Commit graph Aetheria/Assets/Scripts/Editor
Author SHA1 Message Date
Meta Vens
fe5d03d04b Menu and test scene patch cameras stop culling the gravity layer; the parity verify checks every scene's patch camera
cloudDensity adds the R32 gravity height to the patch texture, so Main Menu and TestScene patch cameras (mask 5632) counted layer 9 twice. Mask 5120, and GravityFieldParityVerify now asserts each of ARPG, Main Menu and TestScene excludes layer 9 from its Fog Patch Displacement camera.

All commits build as far as C# goes; verify runs after the second commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 18:39:27 +02:00
Meta Vens
3b039d069b The nebula patch reads gravity from the R32 surface height, not a half-float copy
Patch Displacement no longer culls layer 9; cloudDensity adds the surface displacement to the patch-only displacement.
GravityFieldParityVerify wiring checks the camera. Neither commit has been built when this is written.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 17:45:57 +02:00
Meta Vens
8f491fd3c9 Core radius is the Roche curve; the global exaggeration divides by the core's growth
core-at-roche-and-exaggeration-up: PlanetSettings.CoreRadius and Planet.CoreRadius are
deleted; the well's softened core reads the RocheLimit curve (one curve of mass). The
core < Roche guard cannot fail and is replaced by a Roche-limit-positive-and-finite
check. Settings.asset: CoreRadius removed, HeightExaggeration 10 -> 4.0983607
(10 / (7.32 / 3)). Tests pin the new curves and the peak drawn slope / 2.44x steeper tail.
Not yet built or run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 16:46:53 +02:00
Meta Vens
13c7a08707 Gravity.cginc is generated: GravityShader.Source() is its one author, a test pins the committed file to it byte for byte
The mirror test compared a normalised reading of two spellings and was beaten twice (a statement before the return, gravityHeight's sum). GravityShader writes the whole file (potential, zero-strength guard, reference term, height sum) from GravityField's constant (TailOffset); GravityShaderTests fails on any difference. GravityShaderMirrorTests deleted. GravityFieldParityVerify opens Main Menu.unity: no ZoneRenderer there, its Fog Surface Displacement camera is the menu's own brush presentation (layers 9 and 10) by spec.

Builds not yet verified on this commit; verified at the final merge.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 08:44:11 +02:00
Meta Vens
e6d1546b44 Gravity grid-lowering fixes: formula mirror test, verify across moved off-axis bodies and a zero-strength body, map camera wiring, RTS Planet's Gravity Well deleted
GravityShaderMirrorTests compares the expression of GravityField.Potential with gravityPotential in Gravity.cginc.
GravityFieldParityVerify now builds four off-axis bodies (one of mass 0), lowers through three frames with bodies moved
between them, and checks the map screen's gravity camera mask. RTS/Planet.prefab loses the Gravity Well object bound to
the Gravity Field material. Builds: yes (verify passes on Starfire; the new test is unrun until the Yggdrasil job).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 07:59:15 +02:00
Meta Vens
3a5b3b0bab Gravity grid-lowering: the drawn height is one Gravity Field pass over the zone's wells; gravity brushes and brush inputs deleted
Zone.WellReference owns each body's reference zero (GetHeight uses it). Gravity.cginc mirrors GravityField.Potential;
Brushes/Gravity Field draws depth = -h on layer 9 from a StructuredBuffer that GravityLowering.Lower fills from the
zone each frame; GravityLowering.CreateField makes the one quad. GravityFieldParityVerify renders it and compares every
texel with -Zone.GetHeight (max error 0.0059 u), the gradient with GetForce (0.03 degrees) and the wiring.

Deleted: the Gravity Well children of Planet, Gas Giant, Sun and PlanetOutpost prefabs, Wormhole 1's three gravity
children, their overrides in Main Menu and TestScene, five wormhole/wave materials and two brush shaders,
Planet.GravityWellDepth/Radius, BodyData keys 6-7, PlanetSettings.GravityDepth/GravityRadius (and the Settings.asset
keys). Surface Displacement culls layer 9 only. Headless build and tests not yet run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 07:11:25 +02:00
Meta Vens
a7f149d61d Merge remote-tracking branch 'origin/master' into eureka/aetheria-fauna-flow-field 2026-10-14 03:25:26 +02:00
Meta Vens
819bd79424 FlowFieldSceneVerify: the flow as ARPG.unity runs it; parity check on a ramp height and the noise clock
FlowFieldSceneVerify opens ARPG.unity before anything touches the project's types, drives VolumeSampling and Stardust
Start/Update with a zone attached, and asserts no exception or logged error, FLOW_GLOBAL and FLOW_SLOPE enabled,
_FlowAmplitude non-zero, the stardust buffer changing with the flow and freezing with a paused zone, the noise clock,
and CloudShader pass 0 carrying the FLOW_* keywords. FlowFieldParityVerify now binds a ramp height so FLOW_SLOPE and its
pragma matter, and checks the noise follows _NebulaNoiseTime. The mutation harness runs both checks, with six new mutants.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-13 23:25:45 +02:00
Meta Vens
c1eee662f9 Loot 3 fix1: the stand-in pose check derives its progress from the rule, not from FieldTester
The pull-progress input came from FieldTester.PullProgress, so a mutant of that function agreed with itself. The smoke now spells the pull start from Extend and Envelop independently.
Builds; both smokes green; Unity mutant u-f killed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 22:34:50 +02:00
Meta Vens
a345bd3dcb Loot 3 fix1: the loot-3 findings' fixtures, and the held-pose curve has one owner
PickupTests: TheBeamTakesFromWhicheverBayCanStore is a theory over which bay is full.
CapabilityPresentationSmoke: tracked ship's hull hit is drawn; a beam above the held point stays on the ground plane; a grab at the beam keeps its aim; the other entity's grab reaches its own bound beam and not this one.
FloatingItemsDrawnSmoke: a held item's label comes up; the test scene's stand-in pose equals the zone's held pose.
Zone.HeldPull is the one smoothstep of the held pose; FieldDriver's tendril and FieldTester's stand-in call it (FieldTester.PulledPosition, PullProgress), deleting the two copies.
All commits build (Unity compile and both smokes green).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 22:25:49 +02:00
Meta Vens
13dae2beb6 FlowFieldParityVerify: tolerance 1.5e-4, 5x the measured 2.9e-5
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:52:13 +02:00
Meta Vens
b903912e8c FlowFieldParityVerify: bind a flat gravity height for the keyword-gated flow()
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:51:22 +02:00
Meta Vens
9d23d4fe8d FlowFieldParityVerify: fix the split literal (0a3180d3 does not compile in Unity)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:49:16 +02:00
Meta Vens
0a3180d386 Flow: register the flow keywords, one zone-time value for Zone.Flow and the scroll, presenter phases from zone time, folded scroll, tighter parity
- VolumeSampling registers FLOW_GLOBAL / FLOW_SLOPE with GlobalKeyword.Create (the constructor only looks up).
- FlowField.Scroll folds each Tri3D octave's phase modulo 1 in double (float2, [0,1)); Zone.Flow evaluates at Zone.FlowScroll.
- FlowField.Cycle: the nebula's flow cycle and Stardust's particle lifetime phase come from zone time (_FlowCycle, phase uniform), not _Time.y / Time.time.
- FlowFieldParityVerify reaches the keyword-gated flow(), fails on logged errors, tolerance 3e-4; mutants updated.

Not built or run when committed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:43:41 +02:00
Meta Vens
53a13675d5 Flow parity: FlowParity.compute, FlowFieldParityVerify (Unity batchmode, GPU) and its mutation harness
The probe steps a Zone, lowers its flow through VolumeSampling.LowerFlow, dispatches the HLSL
globalFlow and slopeFlow, and compares with FlowField (max error 1.0e-4 of amplitude, tolerance
1e-3). All commits build; the Unity side was verified from this tree.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:49:22 +02:00
Meta Vens
48b42992ee Loot 3 group A: the grab is presented, not simulated
IGrabPresenter.Grab(GrabEvent) only; the binder's Transform and velocity resolvers go. TractorBeam
presents a running grab (aims at Started's TargetPosition, emits at Power, dark otherwise). FieldDriver
draws its tendril from GrabEvents alone with a real-time phase clock over each event's PhaseDuration and
writes no transform and destroys nothing; its grab times move to FieldTester, now the scene's stand-in sim
that owns its pickup's timeline and pose. ItemPickup keeps its label lit while held. ImpactPresenterSmoke
becomes CapabilityPresentationSmoke with a grab section; its two untracked-ship expectations follow
DrawsAt since contact-hud. Builds (Unity 6000.3.24f1 batchmode: smoke ok, scene opens, no missing script).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 18:43:15 +02:00
Meta Vens
24ab95af8d Loot 3 group B fix: compare FloatingBodyId with Equals (the type has no ==)
8b2eef7b did not build (CS0019 at PickupTests.cs:419); this commit builds the test project.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 18:23:40 +02:00
Meta Vens
e24d942b9d Smoke and wiring script: no GridObject or FloatingItemLifetime spelling outside the sim
Builds: Unity batchmode compile green (smoke run unity-smoke5 compiled and passed at this commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:37:58 +02:00
Meta Vens
c7c7e58508 Unity draws Zone.FloatingItems and nothing else; the Unity loot roll, collision pickup, tractor pull and GridObject are gone
ZoneRenderer draws one ItemPickup per FloatingItem (load, ObserveAdd, ObserveRemove, ClearZone); ItemPickup.Bind places it
from the sim body and spins it for show. EntityInstance's drop loops, ShieldManager's pickup branch (the whole
OnCollisionEnter, which did nothing else), ZoneRenderer.DropItem/DestroyLoot/_loot, TractorBeam's pull, and
GameSettings' three loot fields are deleted; WireFloatingItems stripped GridObject from the five pickup prefabs and
reassigned ZoneRenderer's four pickup fields in ARPG.unity; FloatingItemsDrawnSmoke (play session, batchmode) pins the
lowering. GridObject and TimedDestroy were deleted in fa911f2d, so fa911f2d and 2565e2c5 do not build in Unity.
Assets/Resources/Settings.asset keeps three stale serialized GameSettings fields Unity ignores (LFS object, not rewritten).

Builds: Unity batchmode compile green at this commit; dotnet green at 2565e2c5.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:36:47 +02:00
Meta Vens
fa911f2d85 Zone.Entities read-only outside Zone: Admit and Remove are the only membership writers
Entities is a MemberView with no mutating member; Admit installs the death watch with the
membership and refuses a member already present, Remove takes it away with the membership.
The Reset and duplicate-Add bypass paths of the death watch cannot be spelled any more.
Tests move to Admit/Remove; Admit also activates, so the explicit Activate calls that followed
a raw Add are dropped. Unity call sites route through Zone.Remove.

Builds: unverified at this commit (verified in the job at the head).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:13:43 +02:00
Meta Vens
d1f8302d54 Merge cut feedback-present (Soul verdict cut-feedback-present.s1)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 00:44:56 +02:00
Meta Vens
97d94ecfae Present landed impacts: shield ripple, hull reaction and camera kick through one ImpactPresenter
ImpactPresenter (bound on every EntityInstance by SetEntity through the one CapabilityPresentationBinder) renders
feedback-1's absorbs: Feedback.Cue decides intensity and shake, DrawAhead.Carried the drawn point; a hull absorb
spawns ImpactFeedback's pooled effect under the instance, and a cue with shake raises a Cinemachine impulse.
ShieldManager ripples on a Shield-layer absorb. MainMenu gains a Screen Shake slider that persists on Back.
Editor: WireImpactFeedback (scene wiring, scene diff in the next commit) and ImpactPresenterSmoke.
Unity batchmode compile 0 error CS; ImpactPresenterSmoke exit 0. The scene is not yet wired in this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:10:04 +02:00
Meta Vens
3535660cc5 Merge cut package-product (Soul verdict cut-package-product.s4) 2026-10-12 20:54:40 +02:00
Meta Vens
16ed52d890 Merge cut feedback-1 (Soul verdict cut-feedback-1.s3)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:30:02 +02:00
Meta Vens
aebf12e195 Emoji routes: Emoji.asset named in TMP's emoji fallback list as well as the global list (ruling emoji-fallback-route); EmojiCheck asserts both routes and prints the font serving each piece of a failing sequence
Keycaps and the other body-font-based sequences now collapse: 25 failures become 13. The 13 FE0F+ZWJ sequences still show three pieces. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:50:31 +02:00
Meta Vens
6d2d52c529 EmojiFont, EmojiCheck: OTL_FeatureTag lives in UnityEngine.TextCore; kerning read from the serialized m_enableKerning
Compiles (Unity 6000.3.24f1 batchmode). Fixes the previous commit, which did not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:36:52 +02:00
Meta Vens
bd78401967 Emoji sequences: EnableLigatures writes liga into every serialized TMP text and TMP Settings; EmojiCheck renders every fully-qualified sequence as one visible character
Adds tools/emoji/emoji-sequences.txt (2760 fully-qualified multi-code-point sequences from the pinned emoji-test.txt), written by fetch_emoji_font.py and recorded in the lock. Not compiled yet (first Unity pass follows); the asset changes land in a later commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:22:40 +02:00
Meta Vens
8adda0b3de FireControl publishes every landed impact on the receiver's Capabilities; Feedback.Cue and DrawAhead.Carried
AbsorbEvent gains AbsorbLayer. Entity.Capabilities, four publish sites in ApplyDirectHit and Detonate (each before the damage it reports), Feedback.Cue, DrawAhead.Carried (Impact delegates), PlayerGraphicsSettings.ScreenShake. Not yet built or tested; tests follow in the next commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 03:58:34 +02:00
Meta Vens
943c492bb8 Packages carry their products: ship.cc homes FactionProductData at mod-product:<id>:<maker key>
ShipAuthoringStore.Load/Read return (Hull, Visual, Products); Open homes the third kind;
WriteProduct/DeleteProduct are the only product writers; ValidateProducts and the ship
top-speed rule; compose checks makers, keys and product names; ship-authoring product and
price commands. Unbuilt until the verify job (Python, pin test and docs follow in the next commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 03:54:30 +02:00
Meta Vens
37f40dfdd7 Emoji routing: the global fallback is the only route; the check observes it
EmojiFont.Build leaves TMP's emoji fallback list empty. EmojiCheck fails when that list is non-empty,
when the global fallback lacks Emoji.asset, or when a glyph is served by a font other than Emoji.asset
or the body font; reads the Pirates product names from the shipped catalog; renders the
emoji-test.txt corpus and reports what Twemoji lacks; counts only used atlas pages (TMP doubles the
array capacity, so trailing slots are null by design).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 22:45:51 +02:00
Meta Vens
99f0005c8a Merge origin/master (325ef4bc, pirates-record) into the emoji-font branch
Mechanical merge; this cut changes no catalog.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 22:03:04 +02:00
Meta Vens
1c549325f9 Generate the Twemoji colour font, build Emoji.asset and route TMP's emoji fallback to it
Assets/Fonts/Emoji/Twemoji.ttf is fetch_emoji_font.py's output for jdecked/twemoji
v17.0.3 (nanoemoji 0.16.0, glyf_colr_0), reproduced bit-identically by two
independent runs on Yggdrasil; the lock pins source and font sha256. EmojiFont.Build
wrote Emoji.asset (dynamic, COLOR, multi-atlas) and TMP Settings' emoji fallback list,
global fallback entry and empty default sprite asset. EmojiCheck.Run: 1425 single
code points and the eight Pirates names render with no missing code point. CC BY 4.0
attribution ships in Assets/Fonts/Emoji/LICENSE.txt. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 19:34:49 +02:00
Meta Vens
4e1b4882d4 Add the emoji font pipeline: pinned Twemoji fetch, font builder, rendering check
tools/emoji/fetch_emoji_font.py builds Assets/Fonts/Emoji/Twemoji.ttf from the
pinned jdecked/twemoji release with nanoemoji (glyf_colr_0); EmojiFont.Build is
the one writer of Emoji.asset and TMP Settings' emoji routing; EmojiCheck.Run
renders every single-code-point emoji and the Pirates names through TMP. The
generated font, lock and asset land in the next commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 18:43:39 +02:00
Meta Vens
7262429a60 Delete WireMines: the run-once editor tool named the .sbsar material guids (clean-break-from-substance)
It served its single run; Mine.prefab and the scene wiring are committed and reference plain materials only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 15:04:14 +02:00
Meta Vens
4d29e0b33e WireMines: Substance materials fall back to the project's plain materials of the same finish
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 14:26:26 +02:00
Meta Vens
3b41267bee Mine Launcher: the 2021 damage curve; a mine layer is mountless in EveryCatalogGunTracks; script metas
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 14:20:13 +02:00
Meta Vens
8b2147a5f7 Mine Launcher: a shape and a product that sells it; the blast-neutrality test exempts a mine layer; WireMines takes a Substance material by its path
The first catalog commit left the item shapeless and unsold; this commit's mine-launcher command fixes both. The
catalog blob committed before this one is superseded by the next commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 14:09:03 +02:00
Meta Vens
fb00f6687d Mines presented: MineInstance draws each Zone.Mines body; Mine Launcher catalog command; WireMines builds the prefab
MineInstance reads a Mine and draws it (latest sim body at the grid height, spin, real-time pulse by arming and
trigger); ZoneRenderer makes one per Zone.Mines add and plays the blast on remove; EntityInstance gives a mine
layer no effect manager. AetherDb mine-launcher authors the item; the catalog, prefab and scene wiring follow in
later commits, so this one does not build a playable mine (no MinePrefab yet).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 13:49:23 +02:00
Meta Vens
e103b90aea Fire on solutions: FireControl.Solution is each gun's one solution; the trigger fires on it without the aim
Bears is extracted from PFire; ArcPermitsFire passes on a fused gun, a solution, or a free aim in arc.
Solve flies along Solution's direction. ArticulationPoint loses its yaw clamp and follows a per-group
aim point placed from the group's solution. Arcs gets its new brief; Broadside is new.
Unverified: first commit of the cut, not yet built.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 13:25:53 +02:00
Meta Vens
239f359990 Ship exhaust: wiring an exhaust to an emitter turns Use Mesh Colors off
The emitter carries the invisible material, whose alpha is 0, so an exhaust
prefab left at Unity's default (Use Mesh Colors on) emitted nothing. The
shipped thruster prefabs only worked because theirs is off. ThrusterHardpoint
.WireExhaust now owns the wiring and turns it off; ShipInstance calls it. The
preview smoke wires a default particle system to each emitter on the clone and
requires every particle emitted and none transparent.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:39:14 +02:00
Meta Vens
6709b06e2e Ship preload: a mod ship that fails to load or assemble is skipped, not fatal
PreloadAsync rethrew on the first failing hull, so one bad package faulted
Loading and no mod ship could spawn. Each hull now loads in its own try: a
failure destroys its partial visual, is logged with the hull's name, and the
rest still preload, as Compose skips a bad package. The play smoke installs the
package beside a broken sibling that composes but cannot assemble (its map icon
moved onto a meshless muzzle node) and proves the sibling has no prototype while
the good ship spawns.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:38:35 +02:00
Meta Vens
fc73d7abcd Ship render: the hull collider carries the invisible material, so clones draw nothing
forceRenderingOff is not serialized, so Instantiate and SaveAsPrefabAsset dropped
it and every cloned mod ship (and every FBX-built prefab) drew its collision hull.
The collider renderer now takes the template's invisible material, as the thruster
emitter does. The preview smoke checks the collider on the clone and the prefab
smoke checks it on the configured prefab.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:37:33 +02:00
Meta Vens
da2a299baa Ship mounts: hide the thruster emitter with the invisible material
forceRenderingOff is not serialized, so the prototype's clone drew the
emitter again; the preview smoke's clone check caught it. The emitter's
materials become the template's invisible material, which survives
Instantiate and which EntityInstance keeps as the renderer's own material.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:48:51 +02:00
Meta Vens
95c0fa621b Ship mounts: a thruster's mesh is an unrendered emission surface
Ruling thrusters-radiators-are-meshes: thruster and radiator mounts are meshes;
the thruster's is not drawn and is the surface its exhaust emits from, the
radiator's is drawn. The assembler already required a mesh for both; it now
turns rendering off on the thruster emitter, and the preview smoke checks it.
The authoring doc states the mount rules and the mesh rule.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:39:09 +02:00
Meta Vens
23976aada7 Ship mounts: delete EquipmentHardpoints and the plan's Equipment list
The array's only reader was the dead SoundBank block in EntityInstance, which
looked up a hardpoint transform and did nothing with it. ShipModPlan.Equipment,
ShipModShips' assignment, the preview check, the FBX builder's HP.Equipment
case and its smoke assertion all fed that one dead reader. An HP.Equipment node
is now refused by the builder as an unknown hardpoint kind.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:34:05 +02:00
Meta Vens
e9195763b6 Ship S2: the Unity-generated meta for ShipModPlaySmoke.cs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 11:13:10 +02:00
Meta Vens
910b51c3f8 Ship S2: an Editor smoke that composes, preloads and instantiates a mod ship the way ZoneRenderer.LoadEntity does
ShipModPlaySmoke.Run asserts thruster and weapon hardpoints, the hull MeshCollider and the map icon, prints
SHIP_MOD_PLAY_SMOKE and exits explicitly. The authoring doc gains a Unity batch smokes section.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 10:57:47 +02:00
Meta Vens
460bb85ed0 Ship S2: the game composes and loads mod ships
Boot opens the derived catalog when GameData/Mods holds packages
(ShipModCatalog.ResolveCatalog), preloads each hull's GLB into an assembled
inactive prototype (ShipModShips), and LoadEntity clones it when the hull names
a Visual. ShipModPlan decides which anchor fills which ShipInstance slot; a
ShipModTemplate prefab carries the shared effects. Continue refuses a run that
names a design the catalog no longer holds (RunSave.RequireDesigns).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 06:43:52 +02:00
Meta Vens
24c2964046 Preview typed mod ship visuals and captured LineArt in Unity 2026-09-26 19:10:44 +02:00
Meta Vens
4b594e116c Define collection-based ship prefab authoring 2026-09-26 15:26:46 +02:00