fix(@projects/@magic-civilization): 🐛 update screenshot registry with stale replay issues
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 12 additions and 5 deletions
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@ -165,9 +165,9 @@ Status legend:
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| 92 | `magic_civ_demo_ui_victory.png` | `victory_screen_proof` (new) | Victory screen — "VICTORY", "Karak Ankor wins!", Turn 87, Seed 000042, 3-row stats grid, 3 buttons | ✅ |
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| 93 | `magic_civ_demo_ui_defeat.png` | `defeat_screen_proof` (new) | Defeat screen | ✅ |
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| 94 | *end-game summary* | new proof | Score breakdown chronicle | 🔴 |
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| 95 | *replay viewer T25* | `proof_replay_viewer` multi-shot | Mid-game replay | ⏳ |
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| 96 | *replay viewer T50* | same | Late-game replay | ⏳ |
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| 97 | *replay viewer T100* | same | End-of-game replay | ⏳ |
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| 95 | `magic_civ_demo_ui_replay_T25.png` | `proof_replay_viewer` via `capture_screenshot.gd` | Captured but shows main-menu overlay, not the replay viewer — `add_child` pattern is overlapping the running Main scene; same Weston issue noted in the proof scene's own comments | ❌ stale |
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| 96 | `magic_civ_demo_ui_replay_T50.png` | same | Same overlay issue | ❌ stale |
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| 97 | *replay viewer T100* | same | Not captured (only 2 saved) | ⏳ |
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## M. AI / autoplay validation (3 slots)
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@ -193,11 +193,18 @@ Status legend:
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## Roll-up
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- **Captured + unique**: ~75 of 100
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- **Captured but black/stale**: ~5 (city_screen, combat, worldmap_visual, action_tech_tree, action_combat — known fixes needed)
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- **Captured but black/stale**: ~7 (city_screen, combat, worldmap_visual, action_tech_tree, action_combat, replay_viewer_T25, replay_viewer_T50)
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- **Captured but dupes** (legitimate state variants at different zoom): ~12
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- **Pending** (extension of existing proof scene): ~15
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- **Pending** (extension of existing proof scene): ~13
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- **Missing scene** (needs new authoring): ~15
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### Known capture-pipeline bugs (block ~7 slots)
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1. **Weston-overlay bug** — `add_child(packed.instantiate())` of a proof scene under `get_tree().root` still composites with the main menu / Main scene that the autoload didn't tear down. Symptom: replay_viewer captures the menu, not the proof content. Fix candidate: have the proof scene explicitly hide / remove the Main scene before rendering, OR launch via `--main-scene` arg to skip Main entirely.
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2. **CombatPreview blank** — `combat_proof` calls `_preview.show_preview(...)` on a freshly-instantiated `CombatPreview` CanvasLayer; capture is empty. Likely an autoload dependency (`CombatResolver` / unit-stat formatter) not set up by the proof scene. Needs a 30-min investigation.
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3. **City screen blank despite ThemeAssets** — same pattern as Combat; the city_screen UI subgraph references autoload state the proof scene doesn't seed. Earlier capture logged `GdCity::available_merges parse error: invalid type: floating point` (Rust-side serde mismatch on merge data) — non-fatal but blocks the open-city panel from drawing.
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4. **iter_7q_worldmap_visual_proof** SubViewport composition — covered separately in p2-66.
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## How to regenerate a screenshot
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Each row points to a **proof scene path** under `src/game/engine/scenes/tests/`. Canonical capture command:
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