Initial commit: Transcience MVP
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Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated
server with client-side prediction. Clients send input only; the server
resolves every hit for both players and enemies (no PvP).

- SimWorld: whole simulation as plain RefCounted objects (no nodes, no
  physics server), ~0.24ms/tick at peak load -- runs headless for free and
  drives 78 tests in under a second
- BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn
  events rather than per-tick state
- Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash
  enemies and bosses -- a new boss is data in src/content/content.gd, no
  simulation changes
- The Warden of the Fold: stationary 4-phase boss built entirely on that
  format
- Lobby hub with a portal into on-demand dungeon instances; one process
  hosts the hub plus every concurrent dungeon
- Emergency escape: 3s server-owned channel, cancelled by damage
- tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over
  ENet), bench.gd; git hooks wired to the same scripts
- docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
This commit is contained in:
Adyrem
2026-09-03 16:03:57 +02:00
commit 651c4ad94a
385 changed files with 28725 additions and 0 deletions
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extends EditorDock
var _panel : Control = null
var _current_layout = -1
func _update_layout(layout):
_current_layout = layout
if(_panel != null):
if(layout == DOCK_LAYOUT_FLOATING):
_windowed_mode()
else:
_dock_mode()
# -------------
# Private
# -------------
func _windowed_mode():
_panel.show_layout_buttons(true)
func _dock_mode():
_panel.results_horiz_layout()
_panel.show_layout_buttons(false)
# -------------
# Public
# -------------
func add_bottom_panel(gut_bottom_panel):
_panel = gut_bottom_panel
# Make floating button not supported right now
add_child(_panel)
_panel.make_floating_btn.visible = false
_update_layout(_current_layout)