Files
Christopher Wiebe 6f47700820 M7.4a: PlayScreen polish — facing tick, road overlap, WASD pan
Facing tick stuck at the initial angle. PlayerMarker._Draw was
computing the tick direction from a FacingAngleRad auto-property,
but Godot caches CanvasItem draw commands and only re-runs _Draw on
QueueRedraw. Setter never called QueueRedraw → tick never rotated.
Fixed by leaning on the Node2D transform instead: tick is drawn
along the local +X axis, PlayScreen sets marker.Rotation = facing
each frame. The transform rotation applies to the cached commands
without re-invoking _Draw — efficient and correct. FacingAngleRad
property removed; ShowFacingTick became a property with QueueRedraw
on change (visibility toggle still needs to invalidate the cache).

Tactical view double-drew roads. TacticalChunkGen.Pass2_Polylines
already bakes roads + rivers + bridges into the surface tiles of
each chunk. WorldRenderNode's Line2D overlay was still visible at
tactical zoom, stroking the same path on top of the rasterised
version — showed as a brown line over every road. Ported the
MonoGame "suppress polyline overlay in tactical" rule into
UpdateLayerVisibility: _polylineLayer and _bridgeLayer hide when
zoom >= TacticalRenderZoomMin.

WASD now pans the world map. Previously WASD did nothing in
world-map mode — only right-drag / middle-drag / mouse-wheel worked.
WASD is now context-sensitive: tactical mode steps the player
(unchanged), world-map mode pans the camera at 400 screen px/sec
(world-pixel speed scales as 1/zoom so the perceived rate stays
constant). Diagonal motion is √2-normalised to match tactical step.
Suppressed during click-to-travel since the camera-follow would
clobber any pan input anyway. HUD hint updated.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 19:51:44 -07:00
..
2026-05-01 19:04:02 -07:00