Was a full-width 600px sheet covering 83% of the screen with ~75%
empty space. Now auto-sized, anchored bottom-center, ~30% wide.
Build tab groups items into Structures / Furniture / Production
with header labels. Buttons 80→72, tab strip 48→36, 4→5 cols.
'Build quarry' → 'Quarry' for row consistency.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature
yields wood. WildGrowth ticker fires every in-game hour; rejection-
samples grass tiles and plants a sapling with ~30% probability (capped
at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the
player manually plant — ghost sapling registered as a build_site that
ConstructionProvider fulfils. Stage round-trips through save/load.
Initial seed mixes 4 saplings + 6 mature so growth is visible day 1.
Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never
depletes). 3 nodes seeded far from cabin. New QuarryWorkbench
(extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops
1 stone per 300 work-ticks). New `paint_quarry` designation only
accepts BigRockNode tiles. CraftingProvider now supports recipes
with `ingredient_count == 0` — skips ingredient-fetch and goes
straight to walk+craft toils. Recipe gains `ingredient_count` field
(defaults 0). Save/load layering: big_rock_node spawns at priority 0
(same as rock/tree), quarry_workbench at priority 2 (after the node).
UI: Plant tree + Build quarry buttons added to Build drawer.
build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and
`paint_quarry` (stone block + chisel + cut-stone pile) shapes.
inspect_tooltip recognises BigRockNode + shows tree growth stage on
hover.
Delegation: gdscript-refactor (Sonnet ×2) for trees full impl +
quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient
plumbing + TopBar polish; integration handled on Opus.
Theme (scenes/ui/medieval_theme.gd):
- Procedural builder for an app-wide Theme: parchment buttons on
dark-wood border, tan panels, ink text, gold focus ring.
- Applied on the root Window in Main._ready, with a tree-walk that
re-seeds every CanvasLayer's topmost Control (CanvasLayer
interrupts the root-Window theme cascade in Godot 4).
- Late-mounting popups + modals get themed via a child_entered_tree
hook on each CanvasLayer.
Build drawer thumbnails (scenes/ui/build_drawer_thumb.gd):
- New BuildDrawerThumb Control that dispatches on tool_id and draws
a recognisable silhouette of the entity each tool builds. 17 tools
covered: chop/mine/dig_grave/no_roof (Designate), stone+wood walls,
wood+stone floors, door, crate, bed, torch, 5 workbenches
(Carpenter/Smelter/Millstone/Hearth/Cremation Pyre), stockpile,
graveyard.
- Replaces the flat ColorRect placeholder. _add_tool_btn signature
changed from (label, color, callback) to (label, tool_id, callback).
Adds full PC keyboard+mouse support on top of existing touch controls. Touch
paths untouched. All input goes through named actions in project.godot.
Bindings:
- WASD / arrows: camera pan (speed scales with zoom)
- = / -: keyboard zoom in/out
- C / Home: center on selected pawn
- Tab / Shift+Tab: cycle through pawns (pans camera to selection)
- B / L / P / ,: toggle BuildDrawer / AlertsLog / WorkPriorityMatrix / Settings
- Escape: cancel active designation tool > close topmost panel > deselect pawn
- Right-click: cancel active tool or deselect pawn (RTS convention)
- F: speed_cycle (action restored; handler still TODO)
- pawn_prev action removed; Shift+Tab read via event.shift_pressed inline
Escape priority enforced by Designation._input running before _unhandled_input
plus each panel consuming its own cancel action when visible.
Also fixes a pre-existing pre-Phase-17 bug: WorkPriorityMatrix, AlertsLog,
StorytellerModal, LoadMenu, and SettingsMenu had MOUSE_FILTER_STOP Controls
(Backdrop / Dim) that remained input-active when the panel was "closed" —
their open/close paths only toggled _root.visible / _panel.visible, never
CanvasLayer.visible. World mouse events (right-click deselect, left-click
pawn-select) were silently eaten. Now each _set_visible / open / close
toggles self.visible (the CanvasLayer) so input dispatch shuts off properly.
Verified end-to-end via MCP runtime: WASD pan, zoom keys, Tab+Shift+Tab
cycle, B-open + Escape-close, right-click deselect, left-click pawn-select
all working in sequence with no input bleed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>