Chunks are detected by reflected light (Cut 3), not by a scanner. The
behavior's per-tick Update of Range, MinimumDensity and ScanDuration had no
reader anywhere; it goes, with the three properties and the interface.
ResourceScannerData stays authored.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MiningTool (its Execute range-checked against nothing, since no writer ever
set AsteroidBelt/Asteroid) and Zone.MineAsteroid (mints nothing; the
SimpleCommodity drop was commented out) are deleted, per Q1=A: "Bring back
the drill, indeed." Union tag 26 is retired, not reused. ResourceScanner's
dead survey Execute and its scan-target fields go too; its authored Range/
MinimumDensity/ScanDuration stay pending Q2. PlanetSettings.MiningDifficulty
had one reader, now gone.
Chunk wear (damage, broken-until) moves off AsteroidBelt's three per-belt
dictionaries and onto Zone as the one owner (Q3=A): Zone.Wear is the only
writer, ChunkExists/ChunkRadius are the readers, and respawn is a lazy
comparison against zone time, never a per-tick loop. ChunkId is
(CultRecordKey Field, int Index) -- "Field", not "Belt", because chunks are
meant to generalize past asteroid belts to other debris fields later.
Persisted in ZonePack's new key 6 (List<ChunkWearPack>, nullable so an older
record with no key 6 loads with no wear instead of throwing), pruned of
healed, non-broken entries at pack.
The break threshold stays strictly greater-than, matching today's behaviour:
damage exactly equal to hitpoints does not yet break the chunk.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone.Update no longer threads a per-belt Task.Run over a double-buffered
Transforms/OrbitPosition pair. AsteroidBelt.Pose/Size are the one place a
chunk pose is computed, a pure function of zone time; Zone.ChunkPose and
Zone.EvaluateBelt read them at the zone's own time. MiningTool,
ResourceScanner and ZoneRenderer (belt matrices and AsteroidBeltUI) all read
through Zone instead of the deleted per-tick buffers; the renderer owns its
own float4[] buffer, filled fresh every frame.
Deleted: System.Threading/.Tasks usings, BeltUpdates, the wait loop, the
per-belt copy+Task.Run, NearestAsteroid (dead/broken reader), the private
UpdateAsteroidTransforms, and AsteroidBelt's four pose fields plus their
allocations. ~65 lines, matching the cut map's estimate.
miningprobe, densest zone of the operator's save (EAC-2265, 809 asteroids,
8 belts), rebuilt against this cut and rerun 10x each side:
before (branch point, 8bd25f6f/e729e6d6):
Zone.Update wall 541-3654 us/tick, CPU 120-391 us/tick (7 clean runs)
3/10 runs crashed: InvalidOperationException from Zone.GetOrbitPosition,
the documented _updatedOrbits/Orbits data race between the main thread's
Clear() and a belt Task.Run
after (this commit):
Zone.Update wall 95-185 us/tick, CPU 99-152 us/tick, in line with the
31-39 us "no belt work" baseline the map recorded -- belts are free per
tick
0/10 races
ChunkPose has no buffer to go stale: ~0.12 u of parent+asteroid motion is
visible across one 17 ms tick instead of being one tick behind
tests/Aetheria.Shared.Tests/MiningCut1Tests.cs (new, 260/260 suite green):
ChunkPoseIsTheOrbitAtZoneTime, ChunkPoseDoesNotDependOnUpdateCadence,
DamagedChunkShrinksAndABrokenOneHasNoSize -- each expected value is the
closed-form orbit/size rule reimplemented in the test, never a call to
AsteroidBelt.Pose/Size.
Negative grep (Zone.cs, "Zone Display", ServerShared/Behaviors) for
Task\.Run|System\.Threading|NewTransforms|\.Transforms\b|BeltUpdates|
NearestAsteroid|\.OrbitPosition\b|NewOrbitPosition: one hit, the commented
line in MineAsteroid that Cut 2 deletes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Improved volumetric flow performance by orders of magnitude
Cleaned up old raymarching support code
Moved asteroid height calculation to vertex shader
Manual culling for asteroid field render update
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
Extracted all inspector code for database inspector into a single class per supported field type and wrote reflection code to invoke them automatically
Removed all Aetheria-specific code from database tools
Database View editor is now abstract and supports arbitrary grouping of entry types; specific users must implement their own database view
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
Added heat variation option for Performance Stats
Ability to toggle radiators on/off using H key
Item durability loss (Wear) is now heat dependent and incurred only when used
Restricted equip/unequip to docked (inactive) entities
Fixed race condition causing exceptions in database sync code
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
Properties panel now allows nested lists with foldouts, item selection and click callbacks
Properties Panel UI has a new look
Refactored lambdas in control module code into methods for readability
Implemented task and control module for surveying resources
Implemented behavior for resource scanner
Resources aren't shown until they have been surveyed
Entities can now display messages, used to provide drone state feedback
Orbital entities now provide correct velocity, improving drone docking precision
Megas now have unique placement algorithms for their home sectors
PerformanceStats can be marked as simple to hide heat and durability
PerformanceStats automatically hide exponents when min and max are the same
Some behaviors now have options to spread their effects over time