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Loïc Wisniewski ddc3de595e #126: asteroids are only created off screen
The guard was a 420px bubble around the fleet, which is smaller than the
window - so a rock could and did materialise in plain sight, several hundred
pixels away but well inside the view. "Not on the fleet" was never the rule
the player notices; "not in view" is.

The keep-out area is now the visible world rect, grown by a margin so a rock
placed just outside does not drift into view on the frame it was created.
The old bubble survives as a FLOOR under it: what to use when the viewport
cannot be measured - no camera yet on a scene's first frame, or a headless
run with no window - and for a heavily zoomed-in view where the screen is
narrower than the distance a rock needs to be safe.

Candidates inside are pushed out through the nearest edge rather than
dropped, so the field keeps its density around the fleet instead of thinning
out exactly where the player is looking.

Measured: keep-out 2200x2200 over a 1920 screen, nearest asteroid 1899 units
out where it used to be allowed at 420.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 20:57:55 +02:00
android Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
buildings Add the .uid files Godot generated for the newest scripts 2026-08-24 12:10:41 +02:00
controllers #118/#121: the speed fader and the formation editor under a mouse 2026-08-23 21:59:24 +02:00
core #110: a dev-mode button that puts a wave on the board now 2026-08-23 21:58:58 +02:00
enemies #114: the enemy bomber flies, and its bombs arrive 2026-08-23 21:58:56 +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 Add the .uid files Godot generated for the newest scripts 2026-08-24 12:10:41 +02:00
planets #108: the prologue - the convoy, the ambush, and the breach 2026-08-23 20:59:12 +02:00
PlanetSetups #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
resources #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
shaders Add the .uid files for the newest tests 2026-08-24 20:50:51 +02:00
shots Remove the one-way ore API superseded by the transfer menu 2026-08-12 13:07:52 +02:00
surface #91: keep the gas source behind the fleet 2026-08-22 23:29:21 +02:00
tests #126: asteroids are only created off screen 2026-08-24 20:57:55 +02:00
ui Add the .uid files for the newest tests 2026-08-24 20:50:51 +02:00
vessels #116: the Spacial Workshop, and the drones that mend what waves break 2026-08-23 21:59:51 +02:00
vfx Add the .uid files for the newest tests 2026-08-24 20:50:51 +02:00
world #126: asteroids are only created off screen 2026-08-24 20:57:55 +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 #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +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