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megaproxy 531b907012 Inspect tooltip: add crops, bed sprite-canopy, layer audit
Player report: hovering trees works after the canopy fix, but crops show
nothing and beds still report "Wood floor" sometimes.

* Crops are added to the lookup, showing kind + growth stage + percent
  ("Wheat | sown · 98%", "Wheat | ready to harvest", "tilled — not sown").

* Bed sprite is 16×32 (two tiles tall, anchor at the foot). Hovering on
  the headboard (one tile above the anchor) used to miss. Added a sprite-
  canopy pass for beds mirroring the existing 4-tile tree canopy logic.

* Full layer audit and reordering. Final priority top-down:
    1. Pawn / Wolf / Corpse / Grave marker — entities the player cares
       about first.
    2. Crop — small sprite, exact tile only.
    3. Tree — trunk tile + 4-tile canopy.
    4. Big rock (2×2 footprint) / Rock — exact tile / footprint.
    5. Furniture at exact tile (wall / door / bed / crate / workbench /
       torch).
    6. Furniture sprite-canopy (currently only bed; future tall furniture
       slots in here).
    7. Item on the ground (loose stack).
    8. Stockpile / zone region overlay.
    9. Floor — only when nothing physical is on the tile.

Confirmed at runtime: bed foot → Bed; bed headboard → Bed (via canopy);
two-tiles-above-bed → empty; crop at growing stage shows percent; bare
floor still says Wood floor; furniture on wood floor wins over floor.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:10:20 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Door sprite — swap castle gate for 1-tile FG_Village cabin door 2026-05-12 16:11:05 +01:00
audio Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
autoload Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
scenes Inspect tooltip: add crops, bed sprite-canopy, layer audit 2026-05-15 19:10:20 +01:00
tests Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
tools Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
.gitignore Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
.mcp.json Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
CLAUDE.md Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
icon.svg Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
icon.svg.import Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
memory.md Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
project.godot Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
README.md Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00

rimlike

A 2D, tile-based cute-farming-RPG-meets-colony-sim for mobile and handheld. Rimworld DNA, Going Medieval × Stardew lodestars. Built on Godot 4.

Working title rimlike — rename TBD.

Working in this repo

On a fresh clone

The proprietary Godot MCP Pro addon is gitignored. Re-copy from the local install before opening the project:

cp -r /mnt/d/godot/mcp/addons/godot_mcp ./addons/

Then open project.godot in Godot 4.6+. Project → Project Settings → Plugins → enable Godot MCP Pro. Look for the green dot in the "MCP Pro" bottom panel.

Engine

Godot 4.6.2 stable, GDScript only, GL Compatibility renderer (max mobile reach), 16×16 pixel art (texture filter = nearest, pixel snap on).