Match phases (autoload/match_manager.gd, world/game_modes/):
- New server-authoritative MatchManager loops PRE_MATCH (30s countdown,
ships held invisible/uncollidable, flagships creep into formation) ->
IN_PROGRESS (active GameMode's clock runs) -> POST_MATCH (winner
banner, result reported to matchmaking-api) -> back to a fresh
PRE_MATCH forever, matching the always-on server-pool model instead
of kicking players to the menu at match end.
- Win-condition logic lives in a new GameMode abstraction (game_mode.gd
base + team_deathmatch_mode.gd, the only mode so far) so a future
mode is a new subclass plus one factory branch, no timer/scoreboard/
banner code changes needed.
- Three new HUD pieces: match_timer.gd (countdown/clock), scoreboard.gd
(hold-Tab two-team panel), match_banner.gd (winner banner).
- New MatchStats autoload tracks per-match kills/deaths by peer_id
(including bots), hooked into kill_feed_manager's existing
report_kill() call site.
Persistent stats (matchmaking-api/):
- Player gains kills/deaths/hours_played columns; new
POST /matches/report endpoint (server-only, called once at
POST_MATCH) upserts each real player's totals by callsign via a
shared app/crud.py helper also used by the matchmaking-queue join
path. GET /stats/{callsign} returns the new fields alongside mmr/
wins/losses.
Capital-ship fleet polish (world/flagship.gd, world/world.gd,
ships/ship_movement.gd, autoload/game_config.gd):
- Flagship formations are now a clean vertical line (no per-ship
position/rotation jitter) so play_creep_in()'s rigid-group tween
reads as one disciplined fleet arriving together, rising from
directly below (not a random compass direction) over the full 30s
countdown.
- Fixed a real bug where the creep-in tween only ever played on the
server -- MatchManager._run_pre_match() called straight into World,
server-only code a remote client's own process never runs, leaving
their flagships static all match. World now triggers it off
MatchManager.phase_changed instead, which fires identically on every
peer.
- Fixed a second bug (only reachable on a fresh server boot's very
first spawn): a phase==PRE_MATCH check that's true even before the
match loop has genuinely started that phase for the first time fired
play_creep_in() with a bogus zero-duration tween, corrupting the
target the real 30s tween read moments later -- flagships would
settle 4000 units off from their intended formation slot and fire
from there instead. Guarded on get_remaining_seconds() > 0 too.
- The held ship's camera now actively tracks its own team's flagship
centroid every tick during the countdown (position_smoothing
disabled for the hold, since it fights a manually-driven target and
was the reason the fleet read as invisible) instead of sitting fixed
and wide-angle; local offset/zoom/smoothing are explicitly reset on
release so control handback doesn't inherit a stale camera transform.
- _apply_pre_match_hold()/_apply_respawn() now set _dead/
_held_for_pre_match inside the RPC itself, not just in the
server-only caller -- those flags never reached remote clients
before, so WASD wasn't actually blocked for them during the hold.
- Ships now launch from a narrow point directly beneath their own
flagship formation instead of a full-circle scatter around the spawn
marker (which could land a spawn behind/inside a hull). Bumped
flagship_defense_radius so it still comfortably reaches a player who
flies a straight line to the enemy side without correcting for that
new offset.
ISN gets a Stealth Corvette hull mixed into its flagship formation
(assets/images/ships/isn/), banner art renamed off opaque UUID
filenames to isn_banner.jpeg/orc_banner.jpeg.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Drop Apex Dynamics from the playable roster (2 races now: Inner Sphere
Navy, Outer Rim Collective) to simplify the 2D art pipeline; World's
race-offer logic just shuffles both remaining races instead of picking
2 of N. Also fix bullets using a constant muzzle velocity instead of
adding the shooter's own velocity, and shrink the bullet hitbox/sprite.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>
- In-game chat: T=all, Y=team (race doubles as team), server-relayed and
team-filtered via new ChatManager autoload; last 10 messages shown
bottom-left (chat/chat_box.gd).
- Bot fill for casual (bots/): keeps each of the match's 2 offered races
at a minimum of 7 total humans+bots, spawning/despawning reactively as
players join/leave. Bots always fly their race's fighter and use
negative peer_ids so they ride the existing networked-ship stack
(spawning, loadout sync, health/position sync, bullet attribution) with
no special-casing. Casual matchmaking now forms with just 1 real player
queued instead of waiting for a second (matchmaking-api/).
- Borderless fullscreen with stretch scaling disabled instead of scaling
the Steam-Deck-matched 1280x800 canvas up to fill PC monitors (which
read as zoomed in) — PC monitors now reveal more world/HUD at native
size instead. Reworked main_menu/team_select/chat_box to position via
anchors relative to the real window instead of hardcoded coordinates.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Checkpoint of the existing flat file layout prior to restructuring
into autoload/, menu/, ships/, world/, and assets/ folders.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>