Loïc Wisniewski
93bfe62e76
Let the fleet grow past twenty vessels
...
max_fleet_size() clamped itself to DEFAULT_FORMATION.size(), so the ceiling
on the fleet was a property of the LAYOUT - the wedge ran out of authored
positions at twenty - rather than a rule anyone decided on. Capacity is the
supplied Fleet Offices and nothing else now.
Dropping the clamp alone would index off the end of the formation array, so
the wedge continues by rule instead of stopping: formation_slot() grows it
on demand, each further pair stepping 30 further out and 40 further back,
which is what the authored rows already do - the first twenty slots come
back unchanged. A grown slot is rotated by formation_rotation so a fleet
that outgrows the array after the player has pivoted does not sprout hulls
facing the original heading, and that angle is saved with the layout.
Two "fleet is full" messages pointed at the vanished ceiling. Both now say
what actually buys a berth, and the hangar's stops claiming it is research,
which it has not been since #219 .
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QR2Mdk42ghEpeyXPe4UFyn
2026-09-12 19:06:29 +02:00
..
menus
Stop redrawing what only needs moving
2026-09-08 11:35:45 +02:00
AbilityButtonLayout.gd
Arrange fleet abilities around fire stick
2026-09-03 23:00:52 +02:00
AbilityButtonLayout.gd.uid
Buy fleet berths with Fleet Offices
2026-09-05 17:09:27 +02:00
BreachOverlay.gd
#125 : slow the prologue down, and give the breach a real black hole
2026-08-24 13:25:10 +02:00
BreachOverlay.gd.uid
Add the .uid files for the newest tests
2026-08-24 20:50:51 +02:00
DevMenuButton.gd
Let the fleet grow past twenty vessels
2026-09-12 19:06:29 +02:00
DevMenuButton.gd.uid
Turn dev mode into sandbox menu
2026-09-03 20:05:33 +02:00
FormationEditor.gd
Let the fleet grow past twenty vessels
2026-09-12 19:06:29 +02:00
FormationEditor.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
GarrisonPanel.gd
#102/#103 (#97d/#97e): the outpost, and the garrison you compose for it
2026-08-23 14:02:20 +02:00
GarrisonPanel.gd.uid
Add the .uid files Godot generated for the new scripts
2026-08-23 19:23:50 +02:00
HudScale.gd
#228 : shrink the HUD on a screen the canvas is short on
2026-09-12 18:04:00 +02:00
IconButton.gd
#226 : say the icon enum's one rule once
2026-09-09 23:05:09 +02:00
IconButton.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
LoadingScreen.gd
Resolve pending gameplay tickets
2026-09-02 13:43:56 +02:00
LoadingScreen.gd.uid
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken
2026-08-30 14:04:46 +02:00
MainMenu.gd
#227 : resume at the mothership, with the crew the save had
2026-09-12 15:57:48 +02:00
MainMenu.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
MainMenu.tscn
#225 : save the run, and offer to resume it
2026-09-09 21:32:23 +02:00
NarrationBanner.gd
Polish dialog and intro transitions
2026-09-02 20:18:44 +02:00
NarrationBanner.gd.uid
Add the .uid files Godot generated for the newest scripts
2026-08-24 12:10:41 +02:00
NeonNumber.gd
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
NeonNumber.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
NeonPanel.gd
Draw the neon components in the editor, not just at runtime
2026-09-08 14:13:51 +02:00
NeonPanel.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
PaletteEntryButton.gd
Take planets by killing what defends them
2026-09-05 13:31:25 +02:00
PaletteEntryButton.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
PlanningPanel.gd
#106/#107 (#98a/#98b): the Planning Center
2026-08-23 14:21:52 +02:00
PlanningPanel.gd.uid
Add the .uid files Godot generated for the new scripts
2026-08-23 19:23:50 +02:00
PriceTag.gd
Resolve pending gameplay tickets
2026-09-02 13:43:56 +02:00
PriceTag.gd.uid
#136 , #137 , #134 : one build grid that cannot stack, one way to show a price
2026-08-28 15:05:20 +02:00
QuestPanel.gd
#166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken
2026-08-30 14:04:46 +02:00
QuestPanel.gd.uid
#140 : the objective moves behind a button next to the map's
2026-08-28 15:37:13 +02:00
ResourceBar.gd
Implement #160 , #161 , #162 , #163 , #164 and #165
2026-08-30 02:27:44 +02:00
ResourceBar.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
ResourceReadout.gd
#228 : shrink the HUD on a screen the canvas is short on
2026-09-12 18:04:00 +02:00
ResourceReadout.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
ResourceTransferList.gd
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
ResourceTransferList.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
ScannerGuidance.gd
Stop redrawing what only needs moving
2026-09-08 11:35:45 +02:00
ScannerGuidance.gd.uid
Buy fleet berths with Fleet Offices
2026-09-05 17:09:27 +02:00
ScannerGuidance.tscn
Sharpen upgrades, mark the convoy's destination, and give the world sound
2026-09-05 12:16:17 +02:00
SkillTreeView.gd
Implement #160 , #161 , #162 , #163 , #164 and #165
2026-08-30 02:27:44 +02:00
SkillTreeView.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
SpeedFader.gd
#118/#121: the speed fader and the formation editor under a mouse
2026-08-23 21:59:24 +02:00
SpeedFader.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
TouchJoystick.gd
Draw the neon components in the editor, not just at runtime
2026-09-08 14:13:51 +02:00
TouchJoystick.gd.uid
#84 : move 215 root files into a folder hierarchy
2026-08-21 19:44:14 +02:00
WaveAlert.gd
#100 (#97b): waves replace the roaming enemy spawner
2026-08-23 13:37:42 +02:00
WaveAlert.gd.uid
Add the .uid files Godot generated for the new scripts
2026-08-23 19:23:50 +02:00