Construction already pooled the two; research, ship-lab upgrades and vessel
unlocks still charged the bank alone. That split was arbitrary from the
player's side - the resources are a couple of taps away from being banked
either way, so refusing a purchase over where they happen to be sitting was
ceremony. Worse, it was inconsistent: the same ore could buy a mothership and
not a skill node.
So the pooling moved down into can_afford/spend themselves, and the
construction-specific pair is gone. can_afford_resources now pools per
resource type, and a new spend_resources() charges bank first and hold for
the shortfall, settling affordability in full before taking anything - a
multi-resource price must not charge for the half it can cover and then fail.
unlock_vessel goes through it instead of withdrawing from the bank directly.
The skill menu's "you have %d" quoted the bank, which would have told the
player they could not afford something they could.
Ammo stays out of it. AimedFleetAbilityController reads the fleet hold
directly, and should: a gas bomb is fired from what the ships are physically
carrying, which is a fact about where the matter is rather than a convenience
about where the money is.
test_build_uses_fleet_hold became test_payments_use_fleet_hold and now walks
every route - skill tree, ship lab, vessel research, multi-resource
atomicity, and ammo staying unpooled. Two of its own setup steps were being
silently clamped by the fleet hold's capacity, which is what made an
affordable price look unaffordable; capacity is not what those checks are
about, so it is taken out of the way explicitly.
Full suite 106/106.
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>