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Filename Latest commit message Latest commit date
Claude 693919dadb Let a dialog opened over another dialog be closed
The "no research data" explainer is the only dialog in the game that opens
ON TOP of another one - the skill tree or the ship lab, from the button that
was just refused. IconButton._blocked_by_modal() refuses input to any button
sitting behind an open panel, and it had no notion of stacking order: it saw
the lab still visible, saw it was not an ancestor of the popup's close
button, and killed the touch. Every button in the explainer was dead,
including the only way out of it. Reported from the game.

The check now compares draw order. A panel that this button's own panel is
drawn on top of is behind it, not over it, and is ignored; a panel drawn
above it still blocks, so the lab's own buttons stay dead while the popup
covers them. Buttons belonging to no panel - the HUD - are unchanged and
still blocked by anything open.

The existing test missed this because it dismissed the popup by calling
close_menu() directly, which is not what a player can do. Case D presses the
button, and asserts the reverse too. Verified in both directions: with the
fix reverted it fails with "the explainer close button is blocked by the lab
behind it - the dialog is inescapable".

172/172.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-08 22:31:56 +02:00
android Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
audio Track the import metadata for the new sounds 2026-09-07 12:33:14 +02:00
boss Take planets by killing what defends them 2026-09-05 13:31:25 +02:00
buildings Keep the export probe, and the uid files beside the new scripts 2026-09-07 16:40:45 +02:00
controllers Stop redrawing what only needs moving 2026-09-08 11:35:45 +02:00
core Find the planet setups in an exported build 2026-09-07 13:55:41 +02:00
enemies Tune and optimize boss encounter 2026-09-03 11:49:51 +02:00
fonts Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
logistics Research the Fleet Office, and give it one hull 2026-09-05 21:57:53 +02:00
planets Stop redrawing what only needs moving 2026-09-08 11:35:45 +02:00
PlanetSetups Take planets by killing what defends them 2026-09-05 13:31:25 +02:00
resources #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
shaders Tune and optimize boss encounter 2026-09-03 11:49:51 +02:00
shots Remove the one-way ore API superseded by the transfer menu 2026-08-12 13:07:52 +02:00
surface Find the planet setups in an exported build 2026-09-07 13:55:41 +02:00
tests Let a dialog opened over another dialog be closed 2026-09-08 22:31:56 +02:00
ui Let a dialog opened over another dialog be closed 2026-09-08 22:31:56 +02:00
vessels Research the Fleet Office, and give it one hull 2026-09-05 21:57:53 +02:00
vfx Stop redrawing what only needs moving 2026-09-08 11:35:45 +02:00
world Teach where research data comes from, and say so when it runs out 2026-09-06 16:24:09 +02:00
.gitignore Add a WSL path to the test runner 2026-08-22 14:40:44 +02:00
export_presets.cfg Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00
icon.svg Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
icon.svg.import Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
project.godot Smooth boosted fleet travel 2026-09-04 20:01:56 +02:00
ui_theme.tres Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
web_shell.html Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00