Delete AetheriaMath in favour of CultMath
AetheriaMath predates the CultMath swap and re-implemented helpers CultMath now owns. Callers use CultMath directly: decay (Ship, AetherDrive, Entity), damp (VelocityConversion, FieldTester, FieldDriver), first_order_intercept (TurretController, Combat, GuidedProjectile), quadratic_bezier (FieldDriver) and smootherstep (Ship). Parameter order matches in every case, and those formulas have the same float evaluation order, so behaviour is unchanged. Galaxy's commented-out segment check names distance_to_segment. The other overloads had no callers and are dropped without a CultMath counterpart being needed: the double Damp overloads, FindDistanceToSegment, GetCatmullRomPosition, GetCubicSplinePosition, Smoothstep(x), and the Deg2Rad/Rad2Deg constants. AetherDb census, factions and hardpoint-fit are byte-identical to the pre-cut captures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -855,7 +855,7 @@ public abstract class Entity
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foreach (var v in VisibilitySources.Keys.ToArray())
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{
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VisibilitySources[v] = AetheriaMath.Decay(VisibilitySources[v], ItemManager.GameplaySettings.VisibilityDecay, delta);
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VisibilitySources[v] = decay(VisibilitySources[v], ItemManager.GameplaySettings.VisibilityDecay, delta);
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if (VisibilitySources[v] < 0.1f) VisibilitySources.Remove(v);
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}
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