2026-08-22 14:40:44 +02:00
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#!/usr/bin/env bash
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# Runs the headless GDScript gameplay tests.
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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#
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# bash tests/run_tests.sh # everything
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# bash tests/run_tests.sh formation # only tests matching a substring
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# JOBS=1 bash tests/run_tests.sh # serial, for debugging a hang
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# VERBOSE=1 bash tests/run_tests.sh # print passing tests' output too
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# IN_PLACE=1 bash tests/run_tests.sh # run from the project dir itself
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2026-08-22 14:40:44 +02:00
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# GODOT_BIN=/path/to/godot bash tests/run_tests.sh # pick the binary
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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#
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2026-08-22 14:40:44 +02:00
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# There are two ways to get a Godot to run them with, picked automatically:
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#
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# Termux the Godot 4.7 Linux arm64 build installed inside the
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# proot-distro Ubuntu container, which is the only way to run
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# a desktop Godot on the phone at all.
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Stop the suite failing on things that are not test failures
Two sources of random red on WSL, neither of them a test.
A launch that never happened. The Godot binary is a Windows executable
started across the interop boundary, and with six going at once that start
occasionally just fails: exit 127, an empty log, no engine banner, nothing
run. It was indistinguishable from a failure and moved between tests from
run to run. Anything that actually ran got as far as printing the banner, so
the two are easy to tell apart; a start that produced no banner is retried
up to three times and reported as NOSTART if it never comes up. Retries are
printed, never hidden - a test that needed one is saying the machine is
struggling even where it went on to pass.
The working tree as a run directory. WSL ran the suite in place, so six
Godot processes wrote .godot and created and deleted files under
PlanetSetups/ inside the live repo, alongside git and whatever else was
using it. Single tests failed at random under that - a delete that did not
take, a scene that would not instantiate - never the same one twice. WSL now
copies to %LOCALAPPDATA% first, the same isolation Termux already gets from
its own copy, on a native NTFS path so the Windows Godot still reads it at
full speed. Costs about 10s a run and leaves the repo untouched.
Four consecutive clean 124/124 runs since.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:30:18 +02:00
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# WSL the Windows Godot build off /mnt/c. A Linux `godot` on PATH
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# is used first if there is one.
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2026-08-22 14:40:44 +02:00
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#
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Stop the suite failing on things that are not test failures
Two sources of random red on WSL, neither of them a test.
A launch that never happened. The Godot binary is a Windows executable
started across the interop boundary, and with six going at once that start
occasionally just fails: exit 127, an empty log, no engine banner, nothing
run. It was indistinguishable from a failure and moved between tests from
run to run. Anything that actually ran got as far as printing the banner, so
the two are easy to tell apart; a start that produced no banner is retried
up to three times and reported as NOSTART if it never comes up. Retries are
printed, never hidden - a test that needed one is saying the machine is
struggling even where it went on to pass.
The working tree as a run directory. WSL ran the suite in place, so six
Godot processes wrote .godot and created and deleted files under
PlanetSetups/ inside the live repo, alongside git and whatever else was
using it. Single tests failed at random under that - a delete that did not
take, a scene that would not instantiate - never the same one twice. WSL now
copies to %LOCALAPPDATA% first, the same isolation Termux already gets from
its own copy, on a native NTFS path so the Windows Godot still reads it at
full speed. Costs about 10s a run and leaves the repo untouched.
Four consecutive clean 124/124 runs since.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:30:18 +02:00
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# The platform decides which Godot runs and where the project is copied to.
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# Everything else - the copy itself, the worker count, and
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# tests/_run_inside.sh, which does the actual running - is shared.
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2026-08-22 14:40:44 +02:00
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#
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# On Termux, three things make this fast, in descending order of how much
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# they matter (measured, not guessed - see tests/_profile_startup.gd):
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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#
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# 1. It runs from a COPY on Termux's own filesystem, not from the project
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# directory. The project lives under ~/storage/shared, which is Android's
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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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# FUSE bridge; read through proot on top of that, `load("res://world/Main.tscn")`
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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# alone took 8.5s per test, against ~2s from a native path. Nearly every
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# test loads Main.tscn, and none of that time is gameplay. The copy is
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# ~1.4s for the whole suite and its .godot import cache is kept between
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Stop the suite failing on things that are not test failures
Two sources of random red on WSL, neither of them a test.
A launch that never happened. The Godot binary is a Windows executable
started across the interop boundary, and with six going at once that start
occasionally just fails: exit 127, an empty log, no engine banner, nothing
run. It was indistinguishable from a failure and moved between tests from
run to run. Anything that actually ran got as far as printing the banner, so
the two are easy to tell apart; a start that produced no banner is retried
up to three times and reported as NOSTART if it never comes up. Retries are
printed, never hidden - a test that needed one is saying the machine is
struggling even where it went on to pass.
The working tree as a run directory. WSL ran the suite in place, so six
Godot processes wrote .godot and created and deleted files under
PlanetSetups/ inside the live repo, alongside git and whatever else was
using it. Single tests failed at random under that - a delete that did not
take, a scene that would not instantiate - never the same one twice. WSL now
copies to %LOCALAPPDATA% first, the same isolation Termux already gets from
its own copy, on a native NTFS path so the Windows Godot still reads it at
full speed. Costs about 10s a run and leaves the repo untouched.
Four consecutive clean 124/124 runs since.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:30:18 +02:00
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# runs. WSL copies too, but to a native NTFS path rather than to ext4:
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# a Windows Godot reads C: at full speed and would read \\wsl$ slowly, so
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# the copy is for ISOLATION rather than for speed there. Six Godot
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# processes churning the project directory is six processes writing
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# .godot, creating and deleting files under PlanetSetups/, and doing it
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# in a working tree that git, an open editor and the player are also
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# using. Under that, single tests failed at random - a delete that did
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# not take, a scene that would not instantiate - never the same one
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# twice.
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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# 2. Tests run JOBS at a time. Each is its own Godot process - they call
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# quit() and stamp on the GameState autoload, so they cannot share one -
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# which makes the suite a pile of independent, single-core-bound jobs on
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# an 8-core phone.
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# 3. The whole run happens in ONE `proot-distro login`. Entering the
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# container costs ~0.5s, which used to be paid once per test.
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#
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# Output is buffered per test and printed only for failures; six interleaved
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# logs are unreadable.
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set -uo pipefail
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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2026-08-22 14:40:44 +02:00
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PLATFORM="termux"
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if [[ -n "${WSL_DISTRO_NAME:-}" ]] || grep -qi microsoft /proc/version 2>/dev/null; then
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PLATFORM="wsl"
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fi
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# Finding a Godot on WSL. A Linux build on PATH wins - no interop, no drive
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# letters - but there usually is not one, and the Windows build the editor
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# already runs from is right there on /mnt/c. Two things about picking that
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# one up:
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# - it must be the *_console.exe. The plain .exe is built as a Windows GUI
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# subsystem binary: it detaches from the terminal, so every test would
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# produce an empty log and the runner would call all of them failures.
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# - sort -V so 4.7.2 beats 4.6.1 when several versions are downloaded.
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_find_godot_wsl() {
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|
|
|
local found
|
|
|
|
|
found="$(command -v godot 2>/dev/null)"
|
|
|
|
|
if [[ -n "$found" ]]; then
|
|
|
|
|
echo "$found"
|
|
|
|
|
return
|
|
|
|
|
fi
|
|
|
|
|
found="$(find /mnt/c/Users/*/Downloads /mnt/c/Users/*/AppData/Local/Programs \
|
|
|
|
|
"/mnt/c/Program Files" -maxdepth 2 -name 'Godot_v*_console.exe' \
|
|
|
|
|
2>/dev/null | sort -V | tail -1)"
|
|
|
|
|
echo "$found"
|
|
|
|
|
}
|
|
|
|
|
|
2026-08-12 22:47:46 +02:00
|
|
|
# Worker count comes from FREE MEMORY, not core count. Each Godot instance is
|
|
|
|
|
# ~400MB and this phone shares its RAM with everything else running on it.
|
|
|
|
|
# Getting it wrong is bad in both directions:
|
|
|
|
|
# - too many and the kernel SIGKILLs the runner mid-suite (exit 137), which
|
|
|
|
|
# looks exactly like a hang
|
|
|
|
|
# - too many under swap pressure and every worker thrashes: the same suite
|
|
|
|
|
# measured 100-190s with memory free, and 888s while 9GB sat in swap
|
|
|
|
|
# One worker per ~900MB available, capped at 6, and forced to 1 once swap is
|
|
|
|
|
# more than half consumed - past that, parallelism costs more than it buys.
|
|
|
|
|
# Override with JOBS= when you know better.
|
|
|
|
|
_pick_jobs() {
|
|
|
|
|
local avail swap_total swap_free n
|
|
|
|
|
avail=$(awk '/MemAvailable/ {print int($2 / 1024)}' /proc/meminfo 2>/dev/null)
|
|
|
|
|
swap_total=$(awk '/SwapTotal/ {print $2}' /proc/meminfo 2>/dev/null)
|
|
|
|
|
swap_free=$(awk '/SwapFree/ {print $2}' /proc/meminfo 2>/dev/null)
|
|
|
|
|
if [[ -z "$avail" ]]; then
|
|
|
|
|
echo 2
|
|
|
|
|
return
|
|
|
|
|
fi
|
|
|
|
|
if [[ -n "$swap_total" ]] && (( swap_total > 0 )) \
|
|
|
|
|
&& (( (swap_total - swap_free) * 2 > swap_total )); then
|
|
|
|
|
echo 1
|
|
|
|
|
return
|
|
|
|
|
fi
|
|
|
|
|
n=$(( avail / 900 ))
|
|
|
|
|
(( n < 1 )) && n=1
|
|
|
|
|
(( n > 6 )) && n=6
|
|
|
|
|
echo "$n"
|
|
|
|
|
}
|
|
|
|
|
JOBS="${JOBS:-$(_pick_jobs)}"
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
VERBOSE="${VERBOSE:-0}"
|
Stop the suite failing on things that are not test failures
Two sources of random red on WSL, neither of them a test.
A launch that never happened. The Godot binary is a Windows executable
started across the interop boundary, and with six going at once that start
occasionally just fails: exit 127, an empty log, no engine banner, nothing
run. It was indistinguishable from a failure and moved between tests from
run to run. Anything that actually ran got as far as printing the banner, so
the two are easy to tell apart; a start that produced no banner is retried
up to three times and reported as NOSTART if it never comes up. Retries are
printed, never hidden - a test that needed one is saying the machine is
struggling even where it went on to pass.
The working tree as a run directory. WSL ran the suite in place, so six
Godot processes wrote .godot and created and deleted files under
PlanetSetups/ inside the live repo, alongside git and whatever else was
using it. Single tests failed at random under that - a delete that did not
take, a scene that would not instantiate - never the same one twice. WSL now
copies to %LOCALAPPDATA% first, the same isolation Termux already gets from
its own copy, on a native NTFS path so the Windows Godot still reads it at
full speed. Costs about 10s a run and leaves the repo untouched.
Four consecutive clean 124/124 runs since.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 23:30:18 +02:00
|
|
|
IN_PLACE="${IN_PLACE:-0}"
|
|
|
|
|
|
|
|
|
|
# Where the copy lives. Termux wants its own native filesystem; WSL wants a
|
|
|
|
|
# WINDOWS one, because the thing reading it is a Windows binary and $HOME is
|
|
|
|
|
# ext4 behind the \\wsl$ share. %LOCALAPPDATA% is the natural home for it;
|
|
|
|
|
# if that cannot be read, fall back to a sibling of the project - still on
|
|
|
|
|
# the same native drive, still outside the repo.
|
|
|
|
|
_default_work_dir() {
|
|
|
|
|
if [[ "$PLATFORM" != "wsl" ]]; then
|
|
|
|
|
echo "$HOME/.cache/spaceship-tests"
|
|
|
|
|
return
|
|
|
|
|
fi
|
|
|
|
|
local win_local
|
|
|
|
|
win_local="$(cmd.exe /c 'echo %LOCALAPPDATA%' 2>/dev/null | tr -d '\r')"
|
|
|
|
|
if [[ -n "$win_local" && "$win_local" != *'%'* ]]; then
|
|
|
|
|
local unix_local
|
|
|
|
|
unix_local="$(wslpath -u "$win_local" 2>/dev/null)"
|
|
|
|
|
if [[ -n "$unix_local" ]]; then
|
|
|
|
|
echo "$unix_local/spaceship-tests"
|
|
|
|
|
return
|
|
|
|
|
fi
|
|
|
|
|
fi
|
|
|
|
|
echo "$(dirname "$PROJECT_DIR")/.spaceship-tests"
|
|
|
|
|
}
|
|
|
|
|
WORK_DIR="${WORK_DIR:-$(_default_work_dir)}"
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
|
2026-08-22 14:40:44 +02:00
|
|
|
if [[ -z "${GODOT_BIN:-}" ]]; then
|
|
|
|
|
if [[ "$PLATFORM" == "wsl" ]]; then
|
|
|
|
|
GODOT_BIN="$(_find_godot_wsl)"
|
|
|
|
|
if [[ -z "$GODOT_BIN" ]]; then
|
|
|
|
|
echo "no Godot found. Install one on PATH, or download a Windows" >&2
|
|
|
|
|
echo "build and point GODOT_BIN at its *_console.exe." >&2
|
|
|
|
|
exit 2
|
|
|
|
|
fi
|
|
|
|
|
else
|
|
|
|
|
GODOT_BIN="/root/Godot_v4.7.1-stable_linux.arm64"
|
|
|
|
|
fi
|
|
|
|
|
fi
|
|
|
|
|
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
filter="${1:-}"
|
|
|
|
|
tests=()
|
|
|
|
|
for path in "$PROJECT_DIR"/tests/test_*.gd; do
|
|
|
|
|
name="$(basename "$path")"
|
|
|
|
|
if [[ -z "$filter" || "$name" == *"$filter"* ]]; then
|
|
|
|
|
tests+=("$name")
|
|
|
|
|
fi
|
Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
|
|
|
done
|
|
|
|
|
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
if (( ${#tests[@]} == 0 )); then
|
|
|
|
|
echo "no tests match '$filter'"
|
|
|
|
|
exit 2
|
|
|
|
|
fi
|
|
|
|
|
|
|
|
|
|
start=$(date +%s)
|
|
|
|
|
|
|
|
|
|
run_dir="$PROJECT_DIR"
|
|
|
|
|
if [[ "$IN_PLACE" != "1" ]]; then
|
|
|
|
|
run_dir="$WORK_DIR"
|
|
|
|
|
mkdir -p "$run_dir"
|
|
|
|
|
# Clear last run's sources but keep .godot, so imports stay warm. Without
|
|
|
|
|
# the clear, a test deleted from the project would live on in the copy and
|
|
|
|
|
# keep being run.
|
|
|
|
|
find "$run_dir" -mindepth 1 -maxdepth 1 ! -name '.godot' -exec rm -rf {} +
|
|
|
|
|
# android/ and builds/ are export artefacts no test touches, and the .apk
|
#148: keep the theme's master in the repository
SPACE_4.wav is the source the shipped theme is made from, so it belongs
under version control - but not in the game.
It lives in audio/masters/ with an empty .gdignore beside it, which makes
Godot skip the folder outright: nothing in it is imported into res://, and
nothing in it is carried into an export. Left where it was, in the project
root, its 59MB would be imported and then packed into every Android and web
build for a file nothing opens - the game loads audio/space_4.mp3, the same
5m36s at 6.7MB.
Its .import file goes with it, since there is no longer anything to import,
and the test runner stops copying the folder for the same reason it already
skips android/ and builds/: 59MB copied on every single run, for a folder no
test can even see.
README.md next to it records which shipped file each master became and the
command that made it, so the pair cannot drift apart silently.
2026-08-29 13:54:37 +02:00
|
|
|
# is 30MB of nothing useful here. audio/masters/ is the same argument:
|
|
|
|
|
# Godot skips it (.gdignore) so no test can reach it, and it is 59MB of
|
|
|
|
|
# source WAV that would be copied on every single run.
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
|
|
|
tar -C "$PROJECT_DIR" \
|
|
|
|
|
--exclude=./.godot --exclude=./android --exclude=./builds --exclude='*.apk' \
|
#148: keep the theme's master in the repository
SPACE_4.wav is the source the shipped theme is made from, so it belongs
under version control - but not in the game.
It lives in audio/masters/ with an empty .gdignore beside it, which makes
Godot skip the folder outright: nothing in it is imported into res://, and
nothing in it is carried into an export. Left where it was, in the project
root, its 59MB would be imported and then packed into every Android and web
build for a file nothing opens - the game loads audio/space_4.mp3, the same
5m36s at 6.7MB.
Its .import file goes with it, since there is no longer anything to import,
and the test runner stops copying the folder for the same reason it already
skips android/ and builds/: 59MB copied on every single run, for a folder no
test can even see.
README.md next to it records which shipped file each master became and the
command that made it, so the pair cannot drift apart silently.
2026-08-29 13:54:37 +02:00
|
|
|
--exclude=./audio/masters \
|
Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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-cf - . 2>/dev/null | tar -C "$run_dir" -xf -
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fi
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2026-08-22 14:40:44 +02:00
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if [[ "$PLATFORM" == "wsl" ]]; then
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bash "$run_dir/tests/_run_inside.sh" \
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"$GODOT_BIN" "$run_dir" "$JOBS" "$VERBOSE" "${tests[@]}"
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else
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proot-distro login ubuntu -- bash "$run_dir/tests/_run_inside.sh" \
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"$GODOT_BIN" "$run_dir" "$JOBS" "$VERBOSE" "${tests[@]}"
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fi
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Skill tree, node-based building animation, bigger UI, and a 19x faster test suite
Gameplay and UI
- Research tree at the mothership gates which structures can be built and
grants permanent fleet-capacity upgrades (GameState.SKILL_TREE,
SkillTreeView). Node depth is derived from prerequisites, so the layout
cannot drift out of step with the dependencies.
- Building info popup before committing to a build, with per-building cost
and description.
- Ship crafter redrawn as a space factory with an assembly animation;
mothership redrawn as a radial flagship; command centre as a plotting hub.
- Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build.
- UI and font scaled up for phone use, via a custom Theme resource -
gui/theme/default_font_size does not reach the default theme.
- Asteroids no longer spawn on top of the fleet's start position.
- Fleet formation origin derived from the layout's own offsets rather than
the centroid, fixing the lurch when a lopsided formation started moving.
- Fleet.stop() brakes from the ship's TRUE motion (velocity +
fleet_velocity). Ship zeroes its velocity when seated in its slot even
while the anchor drags that slot forward, so braking from velocity alone
stopped the fleet dead instead of coasting - and whether it did depended
on the frame rate.
Animation architecture (issue #10)
- Buildings, projectiles and explosion VFX no longer animate by redrawing.
Static geometry is rasterised once in _draw(); moving parts are NeonPiece
children animated through node properties, which reuse the cached
geometry. Every NeonDraw call expands into four antialiased polylines, so
redrawing to move something re-tessellated all of it.
Test suite (issue #8): 1075s -> ~55s
- Runs from a copy on Termux's own filesystem. The project lives on
Android's FUSE bridge, read through proot, where load("res://Main.tscn")
alone cost 8.5s per test against ~2s natively - and nearly every test
loads it.
- Runs 6 tests at a time, in a single proot-distro login, with output
buffered per test and printed only on failure.
- --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's
result no longer depends on how busy the machine is. Without it,
parallelism made two tests fail on 2 of 3 runs.
- A test passes only if it both exits 0 and prints ": PASS".
- 38 tests, green on three consecutive runs.
Bundles Carrois Gothic SC (Apache 2.0) with its licence text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 15:00:41 +02:00
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status=$?
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echo "in $(( $(date +%s) - start ))s with JOBS=$JOBS"
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Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00
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exit $status
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