Bundles several sessions' worth of previously uncommitted work: map
categories with Domination/Conquest/King of the Hill mode stubs and a
server-list mode filter; a procedurally-drawn character-creation screen
replacing the old callsign-only PROFILE overlay; the on-foot groundwork
(walkable station hub, ship interior, character controller) plus the RAM
currency backend; and today's addition, an in-ship Helldivers-2-style
navigation table that QUICK PLAY's queue/connect flow and the Belters/
Military hub travel now live behind, with hub-and-ship return paths and a
context-aware pause menu usable both in-match and inside the ship.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Feature work (CLAUDE.md items 17-18):
- Race roster art rework (Apex/ISN/ORC) plus per-ship engine-flame sprites
that swap in on thrust
- Floating damage-number VFX, per-ship nameplates, energy bar rework
- Background music manager and per-race ship SFX
Bugfixes/tuning from live testing:
- No friendly fire: bullets stop on a teammate's hull but deal no damage
(bullet.gd), decided by race via PlayerRegistry
- Ships no longer physically block each other (own collision layer,
ship.tscn/bullet.tscn) -- fixes ramming/parking trolling and the stuck-on-
corpse bug after a kill
- Explosions ghost any ship's sprite passing through instead of blocking it
(effects/explosion.gd's GhostArea)
- Fixed two "flushing physics queries" crashes from the above: explosion
spawn and death/respawn collision toggling are now deferred
(ship_movement.gd)
- Dead ships stop blocking bullets during their respawn delay
- Bots fly a mixed roster (1 Tank + 2 Gunner + rest Fighter per team)
instead of always the Fighter (bot_manager.gd)
- Camera zoom knob, larger/longer-lived damage numbers and nameplate text,
red (not yellow) enemy name color for better contrast
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>