c4beeae38f
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
18 lines
382 B
Plaintext
18 lines
382 B
Plaintext
[remap]
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importer="font_data_bmfont"
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type="FontFile"
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uid="uid://cfawt18qr4256"
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path="res://.godot/imported/source_code_pro.fnt-042fb383b3c7b4c19e67c852f7fbefca.fontdata"
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[deps]
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source_file="res://addons/gut/source_code_pro.fnt"
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dest_files=["res://.godot/imported/source_code_pro.fnt-042fb383b3c7b4c19e67c852f7fbefca.fontdata"]
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[params]
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fallbacks=[]
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compress=true
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scaling_mode=2
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