- debug_console.gd: new ModalLayer Control — tilde key toggles bottom-40% panel, command history (up/down), SimBridge dispatch for all DebugCommandKind variants: ticks, contaminate, tp, activate, triangle, npc, triangles, pop, status, help - debug_console.tscn: minimal scene node; UI built programmatically in _ready() - input_mapper.gd: DEBUG_COMMAND action added to Action enum - sim_bridge.gd: DEBUG_COMMAND → "DebugCommand" wire mapping - protocol.gd: v18 debug_response decode (command, text, success fields) - game_state.gd: debug_response field + apply_snapshot one-shot handling - main.gd: @onready ref, router registration, _consume_debug_response(), settings signal - settings_dialog.gd: debug_console_toggled signal + CheckButton toggle row (+36px height), reads initial state from user://settings.cfg; CheckButton state loaded from PREFS_PATH - main.tscn: DebugConsole node on ModalLayer, load_steps 27→28 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
16 lines
528 B
Plaintext
16 lines
528 B
Plaintext
[gd_scene load_steps=2 format=3 uid="uid://b2ndm9rvx8cqp"]
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[ext_resource type="Script" uid="uid://c8pvt3xr7kmd2" path="res://ui/debug_console.gd" id="1_debug_console"]
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; #581: In-game debug console. Tilde key toggles. ModalLayer.
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; UI built programmatically in _ready() — scene contains only root node + script.
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[node name="DebugConsole" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 1
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script = ExtResource("1_debug_console")
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