2f6607af8c
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>
20 lines
425 B
Plaintext
20 lines
425 B
Plaintext
[remap]
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://di0k3q7l1cqic"
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path="res://.godot/imported/MyVeryOwnDeadShip.ogg-2887b4e03d42491161284b1a1f82465a.oggvorbisstr"
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[deps]
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source_file="res://assets/sound/menu/MyVeryOwnDeadShip.ogg"
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dest_files=["res://.godot/imported/MyVeryOwnDeadShip.ogg-2887b4e03d42491161284b1a1f82465a.oggvorbisstr"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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