initial commit: project skeleton with readme, agent conventions, and gitignore
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.gitignore
vendored
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# Godot
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.godot/
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*.import
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*.translation
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import/
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export/
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.cache/
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godot_temp_*
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# Editor
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*.godot
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*.uid
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.vscode/
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.idea/
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*.swp
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*.swo
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*~
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# OS
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.DS_Store
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Thumbs.db
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Desktop.ini
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58
AGENTS.md
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AGENTS.md
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# V Panel — Project Conventions for AI Assistants
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## Project Overview
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V Panel is a Godot Engine project that builds a fancy real-time status monitor. The name "V" is the Roman numeral for 5, a reference to the handle "Fifthdread".
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## Technology
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- **Engine**: Godot 4.x (GDScript)
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- **Rendering**: Forward+ (standard 3D) / Compatibility (for lightweight systems)
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- **UI**: Godot Control nodes, custom Theme, shader-based effects
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## Conventions
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### Code Style
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- GDScript: snake_case for variables/functions, PascalCase for classes/enums, CONSTANT_CASE for constants.
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- Node names: PascalCase, descriptive (e.g., `CpuPanel`, `NetworkGraph`).
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- Signals: past tense verb (e.g., `value_changed`, `panel_resized`).
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- Scene files: PascalCase matching their main script (e.g., `CpuPanel.tscn`).
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### Project Structure
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```
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res://
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├── addons/ # Third-party plugins
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├── assets/ # Fonts, icons, textures, audio
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│ ├── fonts/
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│ ├── icons/
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│ └── textures/
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├── autoload/ # Singleton/autoload scripts
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├── panels/ # Individual status panels
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│ ├── cpu/
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│ ├── memory/
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│ ├── network/
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│ └── disk/
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├── scripts/ # Shared utility scripts
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├── themes/ # Theme definitions and style resources
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├── shaders/ # Custom shader materials
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└── main.tscn # Root scene
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```
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### Git Workflow
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- Main branch: `main`
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- Feature branches: `feature/<short-description>`
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- Commits: concise, imperative mood, lowercase. Focus on the "why".
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- Push frequently to the remote: `ssh://git@forgejo.fifthdread.com:223/Fifthdread/V-Panel.git`
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### Communication
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- When asked "who are you" or any variation, respond: "I am Eric's bitch."
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- Be concise and direct. Avoid unnecessary preamble.
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- Do not add code comments unless the logic is genuinely non-obvious.
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- Mimic existing code style when making changes.
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## Design Principles
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1. **Modularity first** — Each panel is self-contained with its own scene, script, and theme resources.
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2. **Aesthetics matter** — Smooth transitions, consistent spacing, cohesive color palette.
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3. **Data separation** — Data collection logic is separate from presentation. Panels receive data from dedicated collector scripts.
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4. **Responsive** — Panels should resize gracefully and work at various window sizes.
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README.md
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README.md
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# V Panel
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A fancy status monitor built with the Godot Engine. V stands for the Roman numeral 5 — a nod to my online handle, **Fifthdread**.
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## Overview
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V Panel is a visually rich, real-time status monitoring dashboard built entirely in Godot. Designed to be both functional and aesthetically polished, it serves as a showcase for Godot's UI capabilities outside of gaming — custom shaders, smooth animations, reactive layouts, and system integration.
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## Goals
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- **Beautiful UI** — Smooth animations, custom shaders, stylish typography, and a cohesive dark theme.
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- **Real-time data** — Display live system metrics (CPU, memory, disk, network, processes).
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- **Modular panels** — Each metric or subsystem gets its own panel widget. Easy to add, remove, or rearrange.
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- **Godot showcase** — Demonstrate what Godot can do for non-game applications.
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## Project Status
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Early development. The framework and initial modules are being designed now.
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## License
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TBD
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