anekdotin 1ebcca3807 Replace tiled skybox background with a procedural starfield shader
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>
2026-07-16 21:41:47 -04:00
2026-07-12 19:16:29 -04:00
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