Capital ships & support art:
- New Flagship capital ships (world/flagship.gd) spawn a small
point-defense formation at each team's spawn marker, independently
targeting the nearest enemy in range with a slow unmissable-looking
missile and a faster bullet stream -- keeps a team from parking on
the enemy spawn and farming respawns.
- Per-race/role bullet sprites for turret fire (assets/images/effects/
bullets/), flagship art for both factions, minimap now draws
flagship blips, bot_ai awareness tuned to notice them.
Settings screen (items 20-21 in CLAUDE.md) -- was a stub, now five
real sections shared between the main menu and the in-game pause menu:
- Diagnosed and fixed a "movement looks blurry/laggy" report down to
three independent causes: physics-tick vs. display-refresh judder
(fixed via Godot's built-in physics interpolation, plus a
frame-rate-cap + VSync dropdown so each player can match their own
monitor), missing mipmaps on every minified ship texture (real GPU
sampling shimmer, unrelated to frame timing), and a periodic hitch
from the matchmaking heartbeat spinning up a new HTTPRequest thread
every 8 seconds instead of reusing one.
- Nameplates get their own manual per-frame interpolation, since
Godot's physics interpolation only covers Node2D/Node3D, not the
Control-based Label they're built from.
- Audio: Master/Music/SFX volume sliders backed by a real bus layout
(default_bus_layout.tres) -- the project had no volume control at
all before this.
- Window mode (Fullscreen/Exclusive Fullscreen/Windowed), a
colorblind-friendly enemy-color toggle (also fixes the minimap's own
separate, inconsistent yellow enemy color), and keyboard rebinding
for every action with a live capture UI.
- New GameConfig.settings_focused flag (same pattern as chat_focused/
team_select_focused) so a key-rebind capture can't also move the
ship or toggle the pause menu underneath the panel.
Spawn intro: a ship's first-ever appearance now eases in from a
random direction (fast off the start, decelerating into its landing
spot) instead of popping into place -- purely a cosmetic sprite
offset, so collision/camera/networking are untouched and every peer
(including bots) sees the same warp-in.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>