Forgejo #11: buildings the player has placed now appear on the world
map. They are placed freely in space rather than tied to a chunk, so
they get their own pass in WorldMapContent._draw() rather than riding
along with the chunk markers. Each type has its own shape and colour,
mirroring Building.gd's constants so a marker reads as the same
building you built.
Forgejo #9: a planet with an extractor built on it now shows it, in
both places you look at a planet - an amber derrick on its outline in
space, and a matching badge on its world-map marker. The extractor
lives on PlanetSurface.tscn, a scene you are not looking at from
space, so an already-mined planet was otherwise indistinguishable
from an untouched one until you landed on it.
The positioning steps are factored out (building_markers(),
chunk_has_extractor_badge(), extractor_derrick_tip()) so headless
tests can assert on them - --headless has no GPU and draws no pixels,
so there is nothing to check in _draw() itself. Both features were
also rendered for real via tests/screenshot.sh and looked at.
extractor_derrick_tip() exists because the first version of the
"derrick is not buried inside the planet" check measured the furthest
of all four derrick points, which passes a derrick pointing straight
into the ground: the base corners sit a half-width off the rim vertex
and clear the outline on their own. Mutation-testing caught it.
screenshot.sh now clears a stale /tmp/.X99-lock. A run killed
mid-screenshot leaves it behind and Xvfb then refuses :99, which
resurfaces later as Godot's misleading "X11 Display is not available".
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>