FindRoot keys on GameData/Aetheria.cc. ShipAuthoringStore.RequireShipId is the one ID rule
(Validate and create), refusing Windows device names and a trailing dot, naming no value.
The add-on's one preference is Game folder; _aetheria_repo, the repo preference and the
dotnet-run invocation are deleted. Smokes take SMOKE_GAME_FOLDER. Not yet built or tested
at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Deletes the articulation anchor role. Adds ShipJoint (key 5 Joints), ShipAnchor.Joint (key 5),
the judge's joint-shape, mount-on-joint and yaw-reach checks over RigChains, Bind's GLB checks
(ReadNodeIds returns the nearest tagged ancestor), and ShipModPlan.Rigs. Presentation only:
arc stays HardpointData.FiringArc and traverse WeaponData.Tracking (ruling mount-arc-gun-traverse).
Not yet built or run when committed; the verification commit follows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ShipAuthoringStore.HullLike copies a reference hull through its MessagePack round trip and resets Name, Shape,
Hardpoints, Prefab, Schematic and Visual. 'create ... --like <name>' opens the shipped catalog read-only and refuses an
unknown or non-ship hull. 'validate' runs ReadPackage when ModelAsset names an existing file and says which it judged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ShipAuthoringStore.Validate now alone decides which hardpoints carry anchors
and which role each plays. A thruster, radiator, energy, ballistic or launcher
hardpoint needs an anchor of its mount id with role thruster-emitter,
radiator-mesh or the new weapon-mount; every other hardpoint is internal and
no anchor may take its id. A mount-role anchor must be a hardpoint's mount, a
muzzle must hang off a weapon mount, and each weapon needs a muzzle; these
checks move out of ShipModPlan.Build, which now only maps a validated pair to
slots and throws nothing itself. 'articulation' stays in the vocabulary for
pivots and is never a mount.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Validate: a hardpoint's anchor role is fixed by its type (thruster-emitter, radiator-mesh, else articulation); ShipModPlan's
duplicate role check is deleted.
- Loadouts.Commit refuses a preset naming a mod design (mod-hull:/mod-ship:), so the shipped catalog never references a mod.
- Compose quarantines each package: a bad package is excluded and named, a collision excludes every package involved; the
game boots on the rest (or the shipped catalog) and the main menu lists the exclusions.
- RequireDesigns refuses a save with a null item or lot instead of throwing NullReferenceException.
- Tests: per structural role, muzzle id ties, every slot/zone/lot in RequireDesigns, listing order, exclusion cases.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Load reads the raw ship authoring payload and refuses a non-nil retired key 1 (the
pre-S1 embedded hull) naming the old shape, so a stale hull is no longer silently
ignored; ship_cc.py refuses the same file on read and therefore on every save.
A hull naming both a Unity prefab and a visual is refused by one predicate
(ShipAuthoringStore.RequireOneBody), called by Validate and by Compose over every hull
in the derived catalog, shipped ones included; a whitespace-only Prefab is unset. This
replaces the mod-ship-only "cannot name a Unity prefab" check.
The validator also refuses non-finite or negative hardpoint Armor and FiringArc, an
undefined HardpointType or ItemRotation, and an anchor Role outside the eight the
schema documents.
Load wraps MessagePack decode failures with the file path. Python replace_layout
refuses non-boolean layout and hardpoint-footprint cells.
Tests: exact Visual key comparison, HullData.Visual at key 32, a save refreshing
stored_at, plus one case per new refusal. HullData.Visual is now [Inspectable] like
Prefab (Unity editor only; not compiled here).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A mod ship file now holds a HullData at mod-hull:<id> and the ShipAuthoring
visual package at mod-ship:<id>. HullData.Visual (key 32) is the typed ref
between them; ShipAuthoring.Hull (key 1) is retired.
- One joint validator over (hull, visual) is the only semantic check; Load
owns the file structure (one hull, one visual, deterministic keys).
- Compose copies the mod store's records verbatim, so the derived catalog
holds one hull per mod ship.
- ship_cc.py edits the hull record's slots directly; the body[HULL_SLOT]
indirection is gone.
- The package fixture is generated from ShipAuthoringTests.Fixture() (glTF
scene included) and exported when AETHERIA_SHIP_FIXTURE_DIR is set.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A pass of 137 hand-written mutations over ShipAuthoring.cs, ShipModCatalog.cs
and ship_cc.py, run against the tests from the last three commits, left six
surviving or unrunnable. Each is resolved:
- Validator: the hull Width/Height < 1 guards and the opacity IsInfinity
guard could not change any outcome (an empty grid has no occupied cell;
+Infinity exceeds 1 and -Infinity is below 0). Deleted.
- Two accepted shapes had no test: a hardpoint footprint with empty cells
beside occupied ones, and an empty ParentId meaning no parent. Added.
- The GLB header length was pinned only from above. Added the shorter case.
- Compose's working-directory cleanup was invisible because the assertion
listed files, not directory entries. It now lists both.
- ReadPackage runs the catalog's item validation on the hull (the derived
catalog must reopen); that call now has a test.
- Python: a single non-ship record, a non-array payload long enough to fill
every slot, and a hardpoint-only change to the layout revision each had a
surviving mutation. Tests added.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>