ScenarioStage.Approach(entity, target) states a piloted entity's task as a follow task on the target, passed through Zone.Admit to the flight as the member's baseline task; it replaces Patrol(entity, orbit) and the orbit index, and RunStart's post-admit circuit overwrite. LockOn stages at .6, the quality Crossing and the other RunStart scenarios use (its brief states none), not .8 picked by outcome.
The bearing check keeps well-law r4's intent (measure against the hostile's actual pose, not the staged line) but reads the poses of the tick before the paint was first seen, which is the tick it was stamped in, with a .05 deg limit for float error; the live-pose check at .5 deg spent its budget on the paint inbox's deliberate one-tick delay. LockOnHoldsUnderOnePercentOfEachStagedInput moves hostile x, y and quality by 1% each way.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The unseeded Random.Range prune leaves ZoneRenderer: the kept set is a function of the candidates, the kept count and the belt key.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replaces RockMeshing/AssignRockMeshes and the renderer's slot bucketing (findings scale-lookup-unpinned,
renderer-index-wiring-unpinned). The build gate message names the mesh and the field, not the radii.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Roche-margin check on a rosette's ring read heavy.Mass before any member had
settled; each member's own Settle later folds its overflowing children into it,
so a ring could stand with a member inside its Roche margin. Settle now places
and settles the ring's members first and judges the ring on ring.Max(Mass); the
queue skips members already settled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ScenarioStage.Patrol(entity, near) states a piloted entity's patrol order (the orbit nearest a point) and RunStart applies it over the drawn circuit. LockOn stages its fit at .6 and the hostile on the orbit by the player. Tests: every SimulationDice stream draws independently of every other (they already did: the stream is mixed into the hash), the pilot's sample offset is on its own stream's grid, a patrol circuit does not move with items minted first, Crossing.ProjectorRange is read against the live range.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Combat.SampleDps and Zone.CreateAgent's patrol circuit drew from the item stream, so minting items moved
how a pilot fights and where it patrols. Both now draw SimulationDice.For(CombatSeed, stream, Agent.Id);
Agent.Id is the zone-scoped ordinal Zone.NextAgentId gives a pilot at admission (ruling
ai-sample-offset-off-item-stream).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DrawAhead.AssignRockMeshes ranks rocks by unworn size onto meshes in ascending radius; RockScale divides the
gameplay radius by the mesh's measured radius; ChunkAt is the one rock position for the renderer and the reticle
(ChunkHeight folded into it). InstancedMesh.Radius is filled and verified by RockMeshRadius. Tests pin the
assignment, the scale and that the renderer and reticle call DrawAhead (finding owner-not-pinned).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FusedRounds.StagedQuality (.6) states the shooter's quality so the Cluster Cannon's damage in TheDirectWeaponKillsTheFragileHullWhileASmokeRoundIsStillInTheAir does not ride the item stream. The Faction wire now has 20 slots (Assembly at 19); the Doctrine-at-17 rule is unchanged. LockOn is not staged here: see the question raised on the spec.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The NameFile records went with commit 2's apply, so the type, Faction key 9
(left as a retired-key comment), NameGeneratorSettings and its parameter on
Galaxy and GalaxyStage, the Settings.asset block, the Name Tools editor
window, the Geonames resources, the purge leg of place-names and the
minor-power and Pirates commands' name-file lookups all go. The Pirates
missing-name-file test pins a retired rule and goes with it. Factions shows a
places count where the geonames column was. Unity compile owed at merge.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each faction names the zones it owns from its own curated list (ruling
faction-curated-place-names): the home zone takes Places[0], the rest follow
in distance order, a spent or absent list falls back to unique catalogue
designations. Galaxy.NamePlaces replaces the Markov GenerateNames body. The
place-names command authors the 15-row table and, until commit 3, purges the
NameFile records and GeonameFile links while their type still exists.
The shipped catalog carries no Places yet (commit 2), so the tests that read
shipped lists fail at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ScenarioStage.Fit(hull, quality, slots) mints every lot of the fit at the stated quality through Loadouts.Materialize/Resolve, so Crossing's fighter and EvasionTermTests' hand-fitted Longinus and Djinni do not ride the item stream. No seed changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replaces h1's AssemblyMean/AssemblyDeviation floats with one Faction.Assembly (key 19, null = not authored) and adds FactionProductData.Assembly (key 6, null = its maker's). CreateLot(product) draws from product.Assembly, else the maker's, else AssemblyDistribution defaults; CreateLot(product, quality) mints the lot and every fill at a stated quality and draws nothing. assembly-from-maker now seeds part mean + .1 and writes only a null Assembly.
The shipped-catalog test is red until the catalog commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The type lost its Rarity field with the roll; Unity would otherwise keep serializing orphan values.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Applies the net diff of eureka/aetheria-release-assembly-from-maker (5187a59d) without its catalog blob and RunStartTests residue, git apply -3, overlaps resolved on master's side. 066fb581's message ('git log --oneline -1') was a heredoc slip; the old branch stays as it is. Drops the Rarity = fixture member from the tests master added since ae300c6a. Faction keys 19-20 here are h1's; the next commit reshapes them to one Assembly at 19.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The hull Shape grid and the footprint painter draw the underlay through HullUnderlay.Draw; the inline texture draw moves into it. Editor assembly: Unity compile not yet run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Engine-free rule in ServerShared with five behaviour tests. Builds (ServerShared and tests only; Editor wiring follows in the next commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DrawAhead.ChunkHeight subtracts pose.w, the radius the renderer scales the rock by; reticle and renderer both read it. DrawnPoseTests pins top == layer at radii 2..9. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two test classes opening the catalog at once threw 'concurrent update' from
ValidateStatModifiers; the cache is static.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Origin branch lagged at c631e09f; merged the closed head d6380ca8 from the shared object store (branch hands/ag4-floater-fix, unpushed).
Spec aetheria-gravity:cut_spec:cut-floater-fixtures-wells.r1; report h1; Soul s1 holds.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A renderer loading a zone with a sun and a planet needs the planet prefab, the map and a GPU; the check pins the presenters' Place, so the prefabs are bound as LoadFloatingItem and LoadMine bind them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DrawAhead.Chunk/ChunkHeight (ruling asteroids-on-floater-layer); ZoneRenderer and the
chunk reticle both read it; ChunkWorldPosition and the renderer's global are gone.
Fixes the reticle sitting off the rock by |field|. Test: AChunkIsDrawnOnTheFloaterLayerOverTheField.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Rock height leaves the shader; DrawAhead owns it (next commit). Does not build alone:
ZoneRenderer and ActionGameManager still reference the deleted names.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PickupTests builds the zone over a sun and a planet on a rail, asserts the field differs between the ship's point and the item's and between start and end of the run, and checks each grab event at the zone time it was published. DrawnPoseWiringVerify gets a sun and a planet near the pickup and mine, requires the field under each to move with the drawn time, and checks the pickup's y as well as the mine's. Not compiled or run yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Merged into master f937662d. No textual conflicts (auto-merged: ActionGameManager.cs,
Belt.cs, LockOn.cs, RunStartTests.cs, ScenarioTests.cs, AetherDb/Program.cs).
GameData/Aetheria.cc untouched by the merge.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replaces the symmetric half-width about the chain position (which collapsed a belt at the end of its
slot to a line, finding belts-collapse-to-a-line) with the slot interval: the belt sits at the slot's
midpoint and its half width is min(authored width, slot) / 2 (ruling belt-fills-its-slot). The chain
still places belts as massless points, so no fold count moves. Builds; tests follow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Unity re-serialised the generated atlas into the working tree and it was committed
in c727141a; the file is back to the pointer (oid f1eead45, size 536050). Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>