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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YAML

name: ci
on:
push:
pull_request:
jobs:
verify:
runs-on: ubuntu-latest
# Image ships the Godot 4 headless binary as `godot`.
container:
image: barichello/godot-ci:4.7.2
steps:
- uses: actions/checkout@v4
# Populates .godot/, including the global script class cache. Every later
# step depends on this; without it every class_name looks undeclared.
- name: Import project
run: godot --headless --path . --import
- name: Parse check
run: SKIP_IMPORT=1 tools/check.sh
- name: Unit and integration tests
run: SKIP_IMPORT=1 tools/test.sh
# The only step that exercises RPC wiring, the wire codec and instance
# transfers. Uses a real ENet socket on loopback.
- name: End-to-end smoke test
run: tools/smoke.sh