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Author SHA1 Message Date
VinPropane c3dee2b721
Merge pull request #136 from ViPro-Technologies/NEO-97-e5m2-11-client-telegraph-hud
NEO-97: E5M2-11 client telegraph HUD + NPC runtime poll
2026-05-29 22:18:52 -04:00
VinPropane b4b7fddf3a NEO-97: refresh NPC HUD labels when combat poll stops
Re-render NpcStateLabel and TelegraphLabel when combat-active gate
turns off (e.g. Esc clear without aggro) so stale rows are cleared.
2026-05-29 22:10:42 -04:00
VinPropane 38fc38fde8 NEO-97: dedupe locked_target_id_from_state via helpers
Use NpcCombatHudHelpers.locked_target_id_from_state from main.gd
instead of maintaining a private copy (Bugbot).
2026-05-29 22:02:52 -04:00
VinPropane 1bfa13b173 NEO-97: address Bugbot HUD row lookup and reuse
Resolve HUD npc rows once per render tick; wire production locked-row
lookup through NpcRuntimeClient.npc_row for last-snapshot fallback.
2026-05-29 21:45:17 -04:00
VinPropane bd1dd6b01f NEO-97: fix gdlint and gdformat CI failures
Wrap long lines, restore signal-before-const order in craft_recipe_panel,
and run gdformat on flagged HUD files.
2026-05-29 21:42:49 -04:00
VinPropane ab0debd0b4 NEO-97: fix HUD overlap with vertical stack and larger fonts
Replace fixed-height absolute labels with HudRoot VBoxContainer so text
expands without overlapping; apply 22/20px theme via prototype_hud_theme.
2026-05-29 21:32:18 -04:00
VinPropane d2765dca82 NEO-97: increase prototype HUD label font sizes
Bump UICanvas combat and economy labels from 15/14 to 18/17 and
shift vertical offsets so larger text does not clip.
2026-05-29 21:30:35 -04:00
VinPropane d86ff337bc NEO-97: add GdUnit test script uid companions 2026-05-29 21:09:28 -04:00
VinPropane 55bb8d987a NEO-97: fix duplicate npc_row parse error in runtime client
GDScript cannot define instance and static npc_row with the same name;
helpers and tests now call npc_row_in_snapshot for static lookup.
2026-05-29 21:09:25 -04:00
VinPropane fd0b6d3db8 NEO-97: address code review — helpers, tests, doc fixes
Extract npc_combat_hud_helpers.gd for shared HUD formatters; hide telegraph
at zero windup; surface runtime sync errors; npc_row last-snapshot fallback;
expand GdUnit coverage; align E5.M2 module docs and strike review findings.
2026-05-29 21:07:02 -04:00
VinPropane 39ec50efa2 NEO-97: add code review for E5M2-11 client telegraph HUD 2026-05-29 21:00:55 -04:00
VinPropane cfda0acd9a NEO-97: add Godot telegraph HUD and NPC runtime poll clients
Wire npc-runtime-snapshot and combat-health GET clients with combat-active
~1 Hz polling, interpolated telegraph countdown, and PlayerCombatHp/NpcState/
Telegraph HUD labels; includes GdUnit tests, manual QA, and doc updates.
2026-05-29 20:59:11 -04:00
VinPropane b0d0c4262e NEO-97: add E5M2-11 client telegraph HUD implementation plan
Kickoff plan for Godot poll clients, combat-active HUD labels, and manual QA;
records kickoff decisions on poll gating, HUD scope, and windup interpolation.
2026-05-29 20:56:34 -04:00
VinPropane 1ce2b9893c
Merge pull request #135 from ViPro-Technologies/NEO-96-e5m2-10-npc-telemetry-hooks
NEO-96: E5M2-10 Slice 2 NPC telemetry hook sites
2026-05-29 20:53:58 -04:00
VinPropane 8a774857c6 NEO-96: address code review — fixture wording, E5.M2 status
Narrow holder-clear hook comments to AdvanceAll scope; document
ResetAllPrototypeRows bypass with optional E9.M1 anchor; remove
redundant TryGet; update E5.M2 Summary status and review follow-up.
2026-05-29 20:50:47 -04:00
VinPropane fedb735e53 NEO-96: add code review for E5M2-10 telemetry hook sites 2026-05-29 20:49:41 -04:00
VinPropane 5e1e37423f NEO-96: formalize NPC runtime telemetry hook sites
Replace NEO-93 placeholder comments with full telegraph_fired and
npc_state_transition E9.M1 anchors in NpcRuntimeOperations; document
in server README and E5.M2 module alignment.
2026-05-29 20:48:50 -04:00
VinPropane dedd9a9c18 NEO-96: add E5M2-10 NPC telemetry hook sites implementation plan 2026-05-29 20:47:21 -04:00
VinPropane 5994e58bb7
Merge pull request #134 from ViPro-Technologies/NEO-99-godot-district-blender-art
NEO-99: Godot prototype district Blender art import + NEO-91 NPC targeting
2026-05-29 20:34:41 -04:00
VinPropane bbdebcd724 NEO-99: Fix Bugbot dead code and GdUnit CI failures
Remove unused ENVIRONMENT preload (environment loads via main.tscn). Update
combat_targets_client_test for three prototype_npc_* rows; auto_free GLB
instances in visual catalog tests to avoid orphan exit code 101.
2026-05-29 20:26:44 -04:00
VinPropane d6b87f34b3 NEO-99: Fix gdlint duplicated-load and gdformat line wrap
Extract shared TARGET_ALPHA preload for melee and elite NPC props; reformat
interactable_world_builder prop lookup to satisfy max-line-length.
2026-05-29 20:07:25 -04:00
VinPropane f642fc2a7e NEO-99: restore Godot window maximized display mode from editor.
Re-applies window/size/mode=2 set in the Godot project settings UI.
2026-05-29 20:04:27 -04:00
VinPropane ab7033e85a NEO-99: update GdUnit tests for district visuals and prototype_npc_* targeting.
Add visual catalog transform tests and refresh target selection, marker,
and combat client suites for PrototypeNpcRegistry ids from NEO-91.
2026-05-29 20:03:47 -04:00
VinPropane fa3d48a6aa NEO-99: wire district GLB overlay and migrate tab targets to PrototypeNpcRegistry.
Add visual catalog/art scripts, instance environment art in main, spawn GLB
interactable and NPC prop meshes at server anchors, and replace legacy
prototype_target_* ids with prototype_npc_elite/melee/ranged for Tab lock.
2026-05-29 20:03:45 -04:00
VinPropane e19ecdb390 NEO-99: add Blender-exported district GLB assets and import sidecars.
Check in prototype environment mesh, interactable/combat prop GLBs, extracted
texture imports, and Sketchfab/Poly Haven credits for the Godot overlay.
2026-05-29 20:03:42 -04:00
151 changed files with 4293 additions and 295 deletions

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@ -99,11 +99,11 @@ Full checklist: [`docs/manual-qa/NEO-25.md`](../manual-qa/NEO-25.md).
`scripts/target_selection_client.gd` wires the server targeting API from [NEO-23](../docs/plans/NEO-23-implementation-plan.md) to a tab-cycle input and a HUD overlay.
- **Bindings** (in `project.godot`): **`target_tab`** → **Tab** cycles targets in the order defined by **`scripts/prototype_target_constants.gd`** (`prototype_target_alpha`, then `prototype_target_beta`; matches `PrototypeTargetRegistry.cs` ascending id), wrapping from last → first. When the player reference is wired (via `set_freshness_kick`, which `main.gd` does), Tab **skips client-computed out-of-range anchors** and selects the first in-range id in cycle order so pressing Tab while visibly standing next to an anchor actually locks it instead of trying the next-in-order id that happens to be across the map. Falls back to the plain cycle when nothing is in range so the server still picks the denial reason. **`target_clear`** → **Esc** POSTs with `targetId` omitted to clear the server lock.
- **Bindings** (in `project.godot`): **`target_tab`** → **Tab** cycles targets in the order defined by **`scripts/prototype_target_constants.gd`** (`prototype_npc_elite`, then `prototype_npc_melee`, then `prototype_npc_ranged`; matches `PrototypeNpcRegistry.GetInstanceIdsInOrder()` ascending id), wrapping from last → first. When the player reference is wired (via `set_freshness_kick`, which `main.gd` does), Tab **skips client-computed out-of-range anchors** and selects the first in-range id in cycle order so pressing Tab while visibly standing next to an anchor actually locks it instead of trying the next-in-order id that happens to be across the map. Falls back to the plain cycle when nothing is in range so the server still picks the denial reason. **`target_clear`** → **Esc** POSTs with `targetId` omitted to clear the server lock.
- **HUD:** `UICanvas/TargetLockLabel` shows the last **server-acknowledged** state: `lockedTargetId` (or **`—`** when no lock), `validity` (`none` / `ok` / `out_of_range` / `invalid_target`), `sequence`, one **display-only** line per known target in the form `<id>: <dist> m / <radius> (in|out)` (computed client-side from the live capsule position against `prototype_target_constants.gd`), and (on denials) `Denied: <reasonCode>` on the last line. **UI never shows an optimistic lock the server denied** — it always paints from the authoritative `targetState` echoed by each `200` response. Distance lines are a lag diagnostic: if the HUD shows `Validity: ok` but `alpha: 7.1 m / 6.0 (out)`, the server's position snapshot is lagging the visible capsule, and the next `authoritative_ack` refresh will reconcile. `UICanvas/PlayerPositionLabel` also shows the last **server-acknowledged** world position + horizontal delta from the visible capsule — when that `Δ` is large, targeting denials are being evaluated against a stale server snapshot.
- **`positionHint` on select (NEO-24 follow-up #5):** when `TargetSelectionClient.set_freshness_kick(authority, player)` is wired (as `main.gd` does), every `POST /target/select` body also carries `positionHint: {x,y,z}` = the live capsule position. The server uses the hint for the radius check and for the `validity` field in the echoed `targetState`, eliminating the cross-request race between `move-stream` and `target/select` POSTs — a Tab pressed several seconds after stopping (with an old stored snap on the server) now still succeeds when you are visibly in range. The hint is advisory (server never writes it to the position store); `move-stream` remains the sole write path. Tests that omit `set_freshness_kick(...)` fall back to the no-hint code path.
- **Freshness kick (ancillary):** alongside the hint, `set_freshness_kick(...)` also has the target client nudge the authority with `submit_stream_targets([player.global_position])` before each select POST. That write is no longer load-bearing for denial correctness (the hint handles that), but it keeps the stored snap reasonably fresh so the movement-triggered validity GET that runs on the next `authoritative_ack` sees current data.
- **Visible anchors:** `scripts/prototype_target_markers.gd` (under `World/PrototypeTargetMarkers`) spawns a **capsule dummy body**, floating **Label3D** name (**Dummy α** / **Dummy β**), and a flat translucent **lock ring** at every `ANCHORS` entry. **Orange** = `prototype_target_alpha` at **`(-3, 0.5, -3)`**; **purple** = `prototype_target_beta` at **`(3, 0, 3)`** — both near default spawn **`(-5, 0.9, -5)`** with overlapping 6 m rings at the origin. **Tab** locks a dummy; the locked capsule + ring **brighten**. All prototype targets share `PrototypeTargetConstants.SHARED_LOCK_RADIUS` = **6 m** (mirrors `PrototypeTargetRegistry.cs`). Keep client constants and server registry in the same commit when anchors move.
- **Visible anchors:** `scripts/prototype_target_markers.gd` (under `World/PrototypeTargetMarkers`) spawns a **prop mesh or capsule body**, floating **Label3D** short name (**Elite** / **Melee** / **Ranged**), and a flat translucent **lock ring** at every `ANCHORS` entry. **Gold** = **`prototype_npc_elite`** at origin; **orange** = **`prototype_npc_melee`** west; **purple** = **`prototype_npc_ranged`** south-east — all near default spawn **`(-5, 0.9, -5)`** with overlapping 6 m rings. **Tab** locks an NPC; the locked marker **brightens**. All prototype NPCs share `PrototypeTargetConstants.SHARED_LOCK_RADIUS` = **6 m** (mirrors `PrototypeNpcRegistry.SharedLockRadius`). Keep client constants and server registry in the same commit when anchors move.
- **Soft lock refresh:** the client does **not** poll on a timer. It refreshes via `GET …/target` on boot, on every `POST …/target/select` response (body already carries `targetState`), and — while a lock is currently held — on **`authoritative_ack`** from `PositionAuthorityClient`, throttled to at most one GET per **250 ms**. `authoritative_ack` fires on every server-confirmed position (boot `GET` 200 **and** successful `move-stream` 200), so a held lock revalidates during normal WASD locomotion without re-introducing snap rubber-banding. Boot is naturally skipped because no lock exists yet. Purely server-driven state flips (future PvP / combat categories) would require revisiting this policy; today NEO-23 has none.
- **Inspector:** match **`base_url`** / **`dev_player_id`** on the `TargetSelectionClient` node to the other HTTP clients / `Game:DevPlayerId`.
@ -141,24 +141,38 @@ Full checklist: [`docs/manual-qa/NEO-31.md`](../docs/manual-qa/NEO-31.md) · cas
- **Scripts:** `scripts/ability_cast_client.gd` (parses **`combatResolution`** on accept), `scripts/combat_targets_client.gd`; wired from `main.gd` in `_setup_hotbar_loadout_sync()` / `_setup_combat_targets_sync()`.
- **HUD:**
- **`UICanvas/CastFeedbackLabel`** — on accept: **`Cast: {damage} dmg → {remaining} HP`** or **`… — defeated!`** when **`targetDefeated`**; denies unchanged from NEO-28.
- **`UICanvas/CombatTargetHpLabel`** — locked target **`currentHp/maxHp`** (+ **` (defeated)`**); **`Target HP: — (Tab → orange/purple dummy near spawn)`** when unlocked.
- **World dummies:** **`World/PrototypeTargetMarkers`** — orange **Dummy α** west of spawn, purple **Dummy β** south-east; **Tab** locks and highlights the active dummy (see Targeting section above).
- **`UICanvas/CombatTargetHpLabel`** — locked target **`currentHp/maxHp`** (+ **` (defeated)`**); **`Target HP: — (Tab → elite/melee/ranged near spawn)`** when unlocked.
- **World markers:** **`World/PrototypeTargetMarkers`** — **Elite** (gold, origin), **Melee** (orange, west), **Ranged** (purple, south-east); **Tab** locks and highlights the active marker (see Targeting section above).
- **Refresh (event-driven):** combat-target GET after successful cast accept and when **`lockedTargetId`** changes (Tab lock / Esc clear / server correction). No periodic HP poll.
- **Dev hotbar bootstrap (NEO-85):** on first hotbar sync, if slot **0** is empty the client POSTs a bind for **`prototype_pulse`** once (same preset as Bruno `Post hotbar bind slot0 pulse`) so digit **1** works without a manual bind step when the server is up.
- **Dev fixture reset:** when the server exposes **`POST /game/__dev/combat-targets-fixture`** (Development/Testing), reset dummy HP between manual QA runs — see [server README](../server/README.md#combat-entity-health-store-neo-80).
Full checklist: [`docs/manual-qa/NEO-85.md`](../docs/manual-qa/NEO-85.md).
## NPC runtime + telegraph HUD (NEO-97)
- **`GET /game/world/npc-runtime-snapshot`** — authoritative NPC runtime rows + nested **`activeTelegraph`** with server-computed **`windupRemainingSeconds`** (NEO-94); poll advances server lazy tick.
- **`GET /game/players/{id}/combat-health`** — session player HP after NPC telegraph damage (NEO-95).
- **Scripts:** `scripts/npc_runtime_client.gd`, `scripts/player_combat_health_client.gd`, `scripts/npc_runtime_hud_state.gd` (local windup tick-down between polls); wired from `main.gd` in `_setup_npc_combat_sync()`.
- **HUD:**
- **`UICanvas/PlayerCombatHpLabel`** — **`Player HP: {current}/{max}`** (+ **` (defeated)`**).
- **`UICanvas/NpcStateLabel`** — locked NPC state + **`Incoming:`** row when player is aggro holder on a different NPC.
- **`UICanvas/TelegraphLabel`** — interpolated countdown from server snapshot (**`Telegraph: Elite … · 2.5s (elite)`**).
- **Poll gate (~1 Hz):** runs while an NPC lock is held **or** any snapshot row lists the player as **`aggroHolderPlayerId`**; also fast-path sync on lock change + cast accept.
- **Tab cycle:** **`prototype_npc_elite`** → **`prototype_npc_melee`** → **`prototype_npc_ranged`** (see **`prototype_target_constants.gd`**).
Full checklist: [`docs/manual-qa/NEO-97.md`](../docs/manual-qa/NEO-97.md).
## End-to-end combat loop (NEO-86)
Epic 5 Slice 1 capstone — tab-target lock, cast, defeat, and gig XP visibility **in Godot** without Bruno.
**Flow:** boot hotbar sync (auto **`prototype_pulse`** bind on slot 0 when empty) → walk to orange **Dummy α****Tab** lock → digit **1** cast until defeat → verify combat HUD + **`breach`** gig XP refresh.
**Flow:** boot hotbar sync (auto **`prototype_pulse`** bind on slot 0 when empty) → walk to **Melee** marker**Tab** lock → digit **1** cast until defeat → verify combat HUD + **`breach`** gig XP refresh.
| Step | Input / trigger | HUD / server outcome |
|------|-----------------|----------------------|
| Boot | Godot **F5** + server running | Hotbar slot 0 binds **`prototype_pulse`**; **`GigXpLabel`** hydrates **`breach: L1 · 0 xp`** |
| Lock | **Tab** on **`prototype_target_alpha`** | Dummy brightens; **`CombatTargetHpLabel`** shows **`100/100`** |
| Lock | **Tab** on **`prototype_npc_melee`** | Marker brightens; **`CombatTargetHpLabel`** shows **`100/100`** |
| Cast ×4 | **1** (respect ~3s cooldown) | **`CastFeedbackLabel`** steps damage; HP label tracks server snapshot |
| Defeat | 4th pulse accept | **`Cast: … — defeated!`**; HP **`0/100 (defeated)`**; **`GigXpLabel`** → **`25 xp`** |
| Deny | **1** on defeated target | **`ability_cast_denied: target_defeated`** |
@ -226,12 +240,11 @@ Full capstone checklist: [`docs/manual-qa/NEO-75.md`](../docs/manual-qa/NEO-75.m
### Manual check (NEO-24)
1. Run the server and client as in NEO-7 / NEO-9; confirm spawn snap at `(-5, 0.9, -5)`.
2. Press **Tab**: HUD → `Target: prototype_target_alpha`, `Validity: ok` (spawn is ~2.83 m from alpha's anchor `(-3, -3)`, well inside the shared 6 m radius).
3. Press **Tab** again: server denies (beta anchor `(3, 3)` is ~11.3 m from spawn, outside 6 m). The range-aware picker skips the currently-locked alpha and falls back to the cycle so the server gets a clean "swap to beta" request and can deny it; per NEO-23 soft-lock policy the persisted lock does not change, so HUD stays at `Target: prototype_target_alpha, Validity: ok` with `Denied: out_of_range` appended.
4. **WASD** away from spawn past ~6 m horizontally from alpha; HUD flips to `Validity: out_of_range` on the next movement-triggered refresh (≤250 ms cadence) while `lockedTargetId` stays `alpha` — this is the **soft lock** round-tripped from the server.
5. Walk to the **origin** (both rings visibly overlap): HUD shows `alpha` and `beta` distance lines both `(in)` (~4.24 m each). Press **Tab** to flip alpha → beta → alpha → … without moving. This is the main overlap sanity.
6. Walk toward beta (inside `(3, 3)` within 6 m, outside alpha's ring) and press **Tab** from a cleared lock: the range-aware picker skips alpha and locks beta directly. A further **Tab** from beta-only-in-range wraps to `alpha` and the server denies (same soft-lock behavior as step 3).
7. Press **Esc**: HUD → `Target: —`, `Validity: none`, sequence advances.
2. Press **Tab**: HUD → `Target: prototype_npc_elite`, `Validity: ok` (spawn is inside elite's 6 m ring at origin).
3. Press **Tab** again: cycles toward **Melee** / **Ranged**; server may deny when out of range — soft-lock policy keeps last-good lock with `Denied: out_of_range` when applicable.
4. **WASD** away past ~6 m horizontally from locked anchor; HUD flips to `Validity: out_of_range` on the next movement-triggered refresh (≤250 ms cadence) while `lockedTargetId` stays set — **soft lock** from the server.
5. Walk among overlapping rings near **origin**: distance lines show `(in)` for nearby NPCs. Press **Tab** to cycle elite → melee → ranged → wrap.
6. Press **Esc**: HUD → `Target: —`, `Validity: none`, sequence advances.
## Movement prototype (NEO-5 → NEO-11)

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@ -0,0 +1,26 @@
# Prototype district art credits
Visual assets exported from Blender for the Godot prototype district. Gameplay collision and
nav meshes remain procedural in `client/scenes/main.tscn`.
## Sketchfab models (interactables and combat dummies)
| File | Sketchfab author | Model |
|------|------------------|-------|
| `props/terminal.glb` | Andrey3Ds | Sci-Fi Terminal low poly |
| `props/salvage_alpha.glb` | skipperino | Scrap Metal |
| `props/subsurface_beta.glb` | skaf13 | Low Poly Dirt Crystals |
| `props/bio_gamma.glb` | ScyBTC | A bizarre alien plant |
| `props/urban_delta.glb` | sousinho | Worn crates |
| `props/target_alpha.glb` | macomix | Robot Dummy |
| `props/target_beta.glb` | evgenytvidov | Crash-test dummy |
Review each models Sketchfab license before shipping beyond internal prototype use.
## Poly Haven
- HDRI grade reference: `shanghai_bund`
- Floor texture reference: `asphalt_03`
- Obstacle texture reference: `brick_4`
Environment textures are baked into `prototype_district_environment.glb` where applied in Blender.

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process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

View File

@ -24,6 +24,7 @@ config/icon="res://icon.svg"
window/size/viewport_width=1280
window/size/viewport_height=720
window/size/mode=2
[dotnet]

View File

@ -20,6 +20,8 @@
[ext_resource type="Script" path="res://scripts/craft_recipe_panel.gd" id="19_craft_panel"]
[ext_resource type="Script" path="res://scripts/prototype_economy_hud_section.gd" id="20_economy_hud"]
[ext_resource type="Script" path="res://scripts/gig_progression_client.gd" id="21_gig_prog"]
[ext_resource type="PackedScene" path="res://assets/district/prototype_district_environment.glb" id="22_district_env"]
[ext_resource type="Script" path="res://scripts/prototype_district_art.gd" id="23_district_art"]
[sub_resource type="NavigationMesh" id="NavigationMesh_district"]
geometry_collision_mask = 1
@ -265,6 +267,9 @@ shape = SubResource("BoxShape3D_floor")
[node name="InteractablesRoot" type="Node3D" parent="World/NavigationRegion3D" unique_id=1700011]
[node name="DistrictArt" parent="World/NavigationRegion3D" instance=ExtResource("22_district_env")]
script = ExtResource("23_district_art")
[node name="MoveRejectPedestal" type="StaticBody3D" parent="World/NavigationRegion3D" unique_id=1900021 groups=["walkable"]]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.5, 0, -6.5)
collision_mask = 3
@ -1123,179 +1128,195 @@ anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 12.0
offset_top = -44.0
offset_top = -56.0
offset_right = -12.0
offset_bottom = -8.0
grow_horizontal = 2
theme_override_colors/font_color = Color(0.95, 0.75, 0.75, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
[node name="PlayerPositionLabel" type="Label" parent="UICanvas" unique_id=9000003]
[node name="HudRoot" type="VBoxContainer" parent="UICanvas" unique_id=9000022]
offset_left = 8.0
offset_top = 8.0
offset_right = 360.0
offset_bottom = 106.0
grow_horizontal = 0
grow_vertical = 0
offset_right = 664.0
theme_override_constants/separation = 12
[node name="PlayerPositionLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000003]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.92, 0.95, 0.98, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 15
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "x: —
y: —
z: —
srv: —"
[node name="TargetLockLabel" type="Label" parent="UICanvas" unique_id=9000004]
offset_left = 8.0
offset_top = 122.0
offset_right = 360.0
offset_bottom = 306.0
grow_horizontal = 0
grow_vertical = 0
[node name="TargetLockLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000004]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.86, 0.94, 1, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 15
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "Target: —
Validity: —
Seq: —"
[node name="CastFeedbackLabel" type="Label" parent="UICanvas" unique_id=9000005]
offset_left = 8.0
offset_top = 318.0
offset_right = 520.0
offset_bottom = 372.0
grow_horizontal = 0
grow_vertical = 0
[node name="CastFeedbackLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000005]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.95, 0.88, 0.72, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 15
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "Cast: —"
[node name="CombatTargetHpLabel" type="Label" parent="UICanvas" unique_id=9000018]
offset_left = 8.0
offset_top = 374.0
offset_right = 520.0
offset_bottom = 398.0
grow_horizontal = 0
grow_vertical = 0
[node name="CombatTargetHpLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000018]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.92, 0.78, 0.82, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 15
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "Target HP: — (Tab → dummy)"
[node name="GatherFeedbackLabel" type="Label" parent="UICanvas" unique_id=9000008]
offset_left = 8.0
offset_top = 402.0
offset_right = 520.0
offset_bottom = 428.0
grow_horizontal = 0
grow_vertical = 0
[node name="PlayerCombatHpLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000019]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.82, 0.92, 0.98, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "Player HP: —"
[node name="NpcStateLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000020]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.88, 0.82, 0.98, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "NPC state: —"
[node name="TelegraphLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000021]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(1, 0.72, 0.55, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 22
autowrap_mode = 3
text = "Telegraph: —"
[node name="GatherFeedbackLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000008]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.88, 0.95, 0.72, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
autowrap_mode = 3
text = "Gather: —"
[node name="CraftFeedbackLabel" type="Label" parent="UICanvas" unique_id=9000010]
offset_left = 8.0
offset_top = 430.0
offset_right = 520.0
offset_bottom = 456.0
grow_horizontal = 0
grow_vertical = 0
[node name="CraftFeedbackLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000010]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.95, 0.82, 0.72, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
autowrap_mode = 3
text = "Craft: —"
[node name="CooldownSlotsLabel" type="Label" parent="UICanvas" unique_id=9000006]
offset_left = 8.0
offset_top = 462.0
offset_right = 520.0
offset_bottom = 538.0
grow_horizontal = 0
grow_vertical = 0
[node name="CooldownSlotsLabel" type="Label" parent="UICanvas/HudRoot" unique_id=9000006]
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.78, 0.92, 0.86, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
autowrap_mode = 3
text = "Cooldowns: —"
[node name="EconomyHudSection" type="VBoxContainer" parent="UICanvas" unique_id=9000014]
offset_left = 8.0
offset_top = 550.0
offset_right = 520.0
offset_bottom = 1082.0
grow_horizontal = 0
grow_vertical = 0
[node name="EconomyHudSection" type="VBoxContainer" parent="UICanvas/HudRoot" unique_id=9000014]
layout_mode = 2
size_flags_horizontal = 3
script = ExtResource("20_economy_hud")
[node name="HeaderRow" type="HBoxContainer" parent="UICanvas/EconomyHudSection" unique_id=9000015]
[node name="HeaderRow" type="HBoxContainer" parent="UICanvas/HudRoot/EconomyHudSection" unique_id=9000015]
layout_mode = 2
[node name="ToggleButton" type="CheckButton" parent="UICanvas/EconomyHudSection/HeaderRow" unique_id=9000016]
[node name="ToggleButton" type="CheckButton" parent="UICanvas/HudRoot/EconomyHudSection/HeaderRow" unique_id=9000016]
layout_mode = 2
theme_override_font_sizes/font_size = 20
text = "Economy HUD"
[node name="Body" type="VBoxContainer" parent="UICanvas/EconomyHudSection" unique_id=9000017]
[node name="Body" type="VBoxContainer" parent="UICanvas/HudRoot/EconomyHudSection" unique_id=9000017]
layout_mode = 2
theme_override_constants/separation = 8
[node name="InventoryLabel" type="Label" parent="UICanvas/EconomyHudSection/Body" unique_id=9000007]
custom_minimum_size = Vector2(512, 148)
[node name="InventoryLabel" type="Label" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000007]
custom_minimum_size = Vector2(656, 0)
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.9, 0.86, 0.98, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
autowrap_mode = 3
text = "Inventory: (refresh: I)
Loading…"
[node name="SkillProgressionLabel" type="Label" parent="UICanvas/EconomyHudSection/Body" unique_id=9000009]
custom_minimum_size = Vector2(512, 84)
[node name="SkillProgressionLabel" type="Label" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000009]
custom_minimum_size = Vector2(656, 0)
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.82, 0.9, 1, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
autowrap_mode = 3
text = "Skills:
Loading…"
[node name="GigXpLabel" type="Label" parent="UICanvas/EconomyHudSection/Body" unique_id=9000018]
custom_minimum_size = Vector2(512, 48)
[node name="GigXpLabel" type="Label" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000018]
custom_minimum_size = Vector2(656, 0)
layout_mode = 2
size_flags_horizontal = 3
theme_override_colors/font_color = Color(0.88, 0.78, 1, 1)
theme_override_colors/font_outline_color = Color(0.08, 0.08, 0.1, 1)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 14
theme_override_constants/outline_size = 8
theme_override_font_sizes/font_size = 20
autowrap_mode = 3
text = "Gig XP:
Loading…"
[node name="CraftRecipePanel" type="Control" parent="UICanvas/EconomyHudSection/Body" unique_id=9000011]
custom_minimum_size = Vector2(512, 280)
[node name="CraftRecipePanel" type="Control" parent="UICanvas/HudRoot/EconomyHudSection/Body" unique_id=9000011]
custom_minimum_size = Vector2(656, 320)
layout_mode = 2
size_flags_horizontal = 3
script = ExtResource("19_craft_panel")
[node name="ScrollContainer" type="ScrollContainer" parent="UICanvas/EconomyHudSection/Body/CraftRecipePanel" unique_id=9000012]
layout_mode = 0
offset_right = 512.0
offset_bottom = 280.0
[node name="ScrollContainer" type="ScrollContainer" parent="UICanvas/HudRoot/EconomyHudSection/Body/CraftRecipePanel" unique_id=9000012]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBoxContainer" type="VBoxContainer" parent="UICanvas/EconomyHudSection/Body/CraftRecipePanel/ScrollContainer" unique_id=9000013]
[node name="VBoxContainer" type="VBoxContainer" parent="UICanvas/HudRoot/EconomyHudSection/Body/CraftRecipePanel/ScrollContainer" unique_id=9000013]
layout_mode = 2
size_flags_horizontal = 3
theme_override_constants/separation = 8

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