Quality, Ingredients and Product leave CraftedItemInstance; a unit now
carries only a LotId into the run-scoped ProvenanceLedger. ItemManager
gains the one lot-minting path (CreateLot/CreateInstance(int)), GetLot,
and Brand(), which derives a maker and product from provenance instead
of a stored field. RunSave persists the ledger pruned to what the saved
zones' entities still reach; the live ledger is never pruned, so a
floor pickup collected after a save still resolves. CopyBuild is gone:
matching hardpoints now share the same lot instead of copying values.
PropertiesPanel shows the derived brand where the design's manufacturer
used to be. AetherDb's census flags duplicate (maker, design) products
and its save command checks every crafted instance's lot against a real
run store.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut A of docs/item-provenance-cut.md. TradeMenuDebug.cs was dead (its
script GUID appears in no scene/prefab/asset and no other .cs names the
type). ItemManager.Instantiate and CreateInstance(SimpleCommodityData,
int) re-rolled quality and dropped provenance on every load; nothing
outside EntitySerializer called them once the instantiate parameter is
gone. EntitySerializer.Unpack/Restore no longer thread an instantiate
flag, so Temperature and Armor are restored unconditionally like every
other caller already got. The starting ship and spawnturret now keep
what the generator built instead of re-minting.
Verification: Aetheria.Shared, tools/AetherDb build green against
CultLib a0813c6; tests/Aetheria.Shared.Tests 29 passed (unchanged); the
four negative greps in the map are empty. Unity compile is still owed
(the editor is open on this project; batchmode was not run per
instructions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
LoadoutGenerator.IsAvailable's comment claimed a caller passes it to
Loadouts.Materialize. No game path materializes a preset yet. The comment now
says a spawner is to pass it, and that none does yet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Globals are owned by lifecycle, so the cache must never run without one,
however the catalog is opened. Before this, opening the catalog writable
skipped the check entirely. The editor now opens the catalog writable, so a
missing global went silent in play mode.
AetheriaStores.Open now skips the check only for a writable catalog that
has no records: a seed store being authored from nothing, as the test
fixtures do. A populated catalog is always checked, and so is a read-only
empty one. Nothing else relied on the old skip: the game has no catalog
globals, AetherDb opens the populated Aetheria.cc, and every writable test
reopen already holds its fixture global.
WritablePopulatedCatalogMissingGlobalIsLoud removes the global from a
populated catalog and checks that a writable reopen throws. It fails when
the old writable-skip condition is restored.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Loadouts are ship presets (variants) for spawners, not a player feature.
- Route Loadout to the catalog; the player store no longer holds it.
- Materialize takes no credits: affordability, the charge and Loadouts.Price
are deleted, since only the player menu priced loadouts. Availability,
key-order product choice, all-or-nothing failures and the weapon-group
rules stay.
- Delete the InventoryPanel Save Loadout and Restore Loadout entries and
RestoreLoadout, which also removes its docking-bay overwrite.
- The editor opens the catalog writable in the one process cache, and the
editor-only console command capturepreset "<name>" [replace] captures the
piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name
replace unless asked, and commits conditionally on that key. The single-file
store then lands only that record onto the file as it is on disk. An
unconditional commit would re-serialize every live catalog instance,
including any that play has mutated.
- Tests: capture -> commit -> fresh reopen round-trip, explicit replace with
no duplicate, and a preset commit that does not persist a mutated live
Faction. The money-only tests are removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Materialize now reports a weapon group index whose slot design has no
WeaponData, and a loadout with more groups than WeaponGroupCount. The ship
always gets exactly WeaponGroupCount groups, and a shorter loadout is padded
with empty groups. Both checks run before anything is built.
Price is summed as long, so the hull add can no longer wrap to a negative
price that pays the player. A price beyond int credits is simply unaffordable.
Deleted Capture's index >= 0 filter and its test. Every production writer of
WeaponGroups items (WeaponGroupAssignment, GenerateWeaponGroups, Unpack replay
of Pack, Materialize) groups only weapons, and TryUnequip removes weapons from
groups, so nothing produces an ungrouped index any more.
The Materialize comment now says a failed fit may already have advanced
itemManager.Random.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Materialize, which already charges, now also owns affordability: when credits
are below Price it lists "cannot afford <price> credits" and builds nothing.
The restore menu's separate price < Credits check is deleted; the menu still
shows Loadouts.Price and lists Materialize's failures.
Tests: one credit short builds nothing, leaves credits unchanged and lists the
failure. A fixture gun with an InstantWeapon behavior proves TryUnequip removes
the weapon and its item from every weapon group.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TryUnequip removed a weapon from _weapons but left it in WeaponGroups, so an
unequipped weapon could still be fired from its action-bar group and
EntitySerializer.Pack wrote -1 for it. The removal mirrors the group toggle in
WeaponGroupAssignment.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Entity.TryUnequip does not clear WeaponGroups, so Capture saved -1 for a
grouped item that was no longer equipped, and Materialize later threw
IndexOutOfRangeException after every other check passed. Capture now skips
group items that are not equipped. Materialize reports every weapon-group index
outside the loadout's slots as a failure before building anything, so a stale
or hand-edited record builds nothing and charges nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Materialize takes isAvailable as a Predicate<FactionProductData>; the restore
menu passes LoadoutGenerator.IsAvailable for the docked station, so generation
and loadouts still share one availability rule. Candidate products are ordered
by record key, so "first available product" no longer depends on dictionary
order. Materialize charges Price through ref credits only when it returns a
ship; RestoreLoadout no longer subtracts on its own.
Tests: a slot that resolves but does not fit builds nothing, charges nothing and
is listed; Price is the sum of design prices and is charged on success; the
first available product in key order builds a slot, a later one is used when
the first is unavailable, and none available fails the slot.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Closes the 8a follow-up. string.GetHashCode is stable on Mono but randomized
per process on .NET Core, so a headless sim that generates zones would get
different zones on every run.
- Extensions.StableHash folds a string's UTF-8 bytes through CultMath's pcg
from the FNV-1a offset basis. No new CultMath API.
- ZoneGenerator seeds from `Name.StableHash() ^ pcg3d(Position).x`.
- Zone seeds from `Name.StableHash() ?? 1337u`. CultMath's Random maps
seed 0 to its default, and the abs/Convert.ToUInt32 pair that threw on
int.MinValue is gone.
Old runs are discarded, so a different galaxy per seed costs nothing.
Tests: StableHashIsNotProcessRandomized pins "Adrasteia" to 2427892944, the
value an independent Add-Type transcription of CultMath's pcg produced. It
fails with GetHashCode substituted back in.
Builds: headless, 15 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Owner: ActionGameManager composes the process's one cache. Its CultCache
getter attaches the catalog, GameData/run.cc and GameData/player.cc on
first access, in either scene, and nothing reopens it.
- RunSave (SavedGame.cs) replaces the SavedGame constructor:
- Capture builds the live run as plain documents and writes nothing. Zone
contents are `zone.Contents?.PackZone() ?? zone.PackedContents`, so a
zone generated earlier but not loaded this session keeps its contents
and its orbit and body records instead of being erased by the next save.
- Commit is the only writer of SavedGame and SavedZone: one Commit with
zone i at `savedzone-{i}`, SavedGame.Zones set to those refs, and every
stored SavedZone outside that set removed. Orbits and bodies staged by
zone generation land in the same single-file write.
- Clear removes every run record in one Commit.
- Run begins: New Game's first statement is RunSave.Clear. Run saves:
ActionGameManager.SaveRun at wormhole arrival and quit. Run ends: Die
clears the run, then saves settings.
- Run exists only as the run store's SavedGame global: MainMenu enables
Continue from it (and logs when the run store holds records but no
SavedGame), and StartGame reads it once to pick the new-run or resume
branch.
- PlayerSettings: the getter returns the player store's global and, on
first launch, commits GetDefaultPlayerSettings; it is the only creator.
SavePlayerSettings commits the instance.
- InputDisplayLayout reads its InputLayout from the catalog by the layout
asset's name and throws when the catalog has none.
Tests: new RunSaveTests (5): RepeatedSavesKeepRecordCountConstant,
SaveRemovesZonesNoLongerInTheRun, SaveWritesOnlyTheRunStore,
ResumeThenSaveKeepsUnloadedZoneContents, ClearRemovesEveryRunRecord. Each
fails with its rule mutated out.
Builds: headless, 11 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The deletion line lands before RunSave, as the spec orders. Deleted, not
demoted:
- PlayerSettings.SavedRun (Key 1 stays unclaimed) and the SavedGame
constructor that upserted a fresh SavedZone per zone on every save.
- ActionGameManager: the PlayerSettings.msgpack getter, file path and
writer; the .loadout format (_loadoutPath, Loadouts, SaveLoadout and its
default-options serializer, the commented loader); OnApplicationQuit and
SaveState; SaveZone, which had no caller.
- MainMenu's SavedRun Continue branch and both `SavedRun = null` writes.
- InventoryPanel's Save Loadout and Restore Loadout bodies.
- InputDisplayLayout's KeyboardLayouts file reader, ParseJson,
AssociateInputKeys, SaveLayout and the usings they alone needed.
- AetherDb's Cut 9 importer (Import.cs, legacy-census, import).
- The three-gates note on loading writes; Cut 3 made loading non-writing.
- .gitignore ignores GameData/run.cc and GameData/player.cc instead of
PlayerSettings.msgpack.
DOES NOT BUILD in Unity: ActionGameManager, MainMenu and InputDisplayLayout
still reference the deleted members until the next commit wires RunSave,
the settings getter and the catalog layout read. Headless builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AetherDb gains legacy-census and a one-shot import (tools/AetherDb/Import.cs,
deleted by Cut 10). The import rewrites each legacy [tag, payload] record by
the target type's [Key] shape: slot 0 Guid becomes the record key and nil,
CultRecordRef members and DatabaseLink wrappers become D strings, the all-zero
Guid becomes nil, StatModifierData.RequireBehavior keeps the simple type name.
All 180 records land in one Commit; a second import refuses.
InputLayout moves to the catalog (Q9-1 A), with the test fixture seeding it
while the catalog is writable. GameData/*.cc is LFS, GameData/*.lock ignored.
The legacy msgpack and ansi104.json sources are removed.
Imported: SimpleCommodityData 13, CompoundCommodityData 51, GearData 25,
HullData 3, NameFile 12, Faction 12, PersonalityAttribute 3, CargoBayData 4,
DockingBayData 1, WeaponItemData 18, FactionProductData 37, InputLayout 1.
Six refs dangled already in the legacy data and are preserved as authored.
The Key(0) precondition checks only the Guid-slotted tagged types; InputLayout
is imported bare and keeps its Key(0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 8b. The Unity project compiles with 0 errors in 6000.3.24f1 batchmode.
Packages: manifest.json pins org.gamecult.cultlib at cultlib-unity-v1.0.57
and org.gamecult.caching.unity at caching-unity-v1.2.0, next to the 8a
CultMath tag. Aetheria.Shared.Unity references GameCult.CultLib and keeps
noEngineReferences.
The Database Tools (Assets/Scripts/CultCache/Editor) are deleted in this
commit, alongside their five ported drawers in
Assets/Scripts/Editor/CultCacheDrawers.cs, each an
[CultInspectorDrawer] ICultInspectorDrawer:
- InspectableType: popup of the attribute type's [Union] member names,
writing the string.
- InspectableColor: float3 and float4 through ColorField.
- InspectableAnimationCurve: float4[] and BezierCurve through CurveField.
- InspectableTemperature: Kelvin, Celsius and Fahrenheit fields over one
value.
- InspectableSchematicShape: size and cell toggles. The old drawer also
drew the item's schematic texture and tinted hull hardpoints, which need
the parent document. The tagged Studio hands a drawer only the value, so
those wait on the Studio exposing the open record.
Unity call sites:
- ActionGameManager opens the catalog through AetheriaStores; Cut 10 adds
the run and player stores.
- Refs resolve through ItemManager.GetData or Get(ref); orbit, planet and
belt maps key by CultRecordKey; identity is compared by reference or key.
- The PlayerSettings.msgpack reader and writer, which Cut 10 deletes, pass
CultDocumentMessagePackSerialization.OptionsFor, since the embedded run
reaches CultMath values and refs. Keyboard layouts need no resolver and
keep MessagePack's defaults until Cut 10.
- The input map uses the nested action to binding shape.
- PropertiesPanel reads CultInspectorRangeAttribute.
- NameTools loses its legacy name-file writer.
- Slime compares serialized settings instead of the deleted SHA1 helper.
- FieldDriver drops InspectorHeader.
- .gitignore covers the test project's build output.
Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6), Unity
batchmode (0 errors).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 8b. tests/Aetheria.Shared.Tests (xunit, net10.0) builds a temp-directory
catalog through AetheriaStores.Open(catalogWritable: true) per test:
- OpenThenFlushLeavesEveryFileByteIdentical: the catalog, plus run and
player stores seeded with their globals, a SavedZone and an InputLayout.
- WeaponWrittenThroughGearHandleReloadsAsWeapon
- CatalogRefusesWrites: bytes unchanged too.
- SavedZoneNeverLandsInCatalog: no home without a run store; the snapshot
schemas show where it landed.
- FactionIsASingletonInstance: through a ref, a ref-keyed map key, and the
name index.
- MissingCatalogGlobalIsLoud: uses a test-only [CultGlobal] routed to the
catalog. The game has no catalog globals yet.
The first test found a real defect. PlayerInputSettings.InputActionMap was
keyed by (string, int), and CultLib's untrusted-data MessagePack security
has no hash-resistant comparer for a tuple, so a player store could never
be read back. It is now action name to binding index to path; its two
Unity readers change in the Unity commit.
Each test was checked to fail with the rule it pins removed; see the
report.
Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6 pass).
Unity does not build yet.
Co-Authored-By: Claude Opus 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>
Cut 8b, deletes first. The old authorities are removed, not demoted:
- ServerShared/CultCache: CultCache.cs, DatabaseEntry.cs (root [Union],
DatabaseLink, INamedEntry), RegisterResolver.cs, TypeFormatterResolver.cs,
JsonConverters.cs, JsonKnownTypes/**.
- Assets/Plugins/MessagePack/** and System.Runtime.CompilerServices.Unsafe.dll
(org.gamecult.cultlib ships both).
- GalaxyMapLayerData, PlayerData, GlobalSettingsAttribute.
- The inspector attributes CultLib already carries or nothing reads.
Kept and moved: MathFormatters.cs and MathResolver.cs to
ServerShared/Serialization; GetAllChildClasses, SplitCamelCase,
FormatTypeName, MaxBy and MinBy to Extensions.cs; Inspectable,
PreferredInspectorAttribute and the five Aetheria drawer attributes to
ServerShared/Attributes.cs. Aetheria.Shared.csproj drops the vendored
MessagePack include and the Unsafe package; the asmdef drops MessagePack.
Does not build: the data model moves onto CultLib in the next commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 8a seeded ZoneGenerator's Random from the float bits of CultMath's
hash(float2), the frac(sin) shader hash. On a 100x100 position grid that
gives 1625 distinct values, where Unity.Mathematics' uint hash separated
them. CultMath 0.2.3 adds the PCG integer hashes from Jarzynski and
Olano (JCGT 2020), so the seed now uses pcg3d(Position).x, the IEEE bits
of the float2 position with z held at 0, xored with the zone-name term
as before.
- Packages/manifest.json and packages-lock.json pin
cultmath-unity-v0.2.3 (CultLib 0f2c1f04).
- Directory.Build.props sets CultLibRevision to the same commit.
This pin also brings in 0.2.2's normalize: a zero vector now gives NaN,
as dxc does and as Unity.Mathematics did before the swap. None of Cut
8a's normalize or LookRotation edits relied on a zero-safe normalize.
They are one-to-one type conversions, and 8a removed no guard. So no
guard is added.
Verified: headless Aetheria.Shared and AetherDb builds with 0 errors.
AetherDb census, factions and hardpoint-fit are byte-identical to the
captures. Unity 6000.3.24f1 batchmode compile gives 0 errors.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
CultMath's hash(float2) returns float, not uint, so ZoneGenerator folds its
bits into the zone seed with BitConverter.SingleToInt32Bits. MathResolver's
int2?[] entry used ArrayFormatter<float2?>; it now uses ArrayFormatter<int2?>.
Aetheria.Shared and AetherDb build headless with 0 errors, and AetherDb's
census, factions and hardpoint-fit output is byte-identical to the captures
taken before the swap.
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>
Aetheria.Shared.csproj drops the Library\PackageCache math sources and
references CultMath.csproj under the pinned CultLibRoot. The asmdefs drop
Unity.Mathematics; Tests overrides references, so it names CultMath.dll in
precompiledReferences. The manifest drops com.unity.mathematics (Burst and
Collections still resolve it) and adds org.gamecult.cultmath at
cultmath-unity-v0.2.1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
One rule now governs interior space: an empty hardpoint cell is usable, in
both UnoccupiedSpace and ItemFits. ItemFits used to refuse hardpoint cells
that UnoccupiedSpace offered, so stations failed to equip a docking bay.
CraftedItemInstance.Ingredients and Product move from keys 3 and 4 to 9 and
10, past every key the derived instances use. At 3 and 4 an older save reads
nil into a non-nullable Guid and fails to load.
WeightedRandomElements returns an empty array when every weight is zero,
instead of an array of nulls. LoadoutGenerator treats a missing Galaxy as
"every product available", the seam a fixture needs to generate loadouts
without a galaxy. ZoneGenerator skips a story station that fails to generate
and logs it, instead of throwing.
Verified: Aetheria.Shared and tools/AetherDb build headless; Unity 6000.3.24f1
batchmode compile succeeds; AetherDb doctor, station-fit and loadout pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A design lists role names; a faction product is a manufacturer's branded
build of one, carrying its name, its flavor text, and a pseudo-gaussian
quality distribution per role whose mean is the technology put in and
whose deviation is their quality control. A PerformanceStat may name the
role whose quality it reads, unset reading the item own workmanship as
before, so old saves behave unchanged. Generation selects products rather
than designs, which makes what a faction makes the availability rule.
This is Njordr shape at one dimension: role names, per-role derivation
and per-product distributions carry over when quality widens into
dimensions. No parts exist yet; the product authors the role quality.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
UnoccupiedSpace now counts empty hardpoint cells as free, matching
ItemFits: general gear may use a hardpoint until hardpoint gear claims
it. LoadoutGenerator equips hardpoint gear before the docking bay, so the
bay cannot take the reactor's slot. Hulls, docking bays, controllers,
cargo bays and capacitors are required: if no manufacturer present in the
galaxy and known to the faction makes one, any manufacturer is used and
the database gap is logged, so a galaxy without AU still gets stations.
Manufacturer preference is allegiance / (1 + hops to headquarters); the
distance term previously never applied due to operator precedence, and
would have divided by zero in the headquarters zone.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CultCache discovers DatabaseEntry types by scanning every loaded
assembly. Outside Unity, plugin assemblies that reference UnityEngine
throw ReflectionTypeLoadException and took the whole scan down; keep the
types that do load. Also fix GetAllGenericChildClasses reading and
writing the ChildClasses cache instead of its own.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Git keeps the history. SimpleCommodityData records its retired
MessagePack keys so they are not reused against old data.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Delete Economy.Server/Economy.Shared, LiteNetLib, network message types,
the texture-based Gravity duplicate, unreferenced scripts and agent
states, and unused plugins (MSAGL, NaughtyAttributes, AsyncAwaitUtil,
Allegorithmic, Localization samples, MrtTest, ThinkGear, QuickGraph),
plus vendored sample scenes, root zips/logs, and the stray Obsidian
folder. MainMenu logs faulted galaxy-generation tasks directly instead of
AsyncAwaitUtil's WrapErrors. Stop tracking UserSettings and the Wwise
.backup folder; ignore generated .sln/.csproj by pattern.
Game-system test scenes are kept. Playdead stays: VolumeCloudRenderer
derives from its EffectBase.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Remove the vendored RethinkDb driver and its Linq provider, the Rethink
backing store, the already-stubbed RethinkConnection, the Rethink test
window, and the Rethink-only Remotion.Linq and Logging.Abstractions DLLs.
The database editor now works only on GameData/AetherDB.msgpack, with a
Save button replacing the dead Connect UI and broken JSON export.
RethinkTable becomes DatabaseCategory, which only groups editor entries.
Economy.Server still references Rethink; it was already unbuildable and
is handled separately.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>