Fix: world cards render at ~1px wide once real data exists
Reported directly by the user after seeding a test world through the browse-worlds screen: "screen is blank now". Two compounding layout bugs, both real: 1. world_list.tscn's root VBoxContainer had no anchors at all, only size_flags -- but its parent (the scene's root node) is a plain Control, not a Container, so size_flags on a Control's direct child are meaningless there. Without anchors it never actually filled the screen, so it (and everything under it) collapsed toward zero size. 2. size_flags_horizontal/vertical used the raw integer 4 everywhere expand-fill was clearly intended (ScrollContainer, its WorldList child, HeaderHBox, TitleLabel) -- but 4 is Control.SIZE_SHRINK_CENTER in Godot 4, not SIZE_EXPAND_FILL (which is 3). ScrollContainer with SHRINK_CENTER takes only its own minimum size instead of expanding, cascading a ~1px width down through every card and every label. Confirmed the actual enum values by asking Godot directly rather than assuming. Both are exactly the kind of bug a headless smoke test checking only "did cards get added to the tree" can't catch -- child_count was correctly non-zero, nothing crashed, the content was just rendered invisibly thin. Verified the fix is real by deliberately reintroducing bug #2 and confirming the test now correctly fails (card width 25px, below the 200px sanity threshold) before restoring it. Also replaced the card background: it was a ColorRect manually moved to child index 0 of a VBoxContainer, which doesn't work as an overlay -- a VBoxContainer lays out ALL its children in sequence, so the "moved to front" ColorRect rendered as an empty dark bar ABOVE the text, not behind it. Now a proper PanelContainer with a StyleBoxFlat background, the idiomatic way to get a colored panel behind auto-laid-out content in Godot. smoke_test_world_list.gd strengthened to actually catch this class of bug going forward: seeds a real world via POST /api/worlds/ first (the checkpoint runner's fresh DB meant the populated-card path never ran in CI at all before this, only empty-list did), and asserts each card's real computed width, not just that cards exist. Full checkpoint suite re-verified clean on this branch: migrations, 68/68 pytest, all 6 Godot smoke tests, both platform exports. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -7,9 +7,13 @@ to know what "run the tests" actually checked.
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Run everything below in one shot with `scripts/run_checkpoint_tests.py`.
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Last verified against `main`: 2026-08-20 (commit `927f9bd`) — full PC1
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checkpoint run, fresh clone, migrations + pytest + all 4 Godot smoke tests +
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both platform exports, all clean.
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Last verified against `main`: 2026-08-20 — full PC1 checkpoint run,
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migrations + pytest + all 6 Godot smoke tests + both platform exports, all
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clean. Two real bugs found and fixed via real playtesting this same day
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(not caught by the checkpoint suite as it stood before today): the main
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menu had no way to actually open the login/register form, and the world
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list's cards rendered at ~1px wide once real data existed. Both are now
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covered by the smoke tests below so they can't silently regress.
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## Backend — `backend/tests/` (pytest)
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@@ -58,7 +62,7 @@ these yet):
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| `smoke_test_api.gd` | Exercises `ApiClient.health_check()` against a live backend. Verifies the real HTTP request path (`HTTPRequest` node lifecycle, JSON parse, result-dictionary contract). Exits 1 on failure. |
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| `smoke_test_auth.gd` | Tests the full auth flow via `ApiClient` autoload: register unique user (201), duplicate username (409), under-18 registration (400), correct login (200), wrong password (401), nonexistent user (401). |
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| `smoke_test_e2e.gd` | End-to-end flow: health check → register → login → worlds list. Verifies the full request chain with a fresh user, including token storage and `get_worlds()` with auth header. |
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| `smoke_test_world_list.gd` | Instantiates `world_list.tscn` as a real scene, adds to tree (catches `@onready` node-path bugs), waits for `_refresh_worlds()` to complete, confirms the screen reaches a real end state (world cards, empty-list message, or error label — not stuck loading). |
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| `smoke_test_world_list.gd` | Registers a user, **seeds a real world via `POST /api/worlds/`** (without this, `run_checkpoint_tests.py`'s always-fresh DB means the populated-card render path never actually runs in CI, only the empty-list path would), instantiates `world_list.tscn` as a real scene, waits for `_refresh_worlds()` to complete, confirms it reached the populated (not empty) state, and asserts **each rendered card's real computed width is >= 200px**. That last check is the one that matters: 2026-08-20, a real bug shipped where every card existed in the tree with a non-zero child count and no crash, but rendered at 1.0px wide (`ScrollContainer`'s `size_flags_horizontal`/`vertical` used the raw integer `4` = `Control.SIZE_SHRINK_CENTER` instead of `3` = `SIZE_EXPAND_FILL`) — invisible on screen, and a child-count-only check would never have caught it. Confirmed by deliberately reintroducing the bug: card width check correctly fails at 25px. |
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| `smoke_test_main_menu_ui.gd` | Instantiates `main_menu.tscn`, confirms the auth panel starts hidden, and confirms a **real signal emission** on LoginButton/RegisterButton (not calling the handler method directly) actually opens it. This is the check that would have caught 2026-08-20's real bug: the auth panel and its logic were fully correct, but nothing in the scene was ever wired to open it, so Login/Register were completely unreachable from the UI. |
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| `smoke_test_main_menu_full_flow.gd` | Full click-through: open the register form, fill it exactly as a user would, submit, confirm Play actually becomes enabled, the welcome message shows, and the auth buttons hide themselves. Calls the submit handler directly (awaited) rather than via `auth_button.pressed.emit()` — see the note at the top of the file: a synthetic `.emit()` on an `await`-using handler doesn't get driven forward reliably in `--script`/SceneTree headless mode the way real GUI input event dispatch does, confirmed by comparing direct-call vs `.emit()` behavior. Not a bug in the actual click-driven flow, just a headless-test-harness quirk to route around when writing tests. |
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+11
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@@ -11,14 +11,17 @@ grow_vertical = 2
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script = ExtResource("1_wl")
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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layout_mode = 3
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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theme_override_constants/separation = 8
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size_flags_horizontal = 4
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size_flags_vertical = 4
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[node name="HeaderHBox" type="HBoxContainer" parent="VBoxContainer"]
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layout_mode = 3
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size_flags_horizontal = 4
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size_flags_horizontal = 3
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theme_override_constants/separation = 16
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[node name="BackButton" type="Button" parent="VBoxContainer/HeaderHBox"]
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@@ -30,7 +33,7 @@ size_flags_horizontal = 0
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layout_mode = 3
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text = "Browse Worlds"
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horizontal_alignment = 1
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size_flags_horizontal = 4
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size_flags_horizontal = 3
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theme_override_font_sizes/font_size = 28
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[node name="RefreshButton" type="Button" parent="VBoxContainer/HeaderHBox"]
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@@ -40,15 +43,14 @@ size_flags_horizontal = 0
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[node name="ScrollContainer" type="ScrollContainer" parent="VBoxContainer"]
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layout_mode = 3
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size_flags_horizontal = 4
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size_flags_vertical = 4
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size_flags_horizontal = 3
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size_flags_vertical = 3
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horizontal_mode = 2
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vertical_mode = 2
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[node name="WorldList" type="VBoxContainer" parent="VBoxContainer/ScrollContainer"]
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layout_mode = 3
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size_flags_horizontal = 4
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size_flags_vertical = 4
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size_flags_horizontal = 3
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theme_override_constants/separation = 8
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[node name="LoadingLabel" type="Label" parent="VBoxContainer"]
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@@ -16,15 +16,27 @@ extends SceneTree
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##
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## Tests:
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## 1. Register + log in a fresh user (so get_worlds() has a valid token).
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## 2. Instantiate world_list.tscn, add to tree -- @onready resolution
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## 2. POST a real world via the API so the populated-card path actually
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## gets exercised -- run_checkpoint_tests.py always starts from a
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## genuinely empty DB, so without this the card-rendering code below
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## would never run in CI at all, only the empty-list path would.
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## 3. Instantiate world_list.tscn, add to tree -- @onready resolution
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## must not error.
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## 3. Wait for _refresh_worlds()'s awaited request to complete.
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## 4. Confirm the screen reached a real end state (world cards, or the
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## empty-list message -- either is fine, a crash/stuck-loading isn't).
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## 4. Wait for _refresh_worlds()'s awaited request to complete.
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## 5. Confirm it actually reached the populated (not empty) state, and
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## that the rendered card has a real width -- not just non-zero
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## child_count. 2026-08-20: a real bug shipped where every card
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## technically existed in the tree (child_count > 0, no error, no
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## crash) but rendered at 1.0px wide because size_flags_horizontal/
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## vertical used the raw integer 4 (Control.SIZE_SHRINK_CENTER)
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## instead of 3 (Control.SIZE_EXPAND_FILL) on ScrollContainer -- a
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## child-count check alone would never catch that, only a real size
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## assertion does.
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##
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## Exits 0 on full pass, 1 on any failure.
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const WORLD_LIST_SCENE := "res://scenes/world_list.tscn"
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const MIN_SANE_CARD_WIDTH := 200.0 # a real screen is at minimum a few hundred px wide
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func _initialize() -> void:
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@@ -52,6 +64,19 @@ func _run() -> void:
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quit(1)
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return
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# --- Seed a real world so the populated-card path is actually exercised ---
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print("\n=== Setup: seed a real world ===")
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var world_body := JSON.stringify({
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"name": "Smoke Test World %d" % unique_id,
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"description": "Seeded by smoke_test_world_list.gd to exercise the populated-card render path.",
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"visibility": "public",
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})
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var create_result: Dictionary = await api.request(HTTPClient.METHOD_POST, "/api/worlds/", world_body, "application/json", true)
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if not _check("setup: world created", create_result.ok):
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print(" detail: ", create_result.detail)
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quit(1)
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return
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# --- Test 1: Instantiate the real scene ---
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print("\n=== Test 1: Instantiate world_list.tscn ===")
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var packed_scene: PackedScene = load(WORLD_LIST_SCENE)
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@@ -99,10 +124,31 @@ func _run() -> void:
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if error_label.visible:
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printerr(" Note: ended in error state: ", error_label.text)
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elif world_list_node.visible:
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print(" Note: rendered %d world card(s)" % world_list_node.get_child_count())
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elif empty_label.visible:
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print(" Note: ended in empty-list state")
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# We just seeded a world -- ending up empty means GET /api/worlds
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# isn't actually seeing what POST /api/worlds/ just created.
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_check("ended in populated state, not empty (a world was just seeded)", false)
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failed += 1
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elif world_list_node.visible:
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var card_count := world_list_node.get_child_count()
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print(" Note: rendered %d world card(s)" % card_count)
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if _check("at least one card rendered", card_count > 0):
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passed += 1
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else:
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failed += 1
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# The actual bug this test exists to catch: a card can be present
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# in the tree, not crash, and still be visually nothing because
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# it rendered at ~1px wide. Check every card's real computed size,
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# not just that it exists.
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for i in range(card_count):
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var card: Control = world_list_node.get_child(i)
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var wide_enough := card.size.x >= MIN_SANE_CARD_WIDTH
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if _check("card %d has a real width (%.0fpx >= %.0fpx)" % [i, card.size.x, MIN_SANE_CARD_WIDTH], wide_enough):
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passed += 1
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else:
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failed += 1
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# --- Summary ---
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [passed, passed + failed])
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+19
-12
@@ -88,10 +88,26 @@ func _refresh_worlds() -> void:
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## Create a visual card for a single world entry.
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func _create_world_card(world_dict: Dictionary) -> Control:
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# PanelContainer for the background, not a ColorRect moved to child index
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# 0 of a VBoxContainer -- a VBoxContainer lays out ALL its children in a
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# vertical sequence, it has no concept of "float this one child behind
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# the others as an overlay". That version rendered as an empty dark bar
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# sitting above the text, not a background behind it.
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var panel := PanelContainer.new()
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panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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panel.custom_minimum_size = Vector2(0, 80)
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var style := StyleBoxFlat.new()
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style.bg_color = Color(0.15, 0.15, 0.15, 1.0)
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style.content_margin_left = 12
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style.content_margin_right = 12
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style.content_margin_top = 8
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style.content_margin_bottom = 8
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panel.add_theme_stylebox_override("panel", style)
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var card := VBoxContainer.new()
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card.size_flags_horizontal = Control.SIZE_FILL
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card.custom_minimum_size = Vector2(0, 80)
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card.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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card.add_theme_constant_override("separation", 4)
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panel.add_child(card)
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var name_label := Label.new()
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name_label.text = world_dict.get("name", "Unnamed World")
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@@ -123,13 +139,4 @@ func _create_world_card(world_dict: Dictionary) -> Control:
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card.add_child(desc_label)
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card.add_child(meta_label)
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# Subtle background for the card
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var bg := ColorRect.new()
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bg.color = Color(0.15, 0.15, 0.15, 1.0)
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bg.size_flags_horizontal = Control.SIZE_FILL
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bg.size_flags_vertical = Control.SIZE_FILL
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bg.custom_minimum_size = Vector2(0, 80)
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card.add_child(bg)
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card.move_child(bg, 0)
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return card
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return panel
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