Initial commit: Transcience MVP
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
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extends EditorDock
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var _panel : Control = null
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var _current_layout = -1
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func _update_layout(layout):
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_current_layout = layout
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if(_panel != null):
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if(layout == DOCK_LAYOUT_FLOATING):
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_windowed_mode()
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else:
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_dock_mode()
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# -------------
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# Private
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# -------------
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func _windowed_mode():
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_panel.show_layout_buttons(true)
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func _dock_mode():
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_panel.results_horiz_layout()
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_panel.show_layout_buttons(false)
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# -------------
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# Public
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# -------------
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func add_bottom_panel(gut_bottom_panel):
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_panel = gut_bottom_panel
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# Make floating button not supported right now
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add_child(_panel)
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_panel.make_floating_btn.visible = false
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_update_layout(_current_layout)
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