock/Ship/Enemy already avoid per-frame queue_redraw() for transform-only changes, and LunarBackground.gd is a handful of scalar ops. Three reductions to the field itself: - 5x5 -> 3x3 neighbour scan. That width was never the geometric answer; it was insurance against craters seen clipping at cell boundaries on-device, i.e. a crater reaching past its nominal radius because a hash returned a value outside [0,1] and extrapolated mix(). Clamping the crater CENTRE into its own cell, alongside the radius clamp already there, bounds the reach whatever the hash returns - so a crater two cells out is >= 1.0 cells away, a normalized distance of >= 2.63, past every threshold the shading reacts to (the last saturates at 1.15). The outer ring provably cannot change a pixel. This removes the clipping bug's cause instead of hiding it behind 16 extra samples. - One hash42 per cell instead of hash21 twice plus hash22, decorrelating on output lanes rather than input offsets. - Squared distances in the loop, square-rooted twice at the end rather than once per sample. Measured with the new tests/profile_shader.sh, above softpipe's own ~657ms fullscreen floor: 9482ms -> 405ms of shader work, a 23x reduction. Then the larger change: the field is a fixed function of world position, so every frame recomputed an identical answer. It is now made periodic (the cell index is wrapped before hashing, which makes a Worley field tile exactly rather than merely blend), baked once at load into one tile, and scrolled with repeat wrapping by lunar_tiled.gdshader - one texture fetch per pixel. Two honest costs: the field repeats every 7040 world units, and a fixed-resolution tile softens when zoomed past 1:1. Lunar regolith is forgiving of both, having no landmarks and being smooth gradients already. The bake waits a frame and asks the material whether it actually samples a field_texture, so a gas giant - which swaps in its own background shader (#51) - does not pay for a 2048-square tile it will never read. Headless runs skip it entirely, having nothing to rasterize. tests/test_lunar_field.gd guards the reasoning, since a fragment shader cannot be asserted on directly: the premises are still in the source, the worst-case ring-2 geometry stays clear of every threshold independent of the hash, a 3x3 and a 5x5 scan render identically over 4000 sampled points, the field repeats exactly in both axes, and the miss sentinel still cannot overflow mediump into +Inf and then NaN. test_surface_profiles.gd asserted "a rocky landing leaves the background alone" by naming lunar_surface.gdshader; it now reads the shader from the scene, which is the property it actually cares about. PlanetSurface.tscn's edit also carries the planet-name relocation described in the HUD commit - same scene file, so the two cannot be split. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:14 +02:00
probe.free()
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
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
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
# Loaded by path into a local, not referenced by its bare global
# class_name - same load-order hazard PlanetSetups.gd and
# PlanetSurfaceController.gd already work around: the class_name cache
# isn't guaranteed warm before an import pass has run.
var surface_profiles: Script = load("res://PlanetSurfaceProfiles.gd")
var rocky_profile: Resource = surface_profiles.get_profile("rocky")
var gas_profile: Resource = surface_profiles.get_profile("gas")
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
if rocky_profile.background_shader == null:
print("TEST_SURFACE_PROFILES: FAIL (rocky profile has no background_shader set)")
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
quit(1)
return
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
rocky_shader = rocky_profile.background_shader
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
if gas_profile.background_shader == null:
print("TEST_SURFACE_PROFILES: FAIL (gas profile has no background_shader set)")
quit(1)
return
gas_shader = gas_profile.background_shader
Make the lunar backdrop cheap: 3x3 field, then bake and tile it (#68) The crater shader ran on every pixel of a fullscreen rect every frame and was by far the most expensive thing in the surface scene. Nothing else came close: RockField keeps 14 rocks alive, Rock/Ship/Enemy already avoid per-frame queue_redraw() for transform-only changes, and LunarBackground.gd is a handful of scalar ops. Three reductions to the field itself: - 5x5 -> 3x3 neighbour scan. That width was never the geometric answer; it was insurance against craters seen clipping at cell boundaries on-device, i.e. a crater reaching past its nominal radius because a hash returned a value outside [0,1] and extrapolated mix(). Clamping the crater CENTRE into its own cell, alongside the radius clamp already there, bounds the reach whatever the hash returns - so a crater two cells out is >= 1.0 cells away, a normalized distance of >= 2.63, past every threshold the shading reacts to (the last saturates at 1.15). The outer ring provably cannot change a pixel. This removes the clipping bug's cause instead of hiding it behind 16 extra samples. - One hash42 per cell instead of hash21 twice plus hash22, decorrelating on output lanes rather than input offsets. - Squared distances in the loop, square-rooted twice at the end rather than once per sample. Measured with the new tests/profile_shader.sh, above softpipe's own ~657ms fullscreen floor: 9482ms -> 405ms of shader work, a 23x reduction. Then the larger change: the field is a fixed function of world position, so every frame recomputed an identical answer. It is now made periodic (the cell index is wrapped before hashing, which makes a Worley field tile exactly rather than merely blend), baked once at load into one tile, and scrolled with repeat wrapping by lunar_tiled.gdshader - one texture fetch per pixel. Two honest costs: the field repeats every 7040 world units, and a fixed-resolution tile softens when zoomed past 1:1. Lunar regolith is forgiving of both, having no landmarks and being smooth gradients already. The bake waits a frame and asks the material whether it actually samples a field_texture, so a gas giant - which swaps in its own background shader (#51) - does not pay for a 2048-square tile it will never read. Headless runs skip it entirely, having nothing to rasterize. tests/test_lunar_field.gd guards the reasoning, since a fragment shader cannot be asserted on directly: the premises are still in the source, the worst-case ring-2 geometry stays clear of every threshold independent of the hash, a 3x3 and a 5x5 scan render identically over 4000 sampled points, the field repeats exactly in both axes, and the miss sentinel still cannot overflow mediump into +Inf and then NaN. test_surface_profiles.gd asserted "a rocky landing leaves the background alone" by naming lunar_surface.gdshader; it now reads the shader from the scene, which is the property it actually cares about. PlanetSurface.tscn's edit also carries the planet-name relocation described in the HUD commit - same scene file, so the two cannot be split. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:14 +02:00
if gas_shader == scene_shader:
print("TEST_SURFACE_PROFILES: FAIL (gas profile points at the scene's own shader, not its own)")
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
quit(1)
return
game_state.planet_definition_id = "rocky"
scene = load("res://PlanetSurface.tscn").instantiate()
root.add_child(scene)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.2:
return false
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
var rocky_bg: ShaderMaterial = scene.get_node("BackgroundLayer/Background").material
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
rocky_shader_after_compose = rocky_bg.shader
scene.free()
game_state.planet_definition_id = "gas_giant"
scene = load("res://PlanetSurface.tscn").instantiate()
root.add_child(scene)
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.2:
return false
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
var gas_bg: ShaderMaterial = scene.get_node("BackgroundLayer/Background").material
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
scene.free()
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
if rocky_shader_after_compose != rocky_shader:
print("TEST_SURFACE_PROFILES: FAIL (landing on a rocky planet did not put rocky's own declared shader on the background)")
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
quit(1)
return true
if gas_bg.shader != gas_shader:
print("TEST_SURFACE_PROFILES: FAIL (landing on a gas giant did not swap in gas_surface.gdshader)")
quit(1)
return true
Make the lunar backdrop cheap: 3x3 field, then bake and tile it (#68) The crater shader ran on every pixel of a fullscreen rect every frame and was by far the most expensive thing in the surface scene. Nothing else came close: RockField keeps 14 rocks alive, Rock/Ship/Enemy already avoid per-frame queue_redraw() for transform-only changes, and LunarBackground.gd is a handful of scalar ops. Three reductions to the field itself: - 5x5 -> 3x3 neighbour scan. That width was never the geometric answer; it was insurance against craters seen clipping at cell boundaries on-device, i.e. a crater reaching past its nominal radius because a hash returned a value outside [0,1] and extrapolated mix(). Clamping the crater CENTRE into its own cell, alongside the radius clamp already there, bounds the reach whatever the hash returns - so a crater two cells out is >= 1.0 cells away, a normalized distance of >= 2.63, past every threshold the shading reacts to (the last saturates at 1.15). The outer ring provably cannot change a pixel. This removes the clipping bug's cause instead of hiding it behind 16 extra samples. - One hash42 per cell instead of hash21 twice plus hash22, decorrelating on output lanes rather than input offsets. - Squared distances in the loop, square-rooted twice at the end rather than once per sample. Measured with the new tests/profile_shader.sh, above softpipe's own ~657ms fullscreen floor: 9482ms -> 405ms of shader work, a 23x reduction. Then the larger change: the field is a fixed function of world position, so every frame recomputed an identical answer. It is now made periodic (the cell index is wrapped before hashing, which makes a Worley field tile exactly rather than merely blend), baked once at load into one tile, and scrolled with repeat wrapping by lunar_tiled.gdshader - one texture fetch per pixel. Two honest costs: the field repeats every 7040 world units, and a fixed-resolution tile softens when zoomed past 1:1. Lunar regolith is forgiving of both, having no landmarks and being smooth gradients already. The bake waits a frame and asks the material whether it actually samples a field_texture, so a gas giant - which swaps in its own background shader (#51) - does not pay for a 2048-square tile it will never read. Headless runs skip it entirely, having nothing to rasterize. tests/test_lunar_field.gd guards the reasoning, since a fragment shader cannot be asserted on directly: the premises are still in the source, the worst-case ring-2 geometry stays clear of every threshold independent of the hash, a 3x3 and a 5x5 scan render identically over 4000 sampled points, the field repeats exactly in both axes, and the miss sentinel still cannot overflow mediump into +Inf and then NaN. test_surface_profiles.gd asserted "a rocky landing leaves the background alone" by naming lunar_surface.gdshader; it now reads the shader from the scene, which is the property it actually cares about. PlanetSurface.tscn's edit also carries the planet-name relocation described in the HUD commit - same scene file, so the two cannot be split. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 23:20:14 +02:00
if gas_bg.shader == scene_shader:
print("TEST_SURFACE_PROFILES: FAIL (gas surface still uses the scene's own lunar background)")
Give the gas planet surface its own background shader (#51) lunar_surface.gdshader recoloured was the whole gas surface backdrop, so a landed gas giant read as regolith - the crater field never went away, just changed colour. New gas_surface.gdshader replaces it for gas profiles only: a nearest-row-wins horizontal band field (same single-scalar discipline as lunar's nearest-crater field), with drifting per-row turbulence so the bands ripple instead of reading as ruled lines. Keeps the exact same uniform interface as lunar (camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/ base_color/crater_color/highlight_color), so LunarBackground.gd needs no changes at all. PlanetSurfaceProfile gains background_shader (default null = keep the scene's existing lunar shader); PlanetSurfaceController._compose_surface() swaps the background material's shader in only when a profile names one. GasSurfaceProfile.tres points at the new shader and retunes its palette to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres is untouched, so the rocky surface renders exactly as before. Precision: every hash input is either an exact integer cell/row index or a bounded [0,1) local fraction, same split as lunar_surface.gdshader and Starfield.gd use for the same reason (world coordinates reach the tens of thousands, where mobile float precision collapses). TIME-based lateral drift is folded into the lattice coordinate via the same floor/remainder trick rather than ever being added to a large cell index directly - see combine_lattice()'s header note. Tests: new tests/test_surface_profiles.gd (rocky resolves no background_shader and keeps the lunar shader; gas resolves and applies its own, different from lunar's). Full suite: 78/78 passed. Screenshot of the gas surface confirms drifting bands with no craters, rendered well inside the softpipe performance budget (20 frames in ~2m40s, against lunar's "minutes per frame" baseline the ticket warns about). Repo notes for the next agent, confirmed empirically this session: - Never reference a plain (non-autoload) class_name class by its bare global name from a -s entry-point test script - `load()` it by path into a local var instead, same as PlanetSurfaceController.gd and PlanetSetups.gd already do for exactly this reason. Doing it the unsafe way here didn't fail to compile - it corrupted something in the resource-loading state badly enough that an UNRELATED scene's Rock.tscn lost its script attachment and RockField's rock-spawning loop exhausted the physics server's entire RID pool. If a test's crash trace implicates code you never touched, check every bare global class_name reference in the test first. - Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely minutes for a crater-shader scene) at the same time as a `run_tests.sh` full-suite run starves both for CPU on this device - kill one before waiting on the other rather than running them concurrently. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00
quit(1)
return true
print("TEST_SURFACE_PROFILES: PASS")
quit(0)
return true
return false