Commit graph spaceship/surface/PlanetSetups.gd
Author SHA1 Message Date
Loïc Wisniewski
df4d5e35f9 Find the planet setups in an exported build
The registry scanned res://PlanetSetups for names ending ".tres". An export
does not ship those: text resources are converted to binary and the pack
carries "<name>.tres.remap", which ResourceLoader follows when asked for the
original path. So the scan found nothing in the web build, every planet drew
no setup, and since #211 the setup IS the garrison - every world in the
deployed game was deserted, with nothing logged to say why. Confirmed by
reading index.pck, which holds rocky_default.tres.remap and no .tres.

The suite runs from source, where the bug cannot occur, so the name
resolution is its own function and tested against the exact strings the pack
contains.

Also: the planning centre listed transporters and repair drones but
set_vessel_target() still refused anything not fleet-eligible, so both rows
had buttons that did nothing - the worst shape a refusal can take. Listing
and setting read the same rule now, and a standing order is only offered to
a crafter that can actually take it.

And two quests close the chain: the tentacle world, which the scanner will
not offer until the story hands it over, and the Warden itself.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-07 13:55:41 +02:00
Loïc Wisniewski
2f161621c3 #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
Renamed from PlanetSetups.gd (Browse further)