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Commits
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2efc21b18d |
feat(menu): PLAY is one press, and the level cards are photographs
Reaching a game was Singleplayer → pick a level. Reaching a multiplayer game
was Multiplayer → Host Game → wait → pick a level → wait, and the gamemode
dropdown had exactly one entry which set a string nothing read.
PLAY now starts the last map and mode played, and says which — "Akiba Crossing
• Deathmatch" under the button, so pressing it is a promise rather than a leap.
Everything else on the home screen is a detour from that, which is the right
shape for a menu: the common case is a button, not a path. Hosting is one press
and lands in the lobby already hosting; the lobby puts map, mode, players and
start on ONE screen; Enter connects, so typing an address does not then require
reaching for the mouse.
This is the lesson HoYoverse published about Zenless Zone Zero's first months
more loudly than anything else they have written. Their postmortem on the TV
mode names three complaints — it took too long, it sat between the player and
the combat, and there was too much of it early — and 1.2 removed it from the
story entirely rather than shortening it. Time spent BEFORE the thing the
player came for is not neutral, it is a cost.
The cards were a two-stop gradient generated from two colours in a meta file,
whose hover state was `use_hdr = true` — not a visible change on any of them.
They are photographs now, shot by debug/map_preview_capture.gd, which took
three attempts to get right and each attempt is a comment in the file:
- framing each map from OUTSIDE by merging every VisualInstance3D's AABB
produced five tiny dioramas floating on a table, and one solid black
rectangle. That is a minimap, and a minimap is not a photograph.
- standing at a spawn point fixed three maps and left two black: fps_blockout
is genuinely dark and most of its spawns face an unlit wall, and
procedural_arena builds its geometry at runtime so no fixed offset is
reliably inside it.
- so the tool now RENDERS several vantages and scores each result — mean
luminance times its standard deviation, because brightness alone picks the
empty sky and variance alone picks a high-contrast corner of a dark room.
Their product picks a photograph. A black rectangle passes any check that
only asks whether the camera ended up somewhere sensible.
Also fixed, and caught by looking at the screenshot: the selected mode chip was
unreadable. Its glyph is ink on volt, and the theme gave every button a 5 px INK
outline — an ink glyph inside an ink outline is not outlined, it is five pixels
fatter, and on a small chip that is a solid blob. Button labels now carry no
outline at all, which is the same reasoning debug/ui_contrast_check.gd already
encodes: an outline separates a glyph from a backdrop it cannot beat alone, and
a label on a solid chip does not have that problem. The chips keep their heavy
ink border, so nothing about the drawn look changes.
`current_gamemode` is normalised on the way in, because it used to hold a
display string and six callers still pass one. An unrecognised id compares
unequal to GameMode.GUN_GAME and would silently disable that mode's weapon
issuing — half a mode is worse than none.
The menu's background character is the player's OWN skin holding their weapon,
rather than the box-and-capsule mannequin that stood there before.
spawn smoke 0, game modes 30/30, movement 11/11, contrast 108/108, HUD layout
PASS, weapon holds 0, dances 0.
Co-Authored-By: Claude Opus 5 <[email protected]>
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26f7c2c622 |
feat(ui): one high-voltage theme, and pick your character from the escape menu
The theme was a comic one — cream paper, ink borders, papaya. It is now a charged one: near-black violet, hot papaya, and a lightning yellow spent nowhere except the instant a button is pressed. Chips are cut with two sharp corners and two round ones on a diagonal, which is as close to a skew as a StyleBoxFlat gets and is the difference between a button that reads calm and one that reads fast. BoltRule draws the motif itself, struck a third of the way along its rule rather than centred, so it reads as something that HIT the line. The pause menu was 900 lines of hand-rolled UI that never referenced UITheme at all, so it rendered in Godot's default grey. It now applies the theme — and applies it to its own root Control, not only to the Window, because a Control inherits from its nearest Control ANCESTOR and this screen hangs off a CanvasLayer, which is not one. That was invisible at first: the parts built with UITheme.title() carry their own overrides and looked right next to a list and a button that did not. And it now has a Character screen. The roster on the left, the character themselves on the right, turning — a name in a dropdown is not a character selection screen. The preview is a real SkinnedPlayerModel in its own world, so it shows exactly what will spawn: the same cel look, the same per-class outlines, the same cloth and hair on springs. Selecting applies immediately; there is nothing destructive to confirm, and applying on selection means the character behind the menu changes as you arrow the list, which IS the comparison. PlayerMovementController.set_skin() is the supported way in. Both halves of a skin change are easy to do by halves — `synced_skin_id` is what REMOTE peers rebuild from, and only their _process watches it, so setting the property alone would change everyone else's view of you and not your own. Checked rather than asserted. debug/character_picker_check.gd walks the whole roster and proves each entry loads a skeleton, animations, a surface table and body surfaces — and that the skeleton is MOVING, because the clip name is a variable this class sets on itself and reads "Idle" just as happily when nothing is ticking. debug/ui_capture.gd and debug/roster_capture.gd photograph the screens and every character, which is how three things were found that no assertion could see: the theme break above, a preview showing the back of the character's head, and a turntable that carried on from the last character so the third one you looked at was side-on. Known and not fixed here: momo's idle pose is wrong — arms overhead and a pinched waist. Her rig, not the picker; every other character is correct. Co-Authored-By: Claude Opus 5 <[email protected]> |