rimlike/scenes/ui
megaproxy 00f38ffd95 Inspect tooltip: tree canopy + furniture-over-floor priority
Two playtest gaps reported:

* Hovering on a tree showed nothing — trees anchor to the trunk tile but
  the canopy sprite rises ~4 tiles upward. Now any hover within the
  vertical band [trunk.y - 4, trunk.y] resolves to the tree.

* Hovering inside the cabin always said "Wood floor" — both floor and
  furniture register in World.build_queue, and the floor was found
  first. Now we two-pass the queue: remember any floor we hit, but keep
  scanning for furniture (bed / crate / workbench / torch / etc.) and
  return that if found. Items on the ground also win over the bare
  floor. Floor only shows when nothing else occupies the tile.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:03:56 +01:00
..
.gitkeep Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
alerts_log.gd Alerts: wire room_too_large, no_stockpile_accepts, bill_blocked 2026-05-12 13:16:25 +01:00
alerts_log.gd.uid Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
build_drawer.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
build_drawer.gd.uid Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
inspect_tooltip.gd Inspect tooltip: tree canopy + furniture-over-floor priority 2026-05-15 19:03:56 +01:00
inspect_tooltip.gd.uid Hover-inspect tooltip — what's under the cursor 2026-05-15 19:01:24 +01:00
load_menu.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
load_menu.gd.uid Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
pawn_detail_panel.gd Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
pawn_detail_panel.gd.uid Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
resume_toast.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
resume_toast.gd.uid Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
settings_menu.gd Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
settings_menu.gd.uid Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
storyteller_banner.gd Phase 15: Storyteller (25 events, daily roll, banner+modal UI) 2026-05-11 19:01:35 +01:00
storyteller_banner.gd.uid Phase 15: Storyteller (25 events, daily roll, banner+modal UI) 2026-05-11 19:01:35 +01:00
storyteller_modal.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
storyteller_modal.gd.uid Phase 15: Storyteller (25 events, daily roll, banner+modal UI) 2026-05-11 19:01:35 +01:00
top_bar.gd Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
top_bar.gd.uid Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
top_bar.tscn Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
work_priority_matrix.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
work_priority_matrix.gd.uid Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00