soul
2b09e87733
SimRateTests: rounds leave from the shooter's pose at their moment; a zero cooldown fires at the shortest cycle
2026-10-23 06:09:40 +02:00
soul
aeac4e2958
SimRateEquivalence: survivor hull and first kill are held to the 95% interval of their difference, as the win rate is
2026-10-23 06:09:39 +02:00
soul
b679a38edc
Two-AI digest repinned once for rounds-per-step; the step-cost test measures a round's birth with the shot queue grown
2026-10-23 06:09:36 +02:00
soul
c1f9c05c48
Entity.GetBehavior walks Equipment by index: the per-round targeting-system reads no longer allocate an enumerator
2026-10-23 06:09:35 +02:00
soul
b1380204a3
SimRateTests: split the step cost into a round's birth and its resolution
2026-10-23 06:09:34 +02:00
soul
d038ee393a
SimRateTests: the fixture gun's round costs what the fixture reactor can pay at 0.01 s
2026-10-23 06:09:32 +02:00
soul
a1519c9b2b
diag (temporary)
2026-10-23 06:09:31 +02:00
soul
c00be8b35c
SimRateTests: probe the fast-gun capacitor on failure
2026-10-23 06:09:30 +02:00
soul
93f69ecb80
Rounds per step: a held weapon asks the bus for its step's whole inflow; mine-laying test cooldown stays inside one activation's two steps
...
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:29 +02:00
soul
1870e23bfd
Rounds per step: a gun's capacitor holds a step's inflow so every round of the step is paid; the mine-laying test's cooldown no longer pins the one-lay-per-step cap
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:28 +02:00
soul
04128e2f81
InstantWeapon: a pull is held through its step
2026-10-23 06:09:26 +02:00
soul
3b466f8c9b
SimRateTests: step-cost test compiles
2026-10-23 06:09:25 +02:00
soul
de9e1ba2f9
Projectile: a round is told of its shot by its manager's one subscription, and first seen where its barrel was when the sim fired it inside the step
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:24 +02:00
soul
95b7aeb7a2
Rounds per step: a held gun fires every round its cooldown allows in a step, each born at its own moment inside it; the shortest-timer pin is gone
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:22 +02:00
soul
3d4508d196
ChargedWeapon: a failed charge's cooldown restarts through InstantWeapon.StartCountdown and carries its overshoot
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:21 +02:00
soul
5adaef4697
Two-AI digest repinned once at the game step (step-exact rules, 30 Hz); shortest-timer test pins the four guns authored below two steps
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:20 +02:00
soul
ed5dd92283
Game tick lowered to 30 Hz (ruling tick-rate-stays-30); digest repin follows
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:19 +02:00
soul
48ba0a6204
SimRateTests: idle banking, magazine cadence, glowing passive target; equivalence and shortest-timer tests; ping-arm trace repinned for the exact decay
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:18 +02:00
soul
549437536a
Cooldowns shorter than a step end in it; tests that pinned the old tick-quantised cadence and Euler decay follow the exact rules
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:17 +02:00
soul
b9e0e5b5eb
SimRateTests: whole-step counts by MathF.Round
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:15 +02:00
soul
f0362025d9
Step-exact rules: timers keep their overshoot, passive sensing decays exactly (group B, 60 Hz, digest not repinned)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:14 +02:00
soul
e2f0fc9dc4
SimClock owns the game tick: TickRate, GameStep, ForGame(); the 60 default and ActionGameManager's literal step are gone
...
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:12 +02:00
soul
a19d0eb73b
Arena: sim-rate map and target section 7 (sim rate cut, step part of A-pure)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:11 +02:00
soul
a487f6c0a4
Merge eureka/aetheria-living-world-recipe-schema-and-checks: recipe and outside-market records; catalog checks for sources and sinks, productivity, recipes, lore and consumer demand
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 05:21:37 +02:00
soul
e2e01b2266
Merge eureka/aetheria-release-nakovalnya-boss-loadout: Zhestokost's demo boss is the Nakovalnya Boss loadout
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 05:15:41 +02:00
soul
084c77fb12
Boss loadout tests: shipped catalog now holds the demo boss; tests that wrote their own loadouts count only those
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 04:38:27 +02:00
soul
79caa8b32d
Zhestokost boss: the Nakovalnya Boss Loadout, committed through loadout-commit --boss-of; RunGoal tests reach it
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 04:32:46 +02:00
soul
5584c0d7c8
Merge eureka/aetheria-release-loadout-commit: AetherDb loadout-commit with --boss-of; Loadouts.Commit accepts package designs
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
# Conflicts:
# tools/AetherDb/Program.cs
2026-10-23 04:27:12 +02:00
soul
6b89019c02
Economy checks: an undefined radius refuses; factor refusal says why
2026-10-23 04:24:32 +02:00
soul
c6c8b4465b
Economy checks: pins from mutation testing; drop two redundant guards
2026-10-23 04:14:42 +02:00
soul
cdee1a27f8
LoadoutTests: a commit over a loadout written after the read writes nothing (kills the dropped-Expect mutant)
...
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 03:43:55 +02:00
soul
3506d48b1f
Spectral radius: converge on the vector, not on two equal maxima
2026-10-23 02:50:57 +02:00
soul
91f9b5553c
Economy fixture: keyed writes through UpsertAsync
2026-10-23 02:46:19 +02:00
soul
263fa02a73
EconomyFixture is public for the theory data
2026-10-23 02:45:24 +02:00
soul
bacb56c613
Recipe schema and catalog checks: RecipeData, OutsideMarketData, role counts, EconomyChecks over fixture catalogs
...
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 02:43:35 +02:00
soul
d233194cb2
Merge eureka/aetheria-living-world-station-kind-datum: station kinds are one catalog list; stations and fields are placed by seed; bad station packages are excluded by name
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 02:14:33 +02:00
soul
0e50c1d101
RunGoalTests: a boss Loadout on a removed package's hull still boots and fails closed
...
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 01:48:34 +02:00
soul
37de26291d
AetherDb loadout-commit, with --boss-of, validated against the composed package stack
...
Ported and narrowed from 90f977bf (evidence only; no boss-hull code). Names resolve
exactly against ShipModCatalog.ResolveCatalog over GameData/Aetheria.cc and GameData/Mods,
composed into a scratch file, the catalog the game boots; validation is one
Loadouts.Materialize on a throwaway ItemManager; the commit goes into Aetheria.cc only,
through Loadouts.Commit, with --boss-of in the same batch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 01:48:33 +02:00
soul
48606e4253
Merge eureka/aetheria-release-scenario-picker: New Game is a two-pane scenario picker
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 01:44:07 +02:00
soul
f920cd7052
Revert the TextMesh Pro fallback font asset Unity re-serialised
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:43:04 +02:00
soul
2fb8e88fcf
ScenarioPicker: find the list's ScrollRect while the panel is still inactive (play mode builds it before showing it); verify builds the real list inactive
...
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:43:03 +02:00
soul
9961a0df6d
ScenarioPicker.Reveal: content moves against the row (the sign the first fix kept inverted)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:43:01 +02:00
soul
ca24a32028
ScenarioPicker: Reveal moves the content the right way; Launch is one-shot; the scrollbar takes no focus; the picker holds focus itself so the scene's background-click deselect is back on
...
ScenarioPickerVerify builds the real scenario list after a layout pass and arrows to every row, up and down, requiring each wholly visible; Launch by click, second click and Submit runs once.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:59 +02:00
soul
169679dbc4
ScenarioPicker: viewport span from the rect's own corners so FitViewport and Reveal see the real mask; Launch chrome stretched to its 220-wide button
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:58 +02:00
soul
585942259d
Scenario picker attempt 2: body heading instead of a second giant title, small left group labels, chrome Launch in the accent, tight Seed/Ambient block, capped brief, visible scrollbar track
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:57 +02:00
soul
09de7e5eb2
ScenarioPicker: selected row in the menu accent, title is group over name, panes docked 128 apart; verify and capture run green in Unity; metas
...
The prefab row tint is nearly invisible on the row's graphic, the long scenario name overflowed a 480-wide title, and the list scrolls to keep the selection in view.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:56 +02:00
soul
79a3a62fc1
ScenarioPicker verify and capture: selection and key rules through real UI events, and a 1920x1080 render of the screen
...
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:55 +02:00
soul
3bfac25027
New Game is a two-pane scenario picker: names by group, selected brief/seed/ambient, one Launch, arrows and Enter
...
MainMenu.AddScenarios and the per-scenario launching buttons are deleted; the seven Clear+Title pairs collapse into Next. The main menu EventSystem no longer deselects on background click so the arrows keep working.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:54 +02:00
soul
80283d18a9
Loadouts.Commit takes bossOf: the Loadout and Faction.BossLoadout land in one batch
...
With bossOf set, the same conditional batch Expects the faction unchanged and Upserts it
with BossLoadout = KeyOf(Name), so both land or neither does. The batch lives in an
internal overload over a caller's cache; tests pin that a faction changed on disk after
the read refuses both, and that a missing boss faction writes nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 01:42:50 +02:00
soul
7f1337167d
Loadouts.Commit stops refusing package designs (ruling catalog-is-a-package-stack)
...
The catalog is a stack of packages, the shipped content included, so a Loadout may
name any design the stack holds. The mod-design refusal (from 54917bb3 , backed by no
ruling) is deleted, and its test now pins that a package design commits under its key.
The IsModKey comment no longer claims the shipped catalog never references a mod.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 01:42:49 +02:00