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>
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.
The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.
WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.
Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.
Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.
Full suite 106/106.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
lunar_surface.gdshader recoloured was the whole gas surface backdrop,
so a landed gas giant read as regolith - the crater field never went
away, just changed colour. New gas_surface.gdshader replaces it for
gas profiles only: a nearest-row-wins horizontal band field (same
single-scalar discipline as lunar's nearest-crater field), with
drifting per-row turbulence so the bands ripple instead of reading as
ruled lines. Keeps the exact same uniform interface as lunar
(camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/
base_color/crater_color/highlight_color), so LunarBackground.gd needs
no changes at all.
PlanetSurfaceProfile gains background_shader (default null = keep the
scene's existing lunar shader); PlanetSurfaceController._compose_surface()
swaps the background material's shader in only when a profile names one.
GasSurfaceProfile.tres points at the new shader and retunes its palette
to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres
is untouched, so the rocky surface renders exactly as before.
Precision: every hash input is either an exact integer cell/row index or
a bounded [0,1) local fraction, same split as lunar_surface.gdshader and
Starfield.gd use for the same reason (world coordinates reach the tens of
thousands, where mobile float precision collapses). TIME-based lateral
drift is folded into the lattice coordinate via the same floor/remainder
trick rather than ever being added to a large cell index directly - see
combine_lattice()'s header note.
Tests: new tests/test_surface_profiles.gd (rocky resolves no
background_shader and keeps the lunar shader; gas resolves and applies
its own, different from lunar's). Full suite: 78/78 passed. Screenshot
of the gas surface confirms drifting bands with no craters, rendered
well inside the softpipe performance budget (20 frames in ~2m40s,
against lunar's "minutes per frame" baseline the ticket warns about).
Repo notes for the next agent, confirmed empirically this session:
- Never reference a plain (non-autoload) class_name class by its bare
global name from a -s entry-point test script - `load()` it by path
into a local var instead, same as PlanetSurfaceController.gd and
PlanetSetups.gd already do for exactly this reason. Doing it the
unsafe way here didn't fail to compile - it corrupted something in
the resource-loading state badly enough that an UNRELATED scene's
Rock.tscn lost its script attachment and RockField's rock-spawning
loop exhausted the physics server's entire RID pool. If a test's
crash trace implicates code you never touched, check every bare
global class_name reference in the test first.
- Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely
minutes for a crater-shader scene) at the same time as a
`run_tests.sh` full-suite run starves both for CPU on this device -
kill one before waiting on the other rather than running them
concurrently.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>