Files
claude c4beeae38f 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
2026-09-03 16:03:57 +02:00

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Markdown

---
description: Run the full verification chain (parse check, tests, end-to-end smoke)
---
Run all three, in order, and stop at the first failure:
1. `tools/check.sh` — parse-checks every script
2. `tools/test.sh` — GUT suite
3. `tools/smoke.sh` — real server plus two bot clients over ENet
Report the outcome of each plainly. If the smoke test fails, its output includes
the tails of the server and client logs — read them before guessing.
Skip step 3 only if the change touched nothing under `src/net/`, `src/sim/`,
`src/instances/` or `src/autoload/`, and say that you skipped it and why.