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fix: apply persisted settings through the real game HUD - #8

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2002yy merged 1 commit into
codex/godot-47-20261021from
codex/ballwar-settings-wiring-20261021
Oct 20, 2026
Merged

2002yy merged 1 commit into
codex/godot-47-20261021from
codex/ballwar-settings-wiring-20261021

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@2002yy

@2002yy 2002yy commented Oct 20, 2026

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Restores the actual persisted-settings → Main → runtime HUD/event log path. The panel already saved settings and emitted settings_changed, but Main never consumed it. Startup now loads preferences, new HUDs/controllers apply them, and real checkbox signals update performance visibility and event log visibility immediately. Hiding logs preserves history. Refreshing the panel uses set_pressed_no_signal so opening it cannot overwrite another saved choice. Export missing HUD references and preserve the panel's 168px control height.

Base own Godot4.7 migration #7 head3b602f90c5f6525e0973ded2268f3a0ca7bcc9ba; headf1d9bf6ee8ca8020ac5bb844d71a93e2c27ac587. Seven-file independent repair, original dirty checkout untouched. No game rule, event effect, save codec/schema or model changes. low_effect_mode keeps its prior persisted-only behavior; no new performance preset is claimed.

The strengthened real-panel regression first failed on the old product (exit1, nine failures). Fixed SettingsAndResult passes34 checks; all12 active native runners pass with exit0 and no SCRIPT ERROR/ERROR. Every runner uses fresh APPDATA/LOCALAPPDATA, verified with the actual engine's user:// path before execution. Native 4.7.1 window1120x720 screenshots show the switches hiding/showing the FPS bar and event-mode log, complete controls/close button, marker PASS and no script errors. Generated import metadata was restored; screenshots and raw evidence remain local. No repeated unisolated user-data tests.

Merge this reviewed repair into the migration branch first, then compare the resulting runtime tree with the validated tree before promoting #7. Android templates/signing/export and long-session performance are outside this repair. The repository currently has no Actions checks, so local native results are not described as remote CI.

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📝 Code Review ✅ Completed 2026-10-20T17:11:19.059003Z f1d9bf6 PR opened
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@2002yy
2002yy merged commit afb5901 into codex/godot-47-20261021 Oct 20, 2026

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💡 Codex Review

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Reviewed commit: f1d9bf6ee8

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Comment thread scripts/Main.gd
Comment on lines +450 to +453
for key in ["fps_label", "fps_bg"]:
var control = _hud_ref(key)
if control != null and is_instance_valid(control):
control.visible = enabled and not is_mobile_layout

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P2 Badge Export the FPS background from the fallback HUD

When GameHUD.tscn is unavailable and _create_ui() uses GameHudView.create_runtime_ui(), that fallback creates an fps_bg but omits it from the returned HUD map (GameHudView.gd:322-341). Consequently, a persisted show_performance_info=false setting hides only the FPS text while leaving its dark background bar visible. Return the background reference from the fallback implementation as well.

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