Describe loadouts as authored ship presets in the target and README

The target's Loadouts section now describes catalog presets. They are
authored in Studio or captured by the editor command, and spawners
materialize them under availability, all-or-nothing, with no charge. It
keeps the weapon-group rules and records hardpoint-configuration variants as
future direction. The README no longer lists loadouts as player state.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-14 23:09:56 +02:00
commit 0c44aacb5b
2 changed files with 28 additions and 19 deletions

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@ -69,7 +69,7 @@ There are two solutions in this repository. One is a Unity project containing th
Client-Server communication is implemented using [LiteNetLib](https://github.com/RevenantX/LiteNetLib), a semi-reliable UDP transport library which we use to transmit [MessagePack](https://github.com/neuecc/MessagePack-CSharp) over the wire.
Game content lives in `GameData/Aetheria.cc`, a [CultCache](https://github.com/GameCult/CultLib) store that is read-only at runtime. Run state and player state (settings, bindings, loadouts) live in their own `.cc` stores in the same cache. Persistent data types carry MessagePack attributes; some also carry [JSON.Net](https://www.newtonsoft.com/json) attributes.
Game content lives in `GameData/Aetheria.cc`, a [CultCache](https://github.com/GameCult/CultLib) store that is read-only at runtime. Run state and player state (settings and bindings) live in their own `.cc` stores in the same cache. Persistent data types carry MessagePack attributes; some also carry [JSON.Net](https://www.newtonsoft.com/json) attributes.
### Programming Paradigms