Adds an InspectTooltip CanvasLayer that follows the mouse, samples the tile under the cursor each frame, and renders a small dark panel with a short description of whatever's there. Per-entity describers cover the playable surface: * Pawn: name + HP + mood + current job * Tree / rock / big rock: progress %, "marked" tag if designated * Wall: material + ghost/% if unbuilt * Floor / door / torch: ghost vs complete state * Bed: occupant or "available", medical tag * Crate: full contents broken down by item type and count * Workbench: label + active bills count * Item on ground: type + stack size * Corpse: deceased name + fresh/rotting/rotted state * Wolf: HP + state * Grave marker: deceased name * Stockpile / graveyard zone: name + priority + accepted types Layer 50 so the tooltip sits above the world but below modals (which sit at 100+). process_mode = ALWAYS so hovering still works during storyteller modals. Position auto-flips to the other side of the cursor when it would overflow the viewport. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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