Server browsing & matchmaking:
- HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT)
replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end
(menu, matchmaking-api's Mode.ranked queue path, MMR matching) until
ranked is real.
- New menu/server_select.gd lists real servers from the matchmaking
API's GET /servers and connects directly, retiring the old
unreachable menu/server_browser.gd.
- Real game-server pool: NetworkManager.host_server() self-registers on
boot and heartbeats every 8s with live player counts; API computes
available/full status from player_count, and a background sweep marks
any server offline once its heartbeat goes stale (catches a crashed
server that never deregistered).
- Server-select rows get a live UDP ping probe (query port = game port
+ 10000) instead of trusting stale DB numbers; post-connect HUD shows
live RTT off ENet's own peer stats.
Race roster overhaul:
- Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics,
Inner Sphere Navy, Outer Rim Collective — each with a 3-ship
Fighter/Gunner/Tank lineup, art cropped from concept sheets with
background removal + orientation fixes per sheet.
- Live headcount + roster + "TEAM FULL" lock on the race-select screen,
shared between the initial pre-spawn pick and the pause menu's live
SELECT TEAM swap.
- Bot personalities (bots/bot_personality.gd): aggression/caution/
accuracy/reaction/awareness traits rolled per bot instead of one
fixed AI profile.
HUD additions:
- Player list (roster, teammates white/enemies yellow, bots flagged),
kill feed, minimap, and explosion VFX on death.
- Health and energy now render as bars (hud/stat_bar.gd) instead of
text in the top-left HUD.
Ship energy system:
- Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy
per shot, flat regen (100 per 2.5s), fully server-authoritative and
piggybacked on the existing per-tick state broadcast alongside health.
- New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd)
whose fill drains from both edges toward the center instead of
left-to-right.
Ship handling tuning:
- Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer
over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for
fast full turns, gated the same way damage already is so replay during
reconciliation can't double-count the hold timer.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Networked play, end to end: connect, get matched, spawn, fight, respawn.
Godot side:
- Replace the single hardcoded Player with per-peer networked ships
(MultiplayerSpawner + custom spawn_function), driven by client-side
prediction with server reconciliation for movement.
- Server-authoritative combat: bullets, health, death/respawn all decided
by the server and broadcast to every peer over RPC.
- Fix a Camera2D bug where Godot auto-promotes the first camera to ever
enter the scene tree as the active one regardless of its own `current`
value — with MultiplayerSpawner catch-up replication that was almost
never the local player's own ship. `make_current()` on the owner's
camera fixes it; property assignment doesn't reliably override the
auto-claim.
- Fix two "late joiner never learns already-established state" gaps
(health, visibility) by folding both into the existing per-tick
position broadcast instead of relying on one-shot RPCs that only reach
peers already connected when they fire.
- Make the 2 offered factions in team select match for every player in
a match: the server decides once and clients either read it directly
(server's own instance) or request it over RPC, rather than each
client rolling its own random pair.
- New MatchmakingClient autoload wires the main menu's CASUAL/RANKED
buttons to the matchmaking API instead of connecting directly.
New matchmaking-api/ (FastAPI + Postgres, Docker Compose):
- Queue/match/stats/ranks endpoints. In-memory matchmaking queue in a
single API process — no Redis until there's an actual reason to shard
the queue across instances.
- Background loop forms a match once enough players are queued for a
mode, assigns the first available registered game server.
- No real server pool yet: one dev server is auto-seeded from
DEV_SEED_SERVER_IP/PORT; POST /servers/register exists for real
servers to self-register later but nothing calls it yet.
Docs: CLAUDE.md and overview/tech.md updated to match — networking
checklist mostly checked off, matchmaking backend section rewritten to
describe what was actually built vs. the original Go/Redis plan, and
Current Tasks reordered around what's actually left (bot fill, real
server pool, ranked/MMR refinement, lag compensation).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>