spaceship/world/Main.tscn

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2026-09-04 15:56:07 +02:00
[gd_scene load_steps=48 format=3]
[ext_resource type="PackedScene" path="res://ui/menus/BuildMenu.tscn" id="menu_build"]
[ext_resource type="PackedScene" path="res://ui/menus/HangarMenu.tscn" id="menu_hangar"]
[ext_resource type="PackedScene" path="res://ui/menus/LabMenu.tscn" id="menu_lab"]
[ext_resource type="PackedScene" path="res://ui/menus/CraftMenu.tscn" id="menu_craft"]
[ext_resource type="PackedScene" path="res://ui/menus/TransferMenu.tscn" id="menu_transfer"]
[ext_resource type="PackedScene" path="res://ui/menus/FormationMenu.tscn" id="menu_formation"]
[ext_resource type="PackedScene" path="res://ui/menus/PlanningMenu.tscn" id="menu_planning"]
[ext_resource type="PackedScene" path="res://ui/menus/GarrisonMenu.tscn" id="menu_garrison"]
[ext_resource type="PackedScene" path="res://ui/menus/SkillMenu.tscn" id="menu_skill"]
2026-09-03 20:05:33 +02:00
[ext_resource type="PackedScene" path="res://ui/menus/DevMenu.tscn" id="menu_dev"]
2026-09-04 15:56:07 +02:00
[ext_resource type="PackedScene" path="res://ui/menus/ScannerMenu.tscn" id="menu_scanner"]
#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
[ext_resource type="Script" path="res://world/Starfield.gd" id="1"]
[ext_resource type="Script" path="res://vessels/Fleet.gd" id="2"]
[ext_resource type="Script" path="res://controllers/GameController.gd" id="3"]
[ext_resource type="Script" path="res://enemies/EnemySpawner.gd" id="4"]
[ext_resource type="Shader" path="res://shaders/starfield.gdshader" id="5"]
[ext_resource type="Script" path="res://world/ExplorationTracker.gd" id="6"]
[ext_resource type="Script" path="res://world/AsteroidField.gd" id="7"]
[ext_resource type="Script" path="res://world/WorldMap.gd" id="8"]
[ext_resource type="Script" path="res://world/WorldMapContent.gd" id="9"]
[ext_resource type="Script" path="res://ui/IconButton.gd" id="10"]
[ext_resource type="Script" path="res://planets/PlanetField.gd" id="11"]
[ext_resource type="Script" path="res://planets/PlanetAtmosphereController.gd" id="12"]
[ext_resource type="Script" path="res://ui/TouchJoystick.gd" id="13"]
[ext_resource type="Script" path="res://buildings/BuildingField.gd" id="14"]
[ext_resource type="Script" path="res://controllers/BuildController.gd" id="15"]
[ext_resource type="Script" path="res://ui/ResourceReadout.gd" id="16"]
#100 (#97b): waves replace the roaming enemy spawner The old spawner put one enemy on the map every 3-6 seconds for ever. There was no rhythm to the danger and nothing to prepare for. Enemies now arrive in waves: a long quiet, a warning, an attack, and quiet again once the wave is dead. The clock lives in GameState, because Main.tscn is destroyed on every trip to a planet surface and a wave must not be cancelled, nor restarted from zero, by a landing. The spawning does not: GameState cannot see the world, so EnemySpawner reads the phase and puts the enemies in it. That also settles what happens when a wave turns while the player is on a surface - the wave is waiting in space when they come back. EnemySpawner keeps its name deliberately. It is still the thing that puts enemies in the world, and 88 test files already say `get_node("EnemySpawner").set_process(false)` to ask for a quiet map. Strength is a function of the FLEET, per the ticket, with the wave number as a slower second term so a player who never grows still meets escalation. The budget is spent most-expensive-first, so a large wave is heavier rather than merely longer, and min_strength keeps the first waves to chasers whatever the arithmetic says. "No timer should be visible" is enforced rather than merely observed: GameState offers wave_warning_pulse(), a 0..1 throb, and no remaining-seconds accessor at all, so the alert cannot drift into being a countdown. The test pins both - that no such accessor exists, and that the alert's own text contains no digits. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 13:37:42 +02:00
[ext_resource type="Script" path="res://ui/WaveAlert.gd" id="32"]
#105 (#97g): garrison vessels patrol and defend their outpost A garrisoned vessel circles its post, engages what comes into range, and goes back to circling. It steers by writing move_target and lets Ship's own steering fly it, so it accelerates, banks and brakes exactly like a vessel in the formation. It is not in Fleet.ships. It does not follow the formation, does not count against max_fleet_size(), and does not move when the player flies away - which is the whole point of stationing it. A garrison that ate a fleet slot would mean stationing a vessel cost the player a place in their own wedge. The leash is the load-bearing part. Enemies are judged from the POST rather than from the vessel, so a garrison that has drifted out to its leash cannot see further still and be walked away from its outpost one enemy at a time, and an engagement is clamped to a circle around the post rather than to a straight line, so it still manoeuvres while pinned. The orbit starts from where the vessel actually is rather than a random bearing. A random one makes the first move_target a point on the far side of the circle, and the vessel flies straight across the middle - through the outpost it is guarding. EnemyTargets.nearest_ship now searches the player_ships GROUP instead of Fleet.ships: an enemy that ignored the guns shooting at it, because they were not in the player's formation, would let a garrison hold a position without ever being fought back. The laser vessel is deliberately not garrisonable. Firing the laser lives in LaserController, a fleet ability driven by the laser button, rather than in VesselLaserComponent - so a garrisoned laser would hold its position and never shoot, and offering a vessel that cannot fight is worse than a short list. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:13:47 +02:00
[ext_resource type="Script" path="res://vessels/GarrisonField.gd" id="34"]
#108: the prologue - the convoy, the ambush, and the breach Landed as one piece across #122, #123 and #124: the frame is useless without a script, and the script has nowhere to run without the frame. The director drives the REAL scene rather than being a scene of its own. It wants the real fleet, the real enemies and the real asteroid field, and it makes "then the game starts" cost nothing - the director stops steering, clears the flag, and what is left running is the ordinary game. The script is a list of beats, each with a deadline as well as its own completion test, so a beat whose condition is never met - a player who refuses to fly at the ambush - runs out rather than wedging the prologue. skip() ends the whole thing at any point and lands in exactly the state playing it through does, so the game has one way to start rather than two that have to be kept in step. The test pins that equivalence. "No action button available, only movements" is enforced where the buttons are decided, not by the director reaching in: the ability controllers set their own visibility every frame and would have put them straight back, and the map button belongs to the map. The joystick, the pivot and the fader stay. The convoy is ten hulls where a new game's fleet is one, so it needs an explicit fleet-size override - a plain number rather than a fake doctrine, because nothing about the player's own progression should be bent to fit a cutscene. It is carriers rather than transporters: transporters belong to hubs and are not fleet-eligible, so a convoy of them would be silently filtered down to its escorts. The ambush is chasers and only chasers. "Easy enough" is the requirement, and a sniper against a convoy the player cannot yet fight properly is neither easy nor a good first impression. The breach takes the wheel through one check in GameController, covering the stick, the keyboard and the released-again path together - three separate gates would be three chances for one of them to keep steering. The shake is written to camera.offset, never to its position, because GameController owns where the camera is and would smooth a shake away. The vessel that survives is chosen as the interceptor rather than whichever happened to be first in the list, and the prologue ends on exactly a new game's opening position. Also: PlanetAtmosphereController no longer spawns the opening fleet while the prologue is arming, and the tests that are about what the GAME starts from now say so by turning the prologue off. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 20:59:12 +02:00
[ext_resource type="Script" path="res://ui/NarrationBanner.gd" id="36"]
[ext_resource type="Script" path="res://world/IntroDirector.gd" id="37"]
2026-09-03 20:05:33 +02:00
[ext_resource type="Script" path="res://ui/DevMenuButton.gd" id="38"]
[ext_resource type="Script" path="res://logistics/RepairDroneField.gd" id="40"]
#125: slow the prologue down, and give the breach a real black hole Five things, all of them "this happens too fast or looks too thin". PACING. Every beat had a completion test that could be satisfied while the guide was still mid-sentence, which is why everything landed seconds after the thing before it. Beats now have a FLOOR as well as a deadline - a minimum length - and a beat whose point is the guide talking will not end while a line is still on screen. One rule in one place rather than tuning each condition. The run is 3400px instead of 1500, which at cruise was about four seconds, and a held line is 6.5s instead of 4.5. THE CONVOY. Escorts at the four corners of a box, holds packed in the middle of it, roughly three times the spread of the fleet's own wedge - this is freight under guard, not a fighting formation. CONVOY and CONVOY_FORMATION pair index-for-index, which is all it takes for spawn_ships to seat the guns on the outside, and the test pins that every hold sits further in than the furthest-out escort. THE DIALOG. Cut corners, brackets holding the short edges open, a tick strip along the bottom and a caret in the corner - geometry rather than art, so it scales with the banner and costs nothing. THE BREACH. It was a few lines turning around a point. It is now two halves driven by one number: DimensionalBreach, a growing black hole out in the world built on BlackHoleVisual's idiom - empty core, counter-rotating arc segments hotter toward the centre - with infalling streamers it does not have, because a planet's disc is steady and this one has to say "now"; and breach.gdshader over the top, bending the ACTUAL SCENE around it. Ships, rocks and the starfield all get dragged in, which is most of what makes a hole in space read as a hole rather than as a decal drawn on one. Inside the horizon the shader samples nothing at all - the same decision BlackHoleVisual makes, for the same reason: a black hole with something visible in the middle stops being one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 13:25:10 +02:00
[ext_resource type="Script" path="res://ui/BreachOverlay.gd" id="41"]
#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
[ext_resource type="Script" path="res://logistics/TransporterField.gd" id="23"]
[ext_resource type="Script" path="res://logistics/VesselDeliveryField.gd" id="26"]
[ext_resource type="Script" path="res://controllers/MouseCombatController.gd" id="mouse_ctrl"]
[ext_resource type="Script" path="res://controllers/FireStickController.gd" id="fire_ctrl"]
[ext_resource type="Script" path="res://controllers/GasBombController.gd" id="29"]
[ext_resource type="Script" path="res://controllers/LaserController.gd" id="30"]
2026-09-02 13:43:56 +02:00
[ext_resource type="Script" path="res://controllers/DashController.gd" id="dash_ctrl"]
[ext_resource type="Script" path="res://ui/AbilityButtonLayout.gd" id="ability_layout"]
#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
[ext_resource type="Script" path="res://ui/SpeedFader.gd" id="31"]
#129 (#131, #132, #133): a quest chain, and a World Ship out of reach Sixteen quests that walk a new game through the things it contains: ore, the mothership, exploration, a yard and a second hull, planetfall and conquest, extractors, gas, freight, power, the lab, a new vessel type, an outpost, and a survey. The chain turns on the second quest. The fleet builds the mothership to call the World Ship and hears nothing - and the array is not at fault. The breach put them further out than that signal will carry, so every quest after it is a search that has to be flown rather than transmitted. Three pieces: Quests.gd the chain, as data and nothing else. Two rules it obeys: nothing may ask for something unreachable - research points come only from conquering a planet, so every doctrine that costs them sits after the conquest quest - and a quest names one goal, with the research it implies said in the brief rather than split into an errand of its own. GameState how far along the chain the player is, and the answer to each goal kind. Progress latches for free: the chain is walked one quest at a time, so collecting five ore and spending it cannot un-complete the quest that asked for five - by then nothing is asking. It lives here so a quest finished on a planet surface is still finished after take-off. the HUD QuestTracker, the standing objective, in the wave alert's idiom; QuestDirector, which reads the lines out. Lines are QUEUED by GameState and drained by the director rather than emitted at a banner, because quests advance in the autoload, which runs on a planet surface too - where a line emitted straight at a banner would be lost. Both scenes now carry a banner, a tracker and a director, so a quest finished underground is announced underground. The chain is armed by reset_new_game(), the same gate the prologue uses - the only door into a real game - so instantiating a scene is not by itself a reason to start briefing somebody.
2026-08-28 14:41:03 +02:00
[ext_resource type="Script" path="res://world/QuestDirector.gd" id="quest_dir"]
[ext_resource type="Script" path="res://ui/QuestPanel.gd" id="quest_panel"]
2026-09-04 15:56:07 +02:00
[ext_resource type="Script" path="res://world/OctopusField.gd" id="octopus_field"]
[sub_resource type="ShaderMaterial" id="1"]
shader = ExtResource("5")
shader_parameter/camera_pos = Vector2(0, 0)
shader_parameter/camera_zoom = 1.0
shader_parameter/viewport_size = Vector2(720, 1280)
shader_parameter/cell_size = 60.0
shader_parameter/bg_color = Color(0.02, 0.02, 0.08, 1)
[node name="Main" type="Node2D"]
script = ExtResource("3")
[node name="BackgroundLayer" type="CanvasLayer" parent="."]
layer = -10
[node name="Starfield" type="ColorRect" parent="BackgroundLayer"]
material = SubResource("1")
mouse_filter = 2
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="Fleet" type="Node2D" parent="."]
script = ExtResource("2")
2026-08-15 04:45:15 +02:00
[node name="GasBombController" type="Node2D" parent="."]
script = ExtResource("29")
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
[node name="FireStickController" type="Node2D" parent="."]
script = ExtResource("fire_ctrl")
Implement #80, #81, #82 and #83 #80 - desktop combat. The mouse aims, the left button fires, and the number keys pick the weapon: 1 the fleet's guns, 2 and up the abilities. The twin sticks are built for thumbs; on a desktop they mean dragging a virtual stick with a pointer that could simply BE the crosshair. The pointer path hands its heading to FireStickController rather than driving weapons itself, so exactly one thing in the scene aims a gun, and a held stick wins - a finger on it is a deliberate act, a mouse resting somewhere is not. Abilities gained fire_at(), which aims and fires in one call instead of pretending to be a press-drag-release touch. It is gated on the absence of a touchscreen, because Godot emulates a mouse button from every touch and without that a tap on a phone would fire the guns. The gate has an explicit override, and not for tidiness: headless reports a touchscreen, so with the automatic answer alone the aiming could never be exercised by a test and the only covered behaviour would be the guard. #81 - the bottom-left control hint is gone, from both scenes and from GameController. #82 - a chaser is destroyed by the impact when it reaches a vessel. It used to pass through the wreck untouched and line up another pass, which made a ramming enemy strictly better than any other. Data-driven per enemy (dies_on_contact), because a sniper that happens to drift into a ship has not spent itself doing it - and routed through take_damage, so it dies exactly as it dies to gunfire. The enemy is told about the impact BEFORE the ship resolves its own damage, since resolving it can free the ship. #83 - the research tree's buy button is gone; tapping a node twice buys it. Deliberately "the same node twice" rather than a timed double-tap: no window to miss on a slow phone, no accidental purchase while browsing, and the first tap always does something visible, so the second is never a blind commitment. The status line now says "Tap again to research" - with the button gone it is the only thing distinguishing an affordable node from an unaffordable one. test_enemy_collision asserted the exact behaviour #82 reversed, and now checks the ram costs both. Suite 117/117. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 18:49:47 +02:00
[node name="MouseCombatController" type="Node2D" parent="."]
script = ExtResource("mouse_ctrl")
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[node name="LaserController" type="Node2D" parent="."]
script = ExtResource("30")
2026-09-02 13:43:56 +02:00
[node name="DashController" type="Node2D" parent="."]
script = ExtResource("dash_ctrl")
[node name="AbilityButtonLayout" type="Node" parent="."]
script = ExtResource("ability_layout")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, 0)
zoom = Vector2(1, 1)
[node name="EnemySpawner" type="Node2D" parent="."]
script = ExtResource("4")
[node name="ExplorationTracker" type="Node2D" parent="."]
script = ExtResource("6")
[node name="AsteroidField" type="Node2D" parent="."]
script = ExtResource("7")
2026-09-04 15:56:07 +02:00
[node name="OctopusField" type="Node2D" parent="."]
script = ExtResource("octopus_field")
[node name="PlanetField" type="Node2D" parent="."]
script = ExtResource("11")
[node name="BuildingField" type="Node2D" parent="."]
script = ExtResource("14")
#108: the prologue - the convoy, the ambush, and the breach Landed as one piece across #122, #123 and #124: the frame is useless without a script, and the script has nowhere to run without the frame. The director drives the REAL scene rather than being a scene of its own. It wants the real fleet, the real enemies and the real asteroid field, and it makes "then the game starts" cost nothing - the director stops steering, clears the flag, and what is left running is the ordinary game. The script is a list of beats, each with a deadline as well as its own completion test, so a beat whose condition is never met - a player who refuses to fly at the ambush - runs out rather than wedging the prologue. skip() ends the whole thing at any point and lands in exactly the state playing it through does, so the game has one way to start rather than two that have to be kept in step. The test pins that equivalence. "No action button available, only movements" is enforced where the buttons are decided, not by the director reaching in: the ability controllers set their own visibility every frame and would have put them straight back, and the map button belongs to the map. The joystick, the pivot and the fader stay. The convoy is ten hulls where a new game's fleet is one, so it needs an explicit fleet-size override - a plain number rather than a fake doctrine, because nothing about the player's own progression should be bent to fit a cutscene. It is carriers rather than transporters: transporters belong to hubs and are not fleet-eligible, so a convoy of them would be silently filtered down to its escorts. The ambush is chasers and only chasers. "Easy enough" is the requirement, and a sniper against a convoy the player cannot yet fight properly is neither easy nor a good first impression. The breach takes the wheel through one check in GameController, covering the stick, the keyboard and the released-again path together - three separate gates would be three chances for one of them to keep steering. The shake is written to camera.offset, never to its position, because GameController owns where the camera is and would smooth a shake away. The vessel that survives is chosen as the interceptor rather than whichever happened to be first in the list, and the prologue ends on exactly a new game's opening position. Also: PlanetAtmosphereController no longer spawns the opening fleet while the prologue is arming, and the tests that are about what the GAME starts from now say so by turning the prologue off. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 20:59:12 +02:00
[node name="IntroDirector" type="Node2D" parent="."]
script = ExtResource("37")
#129 (#131, #132, #133): a quest chain, and a World Ship out of reach Sixteen quests that walk a new game through the things it contains: ore, the mothership, exploration, a yard and a second hull, planetfall and conquest, extractors, gas, freight, power, the lab, a new vessel type, an outpost, and a survey. The chain turns on the second quest. The fleet builds the mothership to call the World Ship and hears nothing - and the array is not at fault. The breach put them further out than that signal will carry, so every quest after it is a search that has to be flown rather than transmitted. Three pieces: Quests.gd the chain, as data and nothing else. Two rules it obeys: nothing may ask for something unreachable - research points come only from conquering a planet, so every doctrine that costs them sits after the conquest quest - and a quest names one goal, with the research it implies said in the brief rather than split into an errand of its own. GameState how far along the chain the player is, and the answer to each goal kind. Progress latches for free: the chain is walked one quest at a time, so collecting five ore and spending it cannot un-complete the quest that asked for five - by then nothing is asking. It lives here so a quest finished on a planet surface is still finished after take-off. the HUD QuestTracker, the standing objective, in the wave alert's idiom; QuestDirector, which reads the lines out. Lines are QUEUED by GameState and drained by the director rather than emitted at a banner, because quests advance in the autoload, which runs on a planet surface too - where a line emitted straight at a banner would be lost. Both scenes now carry a banner, a tracker and a director, so a quest finished underground is announced underground. The chain is armed by reset_new_game(), the same gate the prologue uses - the only door into a real game - so instantiating a scene is not by itself a reason to start briefing somebody.
2026-08-28 14:41:03 +02:00
[node name="QuestDirector" type="Node" parent="."]
script = ExtResource("quest_dir")
#105 (#97g): garrison vessels patrol and defend their outpost A garrisoned vessel circles its post, engages what comes into range, and goes back to circling. It steers by writing move_target and lets Ship's own steering fly it, so it accelerates, banks and brakes exactly like a vessel in the formation. It is not in Fleet.ships. It does not follow the formation, does not count against max_fleet_size(), and does not move when the player flies away - which is the whole point of stationing it. A garrison that ate a fleet slot would mean stationing a vessel cost the player a place in their own wedge. The leash is the load-bearing part. Enemies are judged from the POST rather than from the vessel, so a garrison that has drifted out to its leash cannot see further still and be walked away from its outpost one enemy at a time, and an engagement is clamped to a circle around the post rather than to a straight line, so it still manoeuvres while pinned. The orbit starts from where the vessel actually is rather than a random bearing. A random one makes the first move_target a point on the far side of the circle, and the vessel flies straight across the middle - through the outpost it is guarding. EnemyTargets.nearest_ship now searches the player_ships GROUP instead of Fleet.ships: an enemy that ignored the guns shooting at it, because they were not in the player's formation, would let a garrison hold a position without ever being fought back. The laser vessel is deliberately not garrisonable. Firing the laser lives in LaserController, a fleet ability driven by the laser button, rather than in VesselLaserComponent - so a garrisoned laser would hold its position and never shoot, and offering a vessel that cannot fight is worse than a short list. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 14:13:47 +02:00
[node name="GarrisonField" type="Node2D" parent="."]
script = ExtResource("34")
Transporter vessels, an explicit store button, and bottom-anchored menus Forgejo #19, part 6 of #12. Transporters are built at the ship crafter, fly themselves to the nearest hub and wait there. When a building is short of what its queue needs, the nearest idle transporter runs hub -> mothership -> building -> hub. Ore leaves the bank when it is loaded and lands in the building's stock on arrival, so what is drawn and what happens are the same event - the extractor hauler's rule. Production orders are now TYPED (interceptor / transporter) rather than a bare count, since the crafter builds two different things. One at a time is dispatched per building: without that, every idle transporter chases the same shortfall and they all arrive carrying ore nobody needs. Three fixes from play-testing feedback: - Storing ore into a building is now a deliberate button press, not a side effect of opening the menu. - The mothership's load-ore controls were positioned from the TOP of the screen, so on any viewport shorter than ~1300px the label fell off the bottom. They are anchored to the bottom edge now, and the label had no explicit font size so it inherited the theme's 78px and wrapped off screen. Checked at 720x960 and 720x1280. - The craft button looked live and did nothing. It was not the transport work: BASE_FLEET_SIZE is 5 and a new game starts with exactly 5 ships, so the fleet is at its cap from the first frame and every interceptor order was refused. The button is now visibly disabled and says why. The underlying balance (crafter useless until Wing Doctrine) is left alone - that is a design call, not a bug to quietly change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 19:14:27 +02:00
[node name="TransporterField" type="Node2D" parent="."]
script = ExtResource("23")
[node name="RepairDroneField" type="Node2D" parent="."]
script = ExtResource("40")
2026-08-13 21:39:05 +02:00
[node name="VesselDeliveryField" type="Node2D" parent="."]
script = ExtResource("26")
[node name="BuildController" type="Node2D" parent="."]
script = ExtResource("15")
[node name="LandingController" type="Node2D" parent="."]
script = ExtResource("12")
[node name="UI" type="CanvasLayer" parent="."]
layer = 1
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
[node name="ResourceReadout" type="Control" parent="UI"]
mouse_filter = 2
offset_left = 28
offset_top = 38
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
offset_right = 696
offset_bottom = 154
script = ExtResource("16")
digit_height = 38.0
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
[node name="BankCaption" type="Label" parent="UI"]
2026-08-13 21:07:35 +02:00
mouse_filter = 2
offset_left = 28
offset_top = 6
offset_right = 220
offset_bottom = 34
2026-08-13 21:07:35 +02:00
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.55, 0.78, 0.86, 1)
text = "BANKED"
2026-08-13 21:07:35 +02:00
Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
[node name="FleetCaption" type="Label" parent="UI"]
2026-08-13 21:07:35 +02:00
mouse_filter = 2
offset_left = 356
offset_top = 6
offset_right = 620
offset_bottom = 34
2026-08-13 21:07:35 +02:00
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(1, 0.78, 0.25, 1)
text = "FLEET HOLD"
2026-08-13 21:07:35 +02:00
[node name="PlanetNameLabel" type="Label" parent="UI"]
visible = false
offset_left = 24
offset_top = 480
offset_right = 696
offset_bottom = 532
text = ""
horizontal_alignment = 1
theme_override_font_sizes/font_size = 32
[node name="EnterAtmosphereButton" type="Control" parent="UI"]
visible = false
offset_left = 188
offset_top = 324
offset_right = 336
offset_bottom = 472
script = ExtResource("10")
icon = 3
[node name="BuildButton" type="Control" parent="UI"]
offset_left = 24
offset_right = 172
2026-08-13 20:49:15 +02:00
offset_top = 160
offset_bottom = 308
script = ExtResource("10")
icon = 5
[node name="BuildActionButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
2026-08-13 20:49:15 +02:00
offset_top = 324
offset_bottom = 472
script = ExtResource("10")
icon = 2
[node name="BuildingActionButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
offset_top = 488
offset_bottom = 636
script = ExtResource("10")
icon = 2
2026-08-12 22:47:46 +02:00
[node name="HangarButton" type="Control" parent="UI"]
visible = false
offset_left = 24
offset_right = 172
2026-08-13 20:49:15 +02:00
offset_top = 488
offset_bottom = 636
2026-08-12 22:47:46 +02:00
script = ExtResource("10")
icon = 2
glow_color = Color(0.45, 0.9, 0.55, 1)
[node name="TransferButton" type="Control" parent="UI"]
visible = false
offset_left = 188
offset_top = 160
offset_right = 336
offset_bottom = 308
script = ExtResource("10")
icon = 14
glow_color = Color(1, 0.78, 0.25, 1)
[node name="MapButton" type="Control" parent="UI"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -172
offset_right = -24
offset_top = 24
offset_bottom = 172
script = ExtResource("10")
icon = 0
2026-09-03 20:05:33 +02:00
[node name="DevMenuButton" type="Control" parent="UI"]
visible = false
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
offset_left = -140.0
offset_right = -24.0
offset_top = 268.0
2026-09-03 20:05:33 +02:00
offset_bottom = 416.0
script = ExtResource("38")
2026-09-03 20:05:33 +02:00
[node name="Button" type="Control" parent="UI/DevMenuButton"]
anchor_right = 1.0
2026-09-03 20:05:33 +02:00
offset_bottom = 116.0
script = ExtResource("10")
2026-09-03 20:05:33 +02:00
icon = 46
glow_color = Color(0.55, 0.9, 1, 1)
[node name="Label" type="Label" parent="UI/DevMenuButton"]
mouse_filter = 2
anchor_right = 1.0
offset_top = 118.0
offset_bottom = 148.0
theme_override_font_sizes/font_size = 18
text = "DEV"
horizontal_alignment = 1
#125: slow the prologue down, and give the breach a real black hole Five things, all of them "this happens too fast or looks too thin". PACING. Every beat had a completion test that could be satisfied while the guide was still mid-sentence, which is why everything landed seconds after the thing before it. Beats now have a FLOOR as well as a deadline - a minimum length - and a beat whose point is the guide talking will not end while a line is still on screen. One rule in one place rather than tuning each condition. The run is 3400px instead of 1500, which at cruise was about four seconds, and a held line is 6.5s instead of 4.5. THE CONVOY. Escorts at the four corners of a box, holds packed in the middle of it, roughly three times the spread of the fleet's own wedge - this is freight under guard, not a fighting formation. CONVOY and CONVOY_FORMATION pair index-for-index, which is all it takes for spawn_ships to seat the guns on the outside, and the test pins that every hold sits further in than the furthest-out escort. THE DIALOG. Cut corners, brackets holding the short edges open, a tick strip along the bottom and a caret in the corner - geometry rather than art, so it scales with the banner and costs nothing. THE BREACH. It was a few lines turning around a point. It is now two halves driven by one number: DimensionalBreach, a growing black hole out in the world built on BlackHoleVisual's idiom - empty core, counter-rotating arc segments hotter toward the centre - with infalling streamers it does not have, because a planet's disc is steady and this one has to say "now"; and breach.gdshader over the top, bending the ACTUAL SCENE around it. Ships, rocks and the starfield all get dragged in, which is most of what makes a hole in space read as a hole rather than as a decal drawn on one. Inside the horizon the shader samples nothing at all - the same decision BlackHoleVisual makes, for the same reason: a black hole with something visible in the middle stops being one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 13:25:10 +02:00
[node name="BreachOverlay" type="ColorRect" parent="UI"]
visible = false
mouse_filter = 2
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(1, 1, 1, 1)
script = ExtResource("41")
#100 (#97b): waves replace the roaming enemy spawner The old spawner put one enemy on the map every 3-6 seconds for ever. There was no rhythm to the danger and nothing to prepare for. Enemies now arrive in waves: a long quiet, a warning, an attack, and quiet again once the wave is dead. The clock lives in GameState, because Main.tscn is destroyed on every trip to a planet surface and a wave must not be cancelled, nor restarted from zero, by a landing. The spawning does not: GameState cannot see the world, so EnemySpawner reads the phase and puts the enemies in it. That also settles what happens when a wave turns while the player is on a surface - the wave is waiting in space when they come back. EnemySpawner keeps its name deliberately. It is still the thing that puts enemies in the world, and 88 test files already say `get_node("EnemySpawner").set_process(false)` to ask for a quiet map. Strength is a function of the FLEET, per the ticket, with the wave number as a slower second term so a player who never grows still meets escalation. The budget is spent most-expensive-first, so a large wave is heavier rather than merely longer, and min_strength keeps the first waves to chasers whatever the arithmetic says. "No timer should be visible" is enforced rather than merely observed: GameState offers wave_warning_pulse(), a 0..1 throb, and no remaining-seconds accessor at all, so the alert cannot drift into being a countdown. The test pins both - that no such accessor exists, and that the alert's own text contains no digits. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-23 13:37:42 +02:00
[node name="WaveAlert" type="Control" parent="UI"]
visible = false
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
offset_left = -300.0
offset_right = -24.0
offset_top = 188.0
offset_bottom = 252.0
script = ExtResource("32")
[node name="QuestButton" type="Control" parent="UI"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -344.0
offset_right = -196.0
offset_top = 24.0
offset_bottom = 172.0
script = ExtResource("10")
icon = 44
[node name="Joystick" type="Control" parent="UI"]
mouse_filter = 2
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
script = ExtResource("13")
anchor_top = 1.0
anchor_bottom = 1.0
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_left = 12
2026-09-02 11:19:54 +02:00
offset_right = 492
offset_top = -430
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_bottom = -80
[node name="FireStick" type="Control" parent="UI"]
mouse_filter = 2
script = ExtResource("13")
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
glow_color = Color(1, 0.45, 0.3, 1)
core_color = Color(1, 1, 1, 1)
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
2026-09-02 11:19:54 +02:00
offset_left = -492
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_right = -12
2026-09-02 11:19:54 +02:00
offset_top = -430
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_bottom = -80
[node name="SpeedFader" type="Control" parent="UI"]
visible = false
mouse_filter = 2
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -94
offset_right = -24
offset_top = -720
offset_bottom = -560
script = ExtResource("31")
[node name="Label" type="Label" parent="UI/SpeedFader"]
mouse_filter = 2
offset_left = -20
offset_right = 90
offset_top = -32
offset_bottom = -4
theme_override_font_sizes/font_size = 20
theme_override_colors/font_color = Color(0.7, 0.3, 1, 1)
horizontal_alignment = 1
text = "x1.0"
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
[node name="LaserButton" type="Control" parent="UI"]
visible = false
mouse_filter = 2
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
script = ExtResource("10")
round_frame = true
icon = 36
glow_color = Color(0.3, 0.9, 1, 1)
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_left = -196
offset_right = -100
2026-09-02 11:19:54 +02:00
offset_top = -548
offset_bottom = -452
Add laser ship vessel and its skill shot (#58) A manually aimed instant beam, modelled on the gas bomber's press-drag- release aiming (GasBombController/VesselGasBomberComponent) but firing the moment the touch releases - no projectile travel time. Damage, beam_range and cooldown are resolved per ship from base_stats/upgrades (VesselLaserComponent.apply_stats(), the same pattern VesselWeaponComponent uses) rather than hardcoded in the controller, so the new damage/range/cooldown ship-lab upgrades actually reach them. Cooldown lives on the component (per ship), not the controller (per fleet) - two laser ships give two shots, the exact bug already fixed for bombers in eb79efd. LaserController.gd is reused unmodified by both Main.tscn and PlanetSurface.tscn (relative ../Fleet, ../Camera2D, ../UI/LaserButton paths, matching GasBombController), so it works identically in space and on a landed surface. Wired into GameController's touch/drag first-refusal chain alongside the bomb controller. The crafter, hangar and ship-lab menus were already generic over VesselDefinitions.fleet()/.all() - only the per-vessel Main.tscn nodes are hand-placed, not the logic - so this repacks those rows to 5/5/6 columns and extends BuildController's onready arrays. No new signal handlers were needed. Also fixes test_vessel_composition.gd's hardcoded fleet-catalog size again (4 -> 5) now that laser is a fifth fleet-eligible vessel. Note for later tickets: a brand-new class_name script (LaserController) resolves fine as a static type when its own file is the godot -s entry point, but the identical type hint fails to parse ("Could not find type") when the script holding it is only reached indirectly - e.g. Main.tscn loaded from inside a _screenshot_tool.gd preview. Untyped Node + duck-typed calls sidesteps it; GameController.gd's laser_controller field documents this in place.
2026-08-16 17:29:53 +02:00
2026-09-02 13:43:56 +02:00
[node name="DashButton" type="Control" parent="UI"]
visible = false
mouse_filter = 2
script = ExtResource("10")
round_frame = true
icon = 45
glow_color = Color(0.85, 0.95, 0.15, 1)
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = -452
offset_right = -356
offset_top = -548
offset_bottom = -452
[node name="PivotCCWButton" type="Control" parent="UI"]
mouse_filter = 2
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
script = ExtResource("10")
round_frame = true
icon = 7
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
2026-09-02 11:19:54 +02:00
offset_left = -620
offset_right = -516
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_top = -130
offset_bottom = -26
2026-08-15 04:45:15 +02:00
[node name="GasBombButton" type="Control" parent="UI"]
visible = false
mouse_filter = 2
script = ExtResource("10")
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
round_frame = true
2026-08-15 04:45:15 +02:00
icon = 32
glow_color = Color(0.96, 0.22, 0.72, 1)
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_left = -324
offset_right = -228
2026-09-02 11:19:54 +02:00
offset_top = -548
offset_bottom = -452
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
[node name="GasBombStatus" type="Label" parent="UI"]
mouse_filter = 2
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.96, 0.22, 0.72, 1)
autowrap_mode = 2
horizontal_alignment = 1
text = ""
anchor_left = 1.0
anchor_right = 1.0
anchor_top = 1.0
anchor_bottom = 1.0
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_left = -420
offset_right = -24
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_top = -560
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[node name="LaserStatus" type="Label" parent="UI"]
mouse_filter = 2
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.3, 0.9, 1, 1)
autowrap_mode = 2
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anchor_top = 1.0
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Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_left = -420
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Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_top = -616
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2026-09-02 13:43:56 +02:00
[node name="DashStatus" type="Label" parent="UI"]
mouse_filter = 2
theme_override_font_sizes/font_size = 18
theme_override_colors/font_color = Color(0.85, 0.95, 0.15, 1)
autowrap_mode = 2
horizontal_alignment = 1
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anchor_left = 1.0
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offset_left = -500
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Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
[node name="PivotCWButton" type="Control" parent="UI"]
mouse_filter = 2
script = ExtResource("10")
Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
round_frame = true
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Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
anchor_left = 1.0
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2026-09-02 11:19:54 +02:00
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Twin-stick combat: aim and fire with a second stick, MOBA-style ability ring The fleet's guns picked their own targets and fired on their own, so combat happened whether or not the player did anything - there was nothing to aim and nothing to decide, and the right half of the screen held nothing at all. Firing is now an action. VesselWeaponComponent no longer seeks a target; it shoots along a heading, and the only thing that supplies one is the new right-hand stick via FireStickController. A fleet arriving from another scene starts with its guns silent, which is the correct resting state. A subtle dashed guide runs from the fleet along the aimed heading while the stick is held, out to the guns' OWN range - read from a weapon that is actually aboard, so the line can never promise reach the fleet does not have. Layout: the two sticks take the bottom corners, the pivot pair is centred between them at the bottom edge, and the laser and gas bomb sit on an arc up and left of the fire stick where a thumb already is. Those four are now round - IconButton grew a round_frame mode, and the in-world action controls use it while panel and menu buttons stay square, so the two kinds of button read as different kinds of thing. Worth recording, because it cost a screenshot to find: a script-declared property set BEFORE the `script = ExtResource(...)` line in a .tscn is silently dropped. Godot's parser has no idea the property exists yet. The round frames were all correctly set in both scenes and none of them applied. Also fixed researtch_lab_garrison.tres, which was authored under the void profile - that is the black hole surface, so a lab garrison was spawning on black holes. Suite 110/110. test_enemy_combat's whole premise was auto-fire; it now holds the real stick toward the enemy rather than poking weapon components, so it exercises the path the player uses. test_fire_stick is new and covers the change itself: an idle stick leaves a target parked well inside range untouched, which is precisely what the old gun would never have done. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 01:29:21 +02:00
offset_top = -130
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Block input behind open panels; keep craft-menu messages on screen Three play-testing reports. 1. Buttons behind an open panel were still clickable. There are two input paths and both leaked. GUI clicks: the research and formation panels cannot block with mouse_filter = STOP, because their contents are driven from raw _unhandled_input and a Control consuming touches through the GUI system swallows them first - so the panels stay transparent and IconButton now checks whether it is behind one, via a "modal_menus" group. Raw input: a touch landing on the research panel but missing a node was left unhandled, so it fell through to GameController - which sits on the ROOT node and sees whatever its children ignore - and moved the fleet or pinch-zoomed the world. 2. "Store ore here" looked dead. It was working: the confirmation was overwritten one frame later by the per-frame status refresh added in #16, so it flashed for a single frame. Craft-panel messages now outlive a refresh (3s), and the button stays ENABLED with an empty hold so pressing it can say why - a greyed button that cannot explain itself is the same dead-button problem. 3. The mothership's description could overlap the button below it. The description block was positioned from the TOP while the buttons were anchored to the BOTTOM, so the gap between them was whatever the screen height left over - overlapping at 1280 and separating at 960. It is one bottom-anchored stack now, checked at both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 20:17:58 +02:00
[node name="WorldMap" type="Control" parent="UI" groups=["modal_menus"]]
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script = ExtResource("8")
[node name="Backdrop" type="ColorRect" parent="UI/WorldMap"]
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color = Color(0.03, 0.03, 0.08, 0.96)
[node name="MapContent" type="Node2D" parent="UI/WorldMap"]
script = ExtResource("9")
[node name="RecenterButton" type="Control" parent="UI/WorldMap"]
anchor_top = 1.0
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offset_left = 24
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offset_top = -620
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script = ExtResource("10")
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[node name="CloseButton" type="Control" parent="UI/WorldMap"]
anchor_left = 1.0
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[node name="BuildMenu" parent="UI" instance=ExtResource("menu_build")]
[node name="HangarMenu" parent="UI" instance=ExtResource("menu_hangar")]
[node name="LabMenu" parent="UI" instance=ExtResource("menu_lab")]
[node name="CraftMenu" parent="UI" instance=ExtResource("menu_craft")]
[node name="TransferMenu" parent="UI" instance=ExtResource("menu_transfer")]
[node name="FormationMenu" parent="UI" instance=ExtResource("menu_formation")]
[node name="PlanningMenu" parent="UI" instance=ExtResource("menu_planning")]
[node name="GarrisonMenu" parent="UI" instance=ExtResource("menu_garrison")]
[node name="SkillMenu" parent="UI" instance=ExtResource("menu_skill")]
2026-09-03 20:05:33 +02:00
[node name="DevMenu" parent="UI" instance=ExtResource("menu_dev")]
2026-09-04 15:56:07 +02:00
[node name="ScannerMenu" parent="UI" instance=ExtResource("menu_scanner")]
Implement #160, #161, #162, #163, #164 and #165 #162 - a single tap bought a research node outright. One physical tap arrives TWICE: Godot emulates a mouse button from every touch AND a touch from every mouse button, both project settings are on, and the menu's dispatcher routes InputEventScreenTouch and InputEventMouseButton alike to the tree. The second arrival found the node already selected and took itself for the confirming tap. Measured, not reasoned about - one tap produced two picks and two confirms. What is ignored is specifically the TWIN: same frame, same place, arriving through the other input kind. Deduping on frame and position alone also swallowed two genuine taps in one frame, which the test caught. #164 - the build menu predicted a caption's height from the COLUMN WIDTH: wide column, assume one line. Right for most names and wrong for the long ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are now measured against the font that draws them, and prices sized from PriceTag.wanted_height(), which existed for exactly this and was not being asked. Prices are set before anything is measured, because the old order laid out first and priced afterwards. The ship lab: its buy button is gone and a second tap on an option buys it, the same rule as the research tree; the explanation drops into the room that freed; research points move up into the resource table, where everything else being spent already is; the second row of options is placed from the first row's measured bottom rather than a constant; and the vessel strip is spaced from the panel's own width, so the eighth vessel is no longer half off the right edge. #160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so they sat on top of it. Moved after them, under the narration banner. Its title rule ran straight through the close button; the header band is now as tall as that button. #161 - the prologue widens the formation into a freight convoy by writing over GameState.formation, and nothing put it back. The player flew the convoy's 600-unit spread for the rest of the game - a shape nobody chose, which reads as the fleet having drifted apart. #163 - a quest to station a vessel at the outpost, after the one that asks for the outpost. Building one and crewing it are different acts, and an empty outpost holds nothing. #165 - the gas bomb's blast and a vessel arriving fast both damage a structure. The blast used to stop politely at anything the player owned, which made a bomb dropped on a besieged mothership a free way to sweep the attackers off it. Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only moving fast for the instant it arrives, and a ship sent in at 900 did no damage at all until this moved. Docking is free - the fleet sits on its own mothership constantly to bank ore - and garrison vessels are exempt outright, because they launch from their outpost and re-dock with it at speed. The suite caught that one: the ram rule was destroying the garrison as it launched. Suite 153/153. Four tests changed because what they pinned moved: the lab's buy button, the intro's formation, the research tree's tap delivery, and the build menu's own preview. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00
[node name="QuestPanel" type="Control" parent="UI" groups=["modal_menus"]]
visible = false
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anchor_bottom = 1.0
offset_left = 24.0
offset_top = 24.0
offset_right = -24.0
offset_bottom = -24.0
script = ExtResource("quest_panel")
[node name="CloseButton" type="Control" parent="UI/QuestPanel"]
anchor_left = 1.0
anchor_right = 1.0
offset_left = -140.0
offset_right = -24.0
offset_top = 20.0
offset_bottom = 136.0
script = ExtResource("10")
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#149, #153, #154: dialogs arrive, sit on top, and give the keyboard back #149 - a line is typed out at about three and a half words a second, with a scan sweep running down the panel and faint rules across it while it decodes. The frame carries the charge while it works and settles when the line lands; the caret is a solid write-head during the decode and only starts blinking once it is waiting on the reader. Two implementation notes worth keeping. The full text is set and then REVEALED with visible_characters rather than the string being grown - a growing string re-wraps on nearly every frame, so words jump between rows as they are typed. And a press on a line still arriving FINISHES it instead of dismissing it: without that, a player clicking at their usual pace skips the second line having never seen a word of it, which is the exact thing #127 exists to prevent. #153 - "after a dialog popup the input system is lost on keypress". Nothing was lost; it was never delivered. A dialog stops the tree (#128), a paused node receives no input, so a key RELEASED while the line was up never reached the controller - keys_down kept it and the fleet flew on in that direction once the game restarted. NOTIFICATION_UNPAUSED arrives whatever a node's process mode is, which makes it the one moment the question can be asked, and the physical keyboard is the authority on what is actually held. That fixes anything that stops the tree, not only dialogs, and the test checks it that way. #154 - the banner was the ninth child of the UI layer and every panel came after it, so all twelve of them drew over the top. It is the last child now, in both scenes. Input order was never the problem and does not change: the UI layer already sees unhandled input before the controllers do.
2026-08-29 14:39:07 +02:00
[node name="NarrationBanner" type="Control" parent="UI"]
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mouse_filter = 2
anchor_right = 1.0
offset_left = 60.0
offset_right = -60.0
offset_top = 300.0
offset_bottom = 428.0
script = ExtResource("36")
[node name="FadeOverlay" type="CanvasLayer" parent="."]
layer = 10
[node name="FadeRect" type="ColorRect" parent="FadeOverlay"]
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