Commit graph Aetheria/Assets/Scripts/Gameplay
Author SHA1 Message Date
Meta Vens
b70372963a Delete the minimap asteroids setting; minimap belts always draw
Ruling minimap-asteroids-setting-deleted. PlayerGraphicsSettings key 1 stays
retired so old saves load; OldPlayerSettingsLoad now writes the old 3-element
array by hand. MapPresenterSmoke asserts a belt draws with the map screen
closed. Not built or tested yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 04:36:13 +02:00
Meta Vens
8f20cd3664 Merge map-presenter (aetheria-release cut map-presenter r1; closing verdicts s1 and s2) 2026-10-17 01:17:41 +02:00
Meta Vens
39c7508e38 Merge boss-gate (aetheria-release cut boss-gate r2; closing verdict s3) 2026-10-17 01:17:38 +02:00
Meta Vens
4694366d98 Map presenter: ShowAsteroidsInMinimap stays (head's belt cost misses 0.1 ms); belt upload via SubUpdates; settings key restored
The setting gates belts on the minimap again, through MapPresenter.BeltsOnMinimap; the map screen always draws them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 23:54:45 +02:00
Meta Vens
281745394b Map presenter: one owner places every map icon in 2D, belts become one instanced draw (not yet compiled)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 23:26:26 +02:00
Meta Vens
b76e212d60 RemovePackage: containment under Mods and RemovedMods, name round-trip, no links; Remove dialog keeps other buttons
Refuses names the filesystem rewrites (dot names, trailing dot or space, device names, stream colon), anything that does not
resolve to a strict child of the mods folder under the same name, and link packages. A fault with no known package names
(all mods), so no Remove button. A removal drops only its own button and the dialog returns to the rest.
Unity compile not yet run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 22:49:44 +02:00
Meta Vens
65a6ce8705 MainMenu: a surfaced broken mod gets a Remove button that moves it aside
RefuseMods names every faulted or excluded package with one Remove button per
package, all through ShipModCatalog.RemovePackage; the catalog stays as this
boot opened it and the dialog says to restart. ModsPath becomes public.
Unity-only code; not built until the Starfire smoke at the end of the cut.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 21:48:57 +02:00
Meta Vens
249beaa03f Preload faults Loading with ImportFault instead of skipping a composed hull it cannot build
The skip-and-log is deleted. A composed hull that fails to import is a fault
naming its package, not a silent drop. Unity-only code; not built until the
Starfire smoke at the end of the cut.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 21:47:54 +02:00
Meta Vens
dca660e448 Boss gate: TryWin is the one way to win; equal-gap tie-break and two exit pins tested
Win() becomes TryWin(), which checks RunGoal.ExitOpen itself; the call site no longer reads it.
Pins: first-of-equal-gaps, exit-zone-only, no ship hull on offer. Not yet built or run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 21:18:52 +02:00
Meta Vens
be7f2b0787 Layers: one owner puts orbitals above the ship plane and floaters below; per-hull GridOffset is deleted
GameplaySettings carries ShipLayerHeight 3, OrbitalLayerHeight 15, FloaterLayerHeight 0 (authored in Settings.asset).
Entity.LayerHeight (Ship, OrbitalEntity) is the one offset RideHeight adds; DrawAhead.FloaterHeight is the floater
height ItemPickup and MineInstance draw at. HullData.GridOffset (Key 26) and the pickup/mine/prefab GridOffset fields
are gone with every reader. Fixtures (DrawnPose, FireControl*, ImpactFeedback) take heights from the layer owner;
LayerTests pin each kind's layer. FloatingItemsDrawnSmoke follows. ItemPickup/MineInstance.Bind take the settings from
ZoneRenderer. Builds as one commit with its tests; not compile-verified until the cut's head run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 02:35:07 +02:00
Meta Vens
e5eb87050e Drawn pose: ship indicators and map centre read DrawAhead; Round takes one time; RailAt logs a missing parent
- ActionGameManager: the visible hostile/friendly indicators and MenuMap.Position read DrawAhead.Position at Clock.Lead.
- DrawAhead.Round drops its lead parameter: the target's lead is the drawn time less its zone's step time, derived inside,
  so a caller cannot pass two times that disagree. Projectile and BallisticFlightTests updated; the hit tests derive their
  lead from the drawn time; two assertions that only varied the now-absent lead are removed.
- Zone.RailAt logs "Requested orbit is not part of this zone!" for a missing parent again (DrawnPoseTests.AMissingParentOrbitIsLoggedAtADrawnTime).

Builds: not yet compiled at this commit (verified by the run that follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 00:50:29 +02:00
Meta Vens
2cb1e83353 Presenters read the drawn pose: HUD markers, wells, rounds, ping, shield hit, compass, loot view, guided aim
HUD target, lock, incoming-lock, bearing and sweep markers anchor on DrawAhead.Position / AtBearing at Clock.Lead.
GravityLowering's record fill is DrawAhead.Well (pure, pinned at non-zero lead). Rounds take DrawAhead.Time
instead of float Zone.Time + lead. Sensor ping, shield hit, compass icons, wormhole bearing, loot ViewOrigin and
the guided-projectile aim read the drawn pose. Not built in Unity yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 23:41:49 +02:00
Meta Vens
b57207045d Draw every moving body at the drawn time T = ExactTime + Lead
Planets, belts, wells, loot, mines, stations, the chunk reticle and the flow
clock are evaluated through DrawAhead (Time, Orbit, Height, Position) at one
drawn time; the rail law lives once in Zone.Offset; OrbitPositionAt, GetHeight,
ChunkPose, EvaluateBelt and RideHeight take a time. Fixes the planet jumping
against a co-moving ship at display rates above the step rate.

Not yet built or run (Unity presenter files are verified by compile only on
Starfire).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 21:26:36 +02:00
Meta Vens
f6c0d24dba One aim slot holds an item or a mount; the cycle covers every located mount
Entity.AimedAt (AimTarget: a revealed item or a believed mount) replaces
TargetItem. Two writers, TrySelectTargetItem (IsRevealed) and TrySelectMount
(in LayoutOf, not seen destroyed); ResolvedAim re-validates both on every read.
AimCycle is SchematicRows' enemy rows minus mounts in the observer's
seen-destroyed record, written only in Sense through PerceivesDestroyed.
SchematicRows drops its covering filter. IsLocated and AimsAtMount are deleted;
PendingShot.AimedMount and Silhouette's HardpointData mount replace the bool.
The cycle key calls Entity.CycleAim; the schematic marks read ResolvedAim.
Entity.ToString names an entity (follow-up entity-formats-safely).

The slot is AimedAt, not Aim: Entity.Aim is the pilot's pointing direction.
Not yet built or run; ActionGameManager and SchematicDisplay are uncompiled
without Unity.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 04:42:38 +02:00
Meta Vens
095efacd79 Layout-aim: an identified hull shows where its mounts are; a located mount can be aimed at
TrySelectTargetItem and ResolvedTargetItem gate on FireControl.IsLocated (an item seen to act, or one on a mount of the
believed hull's layout) instead of IsRevealed; Combat keeps IsRevealed. Entity.LayoutOf derives the layout from the
Contact profile; SchematicRows appends a mount row per unclaimed hardpoint. A mount aim centres on the mount's cells and
is frozen per shot (PendingShot.AimAtMount). The cycle runs over located items, the schematic renders mount rows and
marks through SchematicRow.Marks. Not yet built or tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:17:14 +02:00
Meta Vens
f8e7abf460 Merge eureka/aetheria-release-scanner-catalog
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-14 23:50:57 +02:00
Meta Vens
5dd1f6b71f Merge eureka/aetheria-gravity-gravity-subtract
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-14 23:11:47 +02:00
Meta Vens
b14d609cae Schematic lists revealed gear; scan progress indicators at both ends
Entity.RevealedGear and SchematicRows' enemy branch (revealed weapons then revealed gear); SchematicRow.Range is float? (null for a non-weapon claim); SchematicDisplay shows ShowGear rows for non-weapon claims and hides the range label when null; SchematicListElement.ShowGear. ActionGameManager: one progress-indicator list (lock weapons hostile-gated, scanners ungated) and the incoming indicator follows Track or Scan paints. Not Unity-compiled yet; Shared tests unaffected by the UI files.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 21:11:37 +02:00
Meta Vens
7d3fb29ed2 Gravity subtract: delete the zone bowl and the gas-giant and sun ripples
GetHeight sums body wells only. Removes RadialWaves, GasGiant wave fields,
GasGiantData keys 14-17, PlanetSettings Zone*/Wave* fields, the minimap
gravity range, the Boundary brush and Gravity Waves objects from the scene
and both prefabs. The five bowl fixtures become one WellFixture well at the
origin with unchanged expected numbers. Not yet built or tested: this commit
has not been through the Yggdrasil job.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:34:20 +02:00
Meta Vens
2ba41373bd Bearing markers read the observer's live stance; a ship out of the zone holds no warnings
The hostility stamp (Reveal.Hostile, Contact.Hostile) is deleted: the observer knows its own
stance live. The real fault was the IFF override being dropped when its subject departs while
the book still remembers it; the override now goes when the book drops the subject (ReleaseStance),
so RememberedHostiles reads IsHostileTo. A ship removed from the zone clears its paint inbox and
incoming warnings at the owner, so the Parent == null gate in ActionGameManager is deleted.
Tests pin both stance directions after the act, the departed override hostile, the exclusive
memory window at the equality, and the empty inbox. Unbuilt until the verify job; Unity side not compiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 17:53:58 +02:00
Meta Vens
2ea329e6f1 Remember a hostile's stance with its sighting; pin the lapse, claim and distance rules
RememberedHostiles read the stance the freshest reveal was made under (Reveal.Hostile, surfaced as Contact.Hostile) instead of IsHostileTo now, so a hostile held by the observer's override keeps its marker and the music after it dies or warps, until the bearing lapses. The departure test no longer re-sets the override. New tests: the Detected clause for an in-zone lapsed hostile, position independence for far hostiles on three sides, a within-category lie in ClaimedClasses, and the stale warning of a docked ship. The HUD no longer collects sweeps for a docked ship, and a sweep flash resets the pooled lock indicator's motion.

Untested here: the Unity-side changes (ActionGameManager) have no headless test and no compile has run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 16:12:44 +02:00
Meta Vens
7b12fbe417 Bearing markers for remembered hostile contacts, labelled with their claimed classes, and a sweep flash per ping
Entity.RememberedHostiles and ClaimedClasses derive from the book; music and the new markers share RememberedHostiles. Markers sit on the remembered bearing, never the subject's position; Search warnings are collected per tick into sweep flashes. Unity code is not compiled in this commit's verification (dotnet tests only).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:54:43 +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
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
16466b148a Merge cut contact-hud (Soul verdicts cut-contact-hud.s1, .s2) 2026-10-13 08:48:13 +02:00
Meta Vens
0bff723029 contact-hud: the shield ripple draws only where DrawsAt places the ship
Fixes finding shield-ripple-draws-on-untracked. ShieldManager already reaches
ActionGameManager (Clock), so DrawsAt stays the one owner. Unity code; compile
verified separately.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 08:00:28 +02:00
Meta Vens
4708a71a67 contact-hud: the HUD reads the player's own ContactOf and book; TargetedBy and the spotted blink go
Selection is nothing the selected ship can sense: TargetedBy, TargetedByCount, their subscriptions and the music
read of them are deleted. Indicator fills, the target panel, the compass, music and the enemy schematic rows now
read CurrentEntity's ContactOf / RevealsOf / RevealedSubjects (new, the book's keys); the schematic rows are built
by one builder from the book and rebuilt when the revealed set changes. Impact hull effect and projectile hit
effects at another ship's position draw only through ActionGameManager.DrawsAt (the player's own ship or a Tracked
contact). Builds untested in Unity at this commit; tests NothingReadsSelection and RevealedSubjectsListsTheBook.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 07:13:55 +02:00
Meta Vens
5aa989abbf Pickup is a capability: PickupData/Pickup run a timed grab through Zone's hold API and TryPickUp (group A, sim)
GrabEvent carries a FloatingBodyId; Zone gains TryHold/SetHeldProgress/Free and places a held item instead of
integrating it; Entity.TractorPower is derived from Pickup.Power and TractorCommand is the pilot's input
(ActionGameManager writes it undamped, the Time.deltaTime ramp is deleted). Binder and FieldTester change the
delegate type only. PickupTests and a save round-trip pin for the player's zone index.

Group A builds; no beam is on any generated ship until group B.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 05:00:22 +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
a19e3ba647 Merge cut missile-stats (Soul verdict cut-missile-stats.s2) 2026-10-12 20:54:30 +02:00
Meta Vens
7392bc8fe1 Ship contact is a simulation rule: Zone steps Contacts, Unity physics writes no Entity
Contacts.Step exchanges normal velocity between touching hull discs (PostCollisionVelocity moved verbatim
from ShieldManager) and publishes Zone.Contacted; ShieldManager presents it; HullCollider.OnCollisionEnter
and ShieldManager's ship-on-ship branch are deleted. Not yet built or tested (verification follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 05:46:32 +02:00
Meta Vens
0985989744 Retire the launcher flight fields; the presenter reads the munition parts; the migrate command goes
Thrust, DodgeFrequency and MissileVelocity are gone from LauncherData (keys 29-31) and GuidedWeaponData (keys 24-26), keys
reserved. GuidedProjectileManager flies the round from MunitionParts.Of: Acceleration, MaxSpeed and EvasionFrequency,
evaluated through the item. munition-parts-migrate is deleted with the fields it read.

The shipped catalog still carries the dead keys in this commit; the next commit re-saves it. The Unity assembly was not compiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:02:32 +02:00
Meta Vens
c212ec0232 Reveal book: no scratch holds a departed entity, a destroyed lit gun is refused at the gate, one IsDestroyed rule, departure and allocation pins
Not verified yet at this commit (build and tests run next).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 02:20:46 +02:00
Meta Vens
c47ced9cfd Paints carry search or track; a ping sweep warns every ship it crosses in its beam; allies hear the return silently
LockWarning becomes PaintWarning with a PaintMode (Search for a ping sweep, Track for a lock);
Entity.IncomingLocks becomes IncomingPaints. Sensor replaces the _pingedEntities set with a stateless
crossing rule over the previous and current wavefront radius, limited to a new BeamWidth stat (key 12,
absent reads 360), and credits allied pings from the receiving sensor's own sensitivity and distance.
The HUD lock indicator follows Track paints only. Folds in the radiator sampling-instant pin.

Unverified at this commit (first build still to run).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:05:16 +02:00
Meta Vens
1c5c602054 Lock warning fix 1: publish paints in a zone phase, one lock-indicator curve, strength and progress-term pins
- Zone.Update publishes every entity's paints before any entity updates (Entity.PublishPaints), so a broken lock clears on the same tick whatever the entity order.
- ActionGameManager.ApplyLockProgress is the one lock-indicator curve, called by the outgoing and the incoming indicator.
- LockWarningTests drive the real LockWeapon through Zone.Update; pins on strength across 0.15..1.0, the direction and sensor progress terms, and both entity orders.

Not yet run: this commit's tests have not been built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:29:27 +02:00
Meta Vens
e5cfc0d676 Lock warning: a painted ship owns a typed incoming-lock warning carrying the lock's strength
LockWeapon.Execute paints its target with its own Lock (the one value the outgoing indicator also reads);
Entity publishes the one-tick inbox as IncomingLocks; the HUD shows one incoming indicator on the strongest
warning with the outgoing indicator's curves. Unity HUD code not compiled here; tests not yet run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:25:22 +02:00
Meta Vens
2dcb7b2078 Ballistic flight r3: DrawAhead draws a round from the sim's facts, a hit ends at its impact cell; FireControl draws nothing
FireControl.RoundEnd and RoundAt leave FireControl (RoundEnd to DrawAhead verbatim, RoundAt as DrawAhead's private Line);
DrawAhead.Round takes the published outcome, steers a hit or burst from its frozen line at the commit tick onto its
end (burst point, else the impact cell on the target's drawn pose), and RoundStop is deleted. Projectile caches the
last published ShotOutcome and calls DrawAhead only. BallisticFlightTests move to the new signatures; the frozen-line
moving-target test is replaced by impact-cell, steer and no-drawing-function tests. Unverified: not yet built or run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 23:27:22 +02:00
Meta Vens
ba2b4a7377 Projectile draws through DrawAhead and computes no position, time or range
Deletes At, the end formula (Unity restating the range) and Resolve's own stop
arithmetic. Launch binds ShotCommitted (refresh the record, learn the outcome)
and ShotResolved; Draw is DrawAhead.Round plus RoundOver; a hit or burst stops at
DrawAhead.RoundStop. Projectile names no flight quantity.

Builds headless (Projectile is not in the test project); the Unity compile is
run separately at the final head.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:35:46 +02:00
Meta Vens
2b03d90812 RoundAt clamps at the weapon's frozen Range (PendingShot.MaxRange), not FireRange
FireRange is the distance to the engaged target and 0 for a round with none, so a no-lock burst round and a
round that misses never flew. MaxRange = weapon.Range is frozen at Fire beside Speed. Unity compile not yet run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:35:37 +02:00
Meta Vens
aa9288d9de Projectile is drawn on FireControl.RoundAt and integrates nothing
Deletes the Time.deltaTime gravity/drag/position integration and the range-distance kill from Projectile and the
UnityEngine.Random jitter, barrel direction and inherited velocity from ProjectileManager. A round holds a copy of
its PendingShot and draws at RoundAt(Zone.Time + Clock.Lead) with a barrel offset decaying over BlendTime; ShotResolved
ends a hit or burst at the outcome's BurstPoint, a miss flies to the FireRange clamp. Unity compile not yet run at
this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:19:23 +02:00
Meta Vens
f28d4b4b12 Merge eureka/aetheria-release-sim-speed: one SimClock steps the zone, presenters draw ahead by Lead
AetherDrive.cs: master deleted the behaviour (2cfdc728); the branch only added a
TurnRate line to it. Deletion kept. Thruster remains the one rotation actuator
and feeds Entity.TurnRate. No sim stepping outside the clock on master
(mines presenter, Pirates AI, lot-product all step through Zone.Update).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-09 02:29:37 +02:00
Meta Vens
257a8a4795 Sim speed fix: scripted poses are not drawn ahead; a step cannot reset its clock; DrawAhead.Time deleted
DrawAhead leaves a ship in a wormhole animation where the step put it. The clock is
one static instance; a zone entered inside a step ends that frame's stepping and the
clock resets between frames (SimClock.Reset throws inside Advance). DrawAhead.Time had
no consumer.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 23:39:30 +02:00
Meta Vens
284231f4c1 Merge origin/master (2403a5f3, gear-without-presence) into eureka/aetheria-release-retire-longinusx
Lands retire-longinusx on master after gear-without-presence. The catalog
is regenerated from master's catalog with retire-longinusx apply (next commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

# Conflicts:
#	GameData/Aetheria.cc
2026-10-08 18:59:38 +02:00
Meta Vens
c4bd6e153e Sim speed: one SimClock steps the zone; presenters draw ahead by Lead
SimClock (engine-free) turns real frame seconds into whole fixed steps; ActionGameManager.Update feeds it outside the pause gate and Zone.Update(Time.deltaTime) is gone, with IntroCutscene (dead, Unity-driven pose writes). Entity.TurnRate is the sum of the rotation actuators' applied turn per sim second, zeroed each Update; DrawAhead reads it so EntityInstance and ShipInstance draw the latest sim state ahead by Lead. Unverified at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 18:26:02 +02:00
Meta Vens
594d347704 Merge origin/master (8a98aef5 sim-mines presenter) into eureka/aetheria-release-controls-mount-aim 2026-10-08 18:00:34 +02:00
Meta Vens
8a98aef5c1 Merge origin/master (ace81719 product-titles) into eureka/aetheria-release-sim-mines 2026-10-08 17:02:10 +02:00
Meta Vens
96e96319c8 Merge origin/master (bd46f942 boss-gate, 1476cfd0 map docs) into eureka/aetheria-release-sim-mines 2026-10-08 16:31:36 +02:00