Two root causes behind the blank F6 run: 1. project.godot had no display/stretch config (README mandates canvas_items @ 1920x1080). Added [display] window size + stretch mode/aspect — the project's canvas foundation, needed by every screen. 2. A root Control run directly (F6) is not sized to the viewport by full-rect anchors — it collapses to (0,0), clipping the ScrollContainer and hiding all content. Size the root to the viewport explicitly and track size_changed (dropping the full-rect anchors, which conflict with setting size directly). Faithful main-scene run now measures root = scroll = viewport = 1920x1080. Suite 125/125. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
/client — Godot 4.7 game client
GDScript. Holds ALL game state and ALL game rules (charter §2, §4). The AI never mutates state; the client validates and applies everything.
Open: Godot 4.7, import this folder as the project (project.godot).
Responsibilities
- All state: stats, HP/MP, inventory, quest flags, Luck, disposition/approval (§8, §9)
- All rules: deterministic combat, Luck branch-selection, move validation (§6, §7, §10)
- The canon log — compact structured fact list, code-maintained, injected into every call (§11)
- Talks to
/apiover HTTP. No API key, ever. Knows one base URL + role endpoints (§4) - Degrades to authored fallback text (from
/content/fallback) when the API is down (§13)
Key rule — never do this (charter §2)
If an AI response directly sets a variable that persists, stop. Parse → validate → apply or discard.
See docs/ for scene structure, input model, and combat wiring.