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>
48 lines
2.5 KiB
Shell
48 lines
2.5 KiB
Shell
#!/data/data/com.termux/files/usr/bin/bash
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# Renders a real screenshot of a Godot scene from Termux, via the Godot
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# 4.7.1 Linux arm64 build inside the proot-distro Ubuntu container, using
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# Xvfb (virtual display) + Mesa's softpipe software rasterizer.
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#
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# NOTE: Mesa's default software rasterizer, llvmpipe, crashes with
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# SIGILL in this environment (confirmed via feasibility spike - its LLVM
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# JIT appears to emit a CPU instruction this ARM64/proot/Android setup
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# doesn't actually support, reproduced even with an empty project and no
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# script). softpipe is Mesa's older non-JIT (pure C) rasterizer - slower,
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# but doesn't hit this crash. Good enough for one-shot screenshots.
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#
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# Usage: bash tests/screenshot.sh <scene_res_path> <output_png_path> [wait_frames] [WxH] [key=value ...]
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# Example: bash tests/screenshot.sh res://Main.tscn /tmp/out.png 60 720x1280
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# bash tests/screenshot.sh res://PlanetSurface.tscn /tmp/gas.png 90 720x1280 planet_definition_id=gas_giant
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#
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# Trailing key=value pairs are set on the GameState autoload before the
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# scene loads - see tests/_screenshot_tool.gd.
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#
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# The resolution matters for anything with UI in it: the game is authored
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# for a 720x1280 portrait viewport, so rendering at the default landscape
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# size stretches the layout and makes it useless for judging whether
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# controls fit. Pass 720x1280 when checking UI.
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set -e
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PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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GODOT_BIN="/root/Godot_v4.7.1-stable_linux.arm64"
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SCENE_PATH="${1:?usage: screenshot.sh <scene_res_path> <output_png_path> [wait_frames] [WxH]}"
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OUTPUT_PATH="${2:?usage: screenshot.sh <scene_res_path> <output_png_path> [wait_frames] [WxH]}"
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WAIT_FRAMES="${3:-60}"
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RESOLUTION="${4:-1280x720}"
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shift 4 2>/dev/null || shift $#
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STATE_ARGS=("$@")
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proot-distro login ubuntu -- bash -c "
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# Display :99 is dedicated to this helper. Clear both a live process left by
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# an interrupted capture and its lock/socket before claiming it again.
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pkill -x Xvfb >/dev/null 2>&1 || true
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rm -f /tmp/.X99-lock /tmp/.X11-unix/X99
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Xvfb :99 -screen 0 ${RESOLUTION}x24 &
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XVFB_PID=\$!
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trap 'kill \$XVFB_PID >/dev/null 2>&1 || true' EXIT
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sleep 2
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mkdir -p /tmp/xdgrt && chmod 700 /tmp/xdgrt
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cd '$PROJECT_DIR'
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DISPLAY=:99 XDG_RUNTIME_DIR=/tmp/xdgrt GALLIUM_DRIVER=softpipe '$GODOT_BIN' --audio-driver Dummy --rendering-driver opengl3 --rendering-method gl_compatibility --resolution '$RESOLUTION' -s res://tests/_screenshot_tool.gd -- '$SCENE_PATH' '$OUTPUT_PATH' '$WAIT_FRAMES' ${STATE_ARGS[*]}
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"
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