Clicking the fader did nothing on a desktop: it fired the guns instead.
Unhandled input reaches the last nodes in the tree first, and the fader's
mouse handling lived in GameController - the script on Main, the ROOT, so
it was served last of all. MouseCombatController is a child of it and marks
every left press handled to fire, so the press never arrived.
The fader asks for its own mouse events now, from the UI layer, which sits
after the combat controllers: the control the pointer is actually on gets
the press ahead of the guns behind it. The handlers themselves are the same
wrappers #118 wrote.
The test for #118 could not see any of this - it handed the event straight
to Main._unhandled_input, which is precisely the delivery the real game
never makes, so it passed against the bug it was written for. It pushes
through the viewport now, with mouse aiming on, and checks the guns stay
quiet. Confirmed it fails without the fix.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QR2Mdk42ghEpeyXPe4UFyn
Both read raw touches, and the project no longer turns clicks into them - the
same routing gap #93 fixed in the research tree. The boost was unreachable on
a desktop and the formation could not be rearranged at all.
Wrappers over the same press/drag logic in each case, never a second
implementation, so the touch and mouse paths cannot drift apart. The wheel
replaces the pinch in the formation editor: a mouse has no second finger, and
zoom is the other half of what that panel does.
The fader gets first refusal on a mouse press in GameController, so dragging
the boost does not also pan or zoom the world behind it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>