1ebcca3807afe9e00204e91e5f1de61c4f2b440a
The old background tiled a single non-seamless 1024x1024 skybox render across the map, producing visible seams and stars too faint/small to survive minification. Replace it with a canvas shader (starfield.gdshader) that draws layered depth stars + soft nebula tint directly, so there's no repeating tile (no seams) and stars stay pixel-crisp at any zoom. Applied to both the in-game map background and the main menu backdrop. Also fixes a bug the swap introduced: world.gd cast the map's Background node to TextureRect to read world bounds, which silently failed once Background became a ColorRect, leaving GameConfig.world_bounds on its tiny fallback default and hard-clamping every ship into an invisible box near the map center. Cast to Control instead. Also clears leftover placeholder Walls/Asteroids tile data in map_01.tscn that sat directly in the spawn-to-spawn flight corridor — harmless once bounds were fixed, but still untuned test content per CLAUDE.md's own Current Tasks list. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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