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Commits
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19d2295bec |
A UI pass: prompts that tell the truth, and a HUD that does not collide
ci / verify (push) Successful in 53s
Prompts named the default keys whatever was bound. Every action is rebindable, but the HUD said "WASD move", "LMB fire", "hold F" and "1-4 use", the quartermaster said "E talk" and the upgrade screen "Close (E)". All of them now go through Settings.short_label(), and a test rebinds fire, escape, interact and a slot key and checks each prompt follows. The HUD's top-left was a developer's status line -- name, instance id, health as text, frame rate -- with the boss bar drawn over its right end and the level-up notice sharing a row with the escape bar. It is now name and level, where you are, health with its numbers, experience, escape and level-ups, stacked by a running cursor so nothing has a fixed row to collide on. Instance and fps moved behind F1, which is who they were for. Arrival protection is a centred banner rather than a note beside the health bar, because it is the one moment the rules change. A hit used to tint the whole screen red, which in a bullet hell dims the bullets at exactly the moment you are among them. It is an edge now, and the same edge pulses below a third of your health. New: a message feed above the inventory for what the server just confirmed -- items taken, used and dropped, levels gained -- and party health top-right in a dungeon, where the hub shows who is online. The pickup prompt now also names the dungeon under your feet when you stand on its ring, in the same order the server resolves that key: loot first, then the entrance. The boss bar used to announce the boss to anyone within the actor interest radius -- which passes through walls -- so a player in the entrance room was told the Warden was near. It waits until the fog has actually lit the boss once, then stays for the fight. Permadeath was announced only by the roster screen appearing. The client records its own death from the server's event and the roster says who fell, at what level, and where. The connect screen lost a name field that did nothing for a person -- it only named the characters bots create -- gained a proper panel, remembers the last server, and shows the protocol number a mismatch refusal will quote. And screenshot.tscn ran as the player's real account against their real character store, walking their character into dungeons for pictures -- with health now carried between runs, a stray hit would have stuck. It has its own store and account now, like every diagnostic, and a seeded character. The real store was checked: nothing it carries changed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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855669a665 |
Fog lit by rays: shadows cut through tiles, and walls stay visible
ci / verify (push) Successful in 52s
The fog asked one question per tile -- can I see its centre? -- and drew or skipped the whole tile on the answer. Every shadow was a staircase, tiles snapped in and out as you walked, and a wall beside you vanished whenever its centre happened to sit behind its neighbour. Visibility casts rays from the eye instead: a fixed sweep, plus two aimed either side of every wall corner, which is what makes each shadow edge a straight line rather than a smear between rays. The view now draws terrain and actors first and then darkness over whatever the rays did not reach, so a shadow runs straight through a tile and an enemy rounding a corner appears a slice at a time. Bullets are a child node and are still drawn over the dark; telegraphs are drawn after it, as they must be. "A bit less strict" is three specific things. A wall face you can see is lit 26 units in, measured perpendicular to the face; shadows end in a short fade rather than a line; and sight fades over its last 64 units rather than stopping at a circle. Still hard fog -- nothing remembered. The first version measured that depth along the ray, and a screenshot caught what no test had: a wall you look along got a sliver, so the wall beside you in a tunnel looked missing -- the old fog's own complaint. Perpendicular depth fixes it, and light stops the instant a ray steps back into the open, so it never rounds a corner, never reaches the far side of a one-tile wall, and never leaves a stepped wall through its other face. Two tiles touching only at a corner are closed. About half a millisecond a frame. Measured against the old fog in the same scene: hub 68 fps against 62, dungeon 240 against 240. The hub's own low rate predates this. MapGrid gains a revision counter so the corner list is rebuilt only when the map changes or the eye crosses a tile. screenshot.tscn now captures a dungeon, a tunnel and the tunnel with F1's overlay, which draws where each ray stopped -- and makes SHOT_DIR rather than failing every capture when it does not exist. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a6084c1a8d |
Tell the roster the truth about a wounded character
ci / verify (push) Successful in 52s
Health survives a run now, so a character sitting on the select screen can be nearly dead -- and the screen was still printing only the ceiling. "level 11, 2000 hp" for a character on 160 is a lie told at the exact moment it matters most, because the next thing that happens is the player walks it into a dungeon under permadeath. The roster message carries current hit points alongside the maximum, and the screen shows a fraction only when it means something: a healthy character still reads "1300 hp" rather than "1300/1300". The field is inserted mid-record, which shifts every field after it, so the protocol version goes to 10 -- a mismatched client would read the active flag out of the middle of a health value. tools/screenshot.gd had no capture for this screen, which is how a UI change to it could have shipped unlooked-at. It now shows a made-up roster of three characters -- whole, badly hurt, nearly dead -- for the same reason the upgrade screen is fed a made-up offer: the point is the layout, not a dungeon run. Getting there needs the player walked off the quartermaster first, or the game scene re-opens the upgrade screen over the top of it every frame. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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61680d00d7 |
Style the rest of the interface: panels, sliders, scrollbars, cards
ci / verify (push) Successful in 48s
Buttons were the easy half. This is everything else. Dialogs sit on panels now rather than being text over a dimmed world -- the pause menu, character select, upgrades, settings and credits all root through UiTheme.dialog_panel(). The panel stylebox is the pack's frame MODULATED DARK. The set is cream throughout, which is right for buttons and wrong for a dialog over a dark dungeon; tinting keeps the pixel border and the corner shape and lets every label the game already draws in light colours stay readable, instead of recolouring every label in five screens to suit the art. Sliders and scrollbars are the pack's too, section headings sit on its banner ribbon, and an upgrade card's rarity is now its frame rather than a word on it -- three choices are compared at a glance and a colour reads faster than a label. Two bugs of the same shape, and neither was findable without looking at the screen. A Slider and a ScrollBar take their THICKNESS from the stylebox's minimum size, which for a StyleBoxTexture is its content margins. Mine were zero, so both resolved the correct stylebox, reported the correct texture, and drew a groove zero pixels tall. A probe confirmed the theme was resolving perfectly while the track was invisible. Tests now assert every slider and scrollbar stylebox has a non-zero minimum, and it is gotcha 7 in CLAUDE.md. The first attempt at the slider groove also used the pack's HOLLOW bar sprite, whose middle is transparent -- tinting it dark left an outline and nothing else. It uses the solid one. tools/screenshot.tscn gained the upgrade screen, which it has to stage: the game scene owns that screen's visibility and re-asserts it every frame, so setting `visible` lasted exactly one frame, and standing the player at the NPC client-side lasted until reconciliation pulled them back. It now moves the player on both sides and holds it until the shot. That tool has caught four bugs the automated gates all passed. check.sh clean, 468 tests, SMOKE PASS, all four diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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132646f6c3 |
Rework the UI on Crusenho's pack; credit it in the game, not just the repo
ci / verify (push) Successful in 48s
Crusenho's Complete UI Essential Pack is CC BY 4.0 -- redistributable and
commercial-friendly, confirmed from the License.txt the pack itself ships --
so unlike the two bdragon packs a subset is committed: twelve PNGs, 48 KB,
under assets/sprites/ui/. Only what is used, because each committed PNG costs
a Godot .import sidecar and a directory nothing references is one nobody
prunes.
UiTheme builds a Theme in code from it -- button states, panels, line edits --
and every screen roots itself through UiTheme.themed_root(). The HUD's bars are
the pack's frame with a tinted fill, drawn as three horizontal slices because
Godot's nine-patch lives on nodes and the HUD is drawn rather than built from
controls. Inventory slots use the pack's slot art at exactly twice the source
size; a non-integer scale on a 1px border reads as a wobble along every edge.
The credits screen is the other half of the request and it is a licence
obligation, not a nicety: two packs are now CC BY, which asks for attribution
"in any reasonable manner", and a markdown file in a source repo is not
reasonable for someone who downloaded a build. Settings -> Credits shows every
source with its terms and a link to the licence text. test_credits.gd asserts
CREDITS.md and docs/ASSETS.md name every entry, so the three cannot drift.
Two things found by actually looking at the screen, which is the point:
- The FIRST version of this styled nothing. A Control inherits its theme from
Control ANCESTORS only, and the chain breaks at the first plain Node or
CanvasLayer -- which is every screen here. get_window().theme set the
property, changed nothing, and read as correct. check.sh, 458 tests and a
clean smoke run all passed with the entire interface unstyled. The theme
test now instantiates every screen and asks what its buttons resolve.
- The settings screen showed Fire bound to the right mouse button, because
the test suite was writing the player's real user://settings.cfg --
rebinding calls save() and nothing had redirected the path. Settings.path
is now redirectable, the fixture points it at a scratch file, and a test
asserts the default is still the player's own.
tools/screenshot.tscn is what found both. It boots the client windowed and
saves the menus, the HUD, settings and credits. Manual, needs a display, and
the only thing in the project that can tell you the interface rendered.
check.sh clean, 460 tests, SMOKE PASS, all four diagnostics green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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