Eyes pass for the operator's lock and visibility rethink: how Aetheria
represents visibility today, LOBL/LOAL and loitering munitions, warning
receivers, provocation, graded contacts in games, and the novella passages.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Serves follow-ups vectored-thruster-rows and gimballed-thrusters: virtual
actuators, nonlinear and cascaded allocation, rate and gimbal limits as
per-tick bounds, the zero-thrust singularity, games, shared-angle rows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Eyes pass before the hull shader fork: DECALmachine 2.17 export paths,
forward-renderer decal practice, parallax for panel lines, layered wear
on the built-in pipeline, and this project's rendering constraints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>