Commit graph Aetheria/Assets/Scripts
Author SHA1 Message Date
Nibu
eea98d4414 HardpointAt prefers the hardpoint matching the item's Rotation
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 09:33:23 +00:00
Nibu
b66d4f89ab Bind decides every GLB-structure fact of a mod ship once
ReadNodeIds' HasMesh is now BuildsMesh: no skin, mesh index inside meshes,
at least one primitive, POSITION and triangle mode on each. Assemble's
shield-radii throw is deleted (Bind's PositiveScale is the judge). The FBX
thruster emitter takes Hide, with a smoke Require. Unity-only edits are
not compiled in this Body.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 06:08:44 +00:00
Nibu
b5cfa3cbea Mining 6 fix: pickup reports the whole stack (read Quantity before TryStore); pin sell-ore Origin and Collected hold fill
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 05:58:28 +00:00
Nibu
c131045e7d Mining 6 C5: Event Log shows each take (CargoGained), Sell Ore foldout entry; dormant log activated, placeholder text removed
Option event-log of question mining-6-feedback-surface (recommended; no ruling).
Unity files are not compiled here.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 05:32:18 +00:00
Nibu
d09850cfce Mining 6 C4: StationServices.OreValue and TrySellOre sell mined stacks through TrySell
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 05:14:48 +00:00
Nibu
149c513269 Mining 6 C1-C3: Zone.CargoGained, published by Extract and TryPickUp; HaulFeed words and hold fill
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 05:14:48 +00:00
Nibu
d3572c0190 Save roots: every crafted item roots at Lot 0 too; pin zero-draw mint guard and both root sides
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 03:55:32 +00:00
Nibu
df67c875e3 FireControl.Extract stamps every mined stack with the Extracted lot of its zone, belt and ore
Extracted gains Body at key 2. ItemManager.ExtractedLot finds or mints the lot; its
(zone, belt, ore) index is derived from the ledger at construction and never saved.
SavedGame roots skip null items and Lot 0.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 03:03:25 +00:00
Nibu
00a036427d Lot moves to ItemInstance at key 11; stacks merge, split, restore and root by lot
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 03:00:44 +00:00
Nibu
5a3324d612 Station market absorbs a sold commodity; DemoLoop mine, sell, repair, buy test
TrySell: a simple commodity always sells (aetheria-release:ruling:station-market-absorbs-sold-commodity). The station bays take as much of the stack as fits, the market absorbs the rest, full price paid. Crafted items still need a bay.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 02:06:45 +00:00
Nibu
8a31099d99 Mining 5a: a worn rock pays the shooter in ore at the wear site from the shot's dice; overflow floats
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 23:05:37 +00:00
Nibu
f5eeb2e214 Zone.Wear returns the damage the rock absorbed; a break is ChunkExists
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 23:05:37 +00:00
2b3278ba3d Mining cut 4: rocks take blasts and shots through the one fire path (#18) 2026-11-12 22:42:48 +00:00
Nibu
50ab1cd7f4 Credits: credit uiextensions' BezierPath (Tulleken); review the credit-only lines in StableFluids, Triplanar and uiextensions
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 16:33:18 +00:00
Nibu
63403c8441 Credits: ship the Ubuntu Font Licence 1.0 and SIL OFL 1.1 texts beside the fonts
UFL-1.0.txt is the upstream Ubuntu Font Licence 1.0 text (google/fonts ufl/ubuntu/UFL.txt).
Montserrat-OFL-1.1.txt is the OFL 1.1 body, byte-for-byte the text already shipped with
Liberation Sans, headed by the copyright the Montserrat font embeds (Copyright(c) 2014 by
Julieta Ulanovsky) rather than the project's later authors line. The Ubuntu and
Montserrat credits now name these files as their LicenceFile; the test checks each
carries its licence, sits beside its fonts, and (OFL) the embedded holder.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 16:20:52 +00:00
Nibu
43be42fb52 Credits: credit the works whose notice is only a source header; test scans headers
Commit 16cb82d09 said every third-party work whose own text states holder and licence
was credited. That was false: header-only notices were missed. Now credited, holder
and licence taken from each file's own text: Academy of Motion Picture Arts and
Sciences (ACES.hlsl, 2015), Unity Technologies 2016 MIT (the built-in shader sources
Particle Standard Unlit, StretchedSkybox, MaskedWorldSpaceUI, MaskedWorldSpaceAdditiveUI
and the three AdditiveUI shaders), Supyrb 2017 (AdditiveUI shaders; the header states
no licence for that portion), and Stefan Gustavson 2011 MIT (Celestial Body
SimplexNoise2.cginc).

The discovery test now also scans every Copyright line in .shader/.hlsl/.cginc/.cs/.compute
under Assets; its holder must appear in a credit notice or in ReviewedHeaders with the
reason. Microsoft Open Technologies (UniRx headers, no licence stated, points at a
License.txt that is not in the repo) is the one reviewed entry. The Unity headers point
at a license.txt that is likewise not in the repo.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 16:16:25 +00:00
Nibu
1537bc2c52 Credits: credit the Ubuntu and Montserrat fonts from their embedded notices; review unreferenced fonts; stop skipping obj/bin/Library under Assets
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 14:37:48 +00:00
Nibu
390b4c7a45 Credits screen: one row per notice line, refuse a missing attribution file, follow the New Game focus handling
ShowCredits renders the selected credit as property rows instead of one multi-line label, refuses with a dialog when
the attribution TextAsset is missing or malformed, takes list rows out of automatic navigation, steps with Up/Down on
the focused Back button and leaves on Cancel. ScenarioPicker's focus hold moves to FocusHold so both screens share it.
The menu wiring test now strips comments before matching.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 12:48:52 +00:00
Nibu
16cb82d096 Credits: credit every third-party work whose own text states holder and licence; test discovers all licence-like files
Adds Liberation Sans (OFL), UniRx, KDTree, webgl-noise simplex noise and ambientCG to the list. CreditsTests now
matches LICEN[CS]E, COPYING, NOTICE, README, SOURCES, OFL files under Assets and requires each to be credited or
listed as reviewed-not-credited with a reason; credit notices are checked against what their files state. The
attribution heading is checked rather than skipped, the test states independent expectations, and the split Hurricane
line is joined.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 12:43:50 +00:00
Nibu
b367f80e6d Credits screen: one attribution list in Shared, reachable from the main menu
Twemoji, Playdead and the Noun Project icon credits, held against the licence files under Assets by CreditsTests.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-12 09:47:53 +00:00
Nibu
ff54fe7b46 Pin CultLib abd1a92e: element ids on every list element type, tests follow the new wire and write rules
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 13:10:31 +00:00
Nibu
b1dae6218e Entity.ItemFits: an equipped item is judged without its own cells, so a gun moves within its hardpoint
The public ItemFits(item, coord) the inventory drag asks counted the dragged equipped
item's own cells as occupied, so a nudge overlapping its current cells was refused.
The private rule now takes the item being moved as an excluded occupant. TryEquip
and TryFindSpace pass none and stay strict, so equipping an equipped item twice is
still refused; the UI keeps TryUnequip then TryEquip (cargo bay emptiness rule).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 12:43:37 +00:00
Nibu
f856021997 Ammunition run: say the real window (heat death ~260 s, not ten minutes) and drop a dead debug line
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 07:16:40 +00:00
Nibu
782aee4ae5 Merge nibu/opens-tests into nibu/opens-econ 2026-11-11 06:35:35 +00:00
Nibu
465ab50666 Arcs player gets a bay; Arcs and Pursuit crates sized from a measured run
The Arcs fighter had no hold, so its Autocannon and Cell Blasters went silent after one magazine: it now fits the one free 2x2 bay. The estimated crate counts are replaced by measured draws (ten minutes of play or death by heat) plus margin, authored for every ammunition-drawing shooter; ScenarioAmmunitionRunTests drives both scenarios and fails if any shooter is stocked below its measured draw.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 06:34:46 +00:00
Nibu
eee5f213bf Ammo label visibility is Weapon.ShowsAmmoReadout: the HUD's three AmmoType.IsSet() decisions move into Shared and are tested
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 05:59:30 +00:00
Nibu
663d054b02 Merge nibu/ammo-tail into nibu/suite-honest 2026-11-11 05:15:55 +00:00
Nibu
85f1a933d4 GetAllChildClasses: the type memo is concurrent
A plain Dictionary written by parallel catalog loads corrupted itself ("Operations that change non-concurrent collections must have exclusive
access") and failed unrelated tests at random, through ValidateStatModifiers.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 05:07:47 +00:00
Nibu
0e9b10c3ae Crossing: the crosser is launched at the speed it should cross at, since a hull no longer decays below top speed
845f6c3aa (aetheria-gravity:ruling:no-drag-below-top-speed) removed hull drag below a hull's top speed. The crosser was staged at the Djinni's 50 m/s cap on the premise that drag slowed it to ~25 m/s at the bow line; it now holds 50 m/s and crosses at 2.57 s, 50 m/s relative, 1.1 rad/s, outside the tuned encounter (3.6 s, 25 m/s, 0.56 rad/s) that the Brief, the pass window and CrossingHoldsAcrossTheStartWindow all describe. CrossingConditions and CrossingHoldsAcrossTheStartWindow failed on that stale tuning, not on a defect.

The encounter is restaged to reproduce its tuning under the ruled physics: launched at 25 m/s from 90 m out (probed over speed x start; constant-speed passes are dx / v seconds, 45 m ahead). The pass lands at 3.63 s, 44.7 m, 24.9 m/s relative, 0.56 rad/s. The test's launch-speed assertions now pin the scenario's 25 m/s instead of "most of the cap"; the time, distance, relative-speed and angular-rate windows are unchanged. If drag below top speed returns, the crosser decays and the pass leaves the window.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 05:03:57 +00:00
Nibu
bd3563dee3 Scenarios: the Arcs turret and the Pursuit player carry the crates their guns reload from
Arcs' hostile turret fits two 100-round Light Machine Guns and had no hold, so it fell silent after one magazine; it now fits a bay and carries 30
crates of Ammo (about 8 minutes of both guns firing without pause). Pursuit's authored cargo had no Mines, capping the player at one magazine of six;
it now carries 10 crates (sixty-six mines). ScenarioStage.Cargo admits a commodity name as one unit, so authored cargo can state crates.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 04:44:31 +00:00
Nibu
908712b2ee HUD: a weapon says what its ammunition label shows; a beam reads its reserve alone
ConstantWeapon names an AmmoType but has no magazine (a crate per AmmoInterval straight from the cargo), so the label printed its unfilled
magazine ("1/N"). Weapon.AmmoReadout owns the label's text, HasMagazine says whether there is a magazine to show, and SchematicDisplay reads it.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 04:36:56 +00:00
Nibu
ded74e8b10 Scenario fits are stocked unless the scenario authors their cargo
Materialize takes stockAmmunition (default true: boss, console ship). ScenarioStage
passes false and stocks at the end of staging only the fitted entities whose cargo
the scenario did not author with Cargo, so a scenario that names what a hold
carries gets exactly that. A packed (saved) fit is never stocked.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 03:40:33 +00:00
Nibu
c21fad28f5 Ammunition stock has one owner; a named AmmoType makes a one-round magazine
Loadouts.StockAmmunition is the single owner of crate stocking. The generator
calls it for generated ships and turrets, and Loadouts.Materialize calls it at the
end, which covers every Loadout-built entity: scenario stage.Fit/Preset, the boss
in ZoneGenerator, and the console-built ship. Paths left alone: Unpack of a pack
or save (an entity's cargo is its own and a saved game's cargo is never touched on
load), scenario stage.Cargo (adds on top of the stock), the LoadoutCommit
validation build (discarded). The new-run player ship is stage.Generated and so
already stocked by the generator. A hull with no bay gets no crates and a log line.

InstantWeapon: a weapon that names an AmmoType is magazine-fed with an effective
magazine of max(1, MagazineSize): every round leaves the magazine and the reload
takes a crate. A weapon with no AmmoType and a magazine of 0 or 1 stays free.
HUD shows rounds/reserve for every AmmoType weapon. ConstantWeapon keeps its own
per-interval crate draw.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 03:36:58 +00:00
Nibu
35fa50f256 Generated turrets are stocked with the crates their weapons reload from
GenerateTurretLoadout calls the same StockAmmunition as ships; an ammo-fed turret otherwise went quiet after one magazine.
Test: generated turrets hold exactly the crates for each ammunition type they draw.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 03:12:36 +00:00
Nibu
386f29bf0d Generated ships carry the crates their weapons reload from; Missiles gets a cargo shape; comment and lore fixes
LoadoutGenerator.GenerateShipLoadout, the one owner of NPC and generated-scenario fitting, now stocks AmmunitionCrates (3) of every
distinct AmmoType the ship's weapons draw, after the consumable roll and without touching the random stream; it logs and goes on if
no hold takes them. Missiles is authored with Ammo's 1x1 shape and a stack of 5 (a shapeless commodity cannot be stored at all).
Tests: generated ships hold exactly the crates they draw and none of an ammunition they do not; a magazine weapon with no AmmoType
still reloads free. weapon-ammo moves so RangeFalloff keeps its doc comment; the Munitions comment and lore now match the recipe
(warhead and motor, magazines 2 to 288).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 02:55:39 +00:00
Nibu
8f77000844 Launchers draw real rounds: Missiles commodity and recipe, a reload that pays its crate, a reserve readout
Rulings ballistics-real-ammo and ballistics-cycle-power, follow-up launcher-ammunition. The Munitions batch adds the Missiles
commodity (a high-explosive warhead and a rocket motor at the munitions works; guidance waits on the electronics chain) and sets
AmmoType=Missiles on the five launcher designs; reactor energy per shot stays as authored.

InstantWeapon: the reload used to refill the magazine on its timer and never reach the cargo branch in UseAmmo, so no ammunition-fed
weapon ever paid a round. The refill now takes one unit of AmmoType from cargo (TakeReloadRound) and, with none, the magazine stays
empty; UseAmmo only starts a reload when a unit is there. Weapon.Reserve exposes the cargo count and the HUD shows rounds/reserve for
magazine weapons.

Tests: shipped launchers all name Missiles and Missiles has a recipe; a fed weapon fires its magazine and no more without crates,
reloads once per crate; Reserve equals the cargo count and falls per reload. The commodity count pin goes 22 to 23.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 01:58:59 +00:00
Nibu
c6a3bee879 Continue refuses a run whose equipment no longer fits its hull's edited layout
A mod package edited in place keeps its hull key, so RequireDesigns passed while
saved gear could sit outside the new hardpoints or interior cells and be dropped
on load. RequireLayouts applies the equip rules (HardpointData.TakesAt, interior
cells for tools) to each saved entity and names the changed hulls.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-10 22:10:49 +00:00
Nibu
07cfa26d6c Merge master into moddable-ships-wiring
#3 landed the same --top-speed fix this branch already carried; both
conflicting files keep this branch's version (same behavior, stronger test).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-10 17:51:00 +00:00
9f8452818d Merge pull request 'Retire the Wwise catalog fields (SoundBank, AudioStats, faction music)' (#4) from nibu/remove-wwise-catalog-fields into master 2026-11-10 17:50:48 +00:00
Nibu
d97e2714cd Retire the Wwise catalog fields: SoundBank, AudioStats (AudioStat) and Faction music
Nothing reads or writes them (audio is native Unity plus AquaSynth). Keys 21, 22 and 13 to 15 stay
reserved as never-reuse comments, as with the earlier retirements. The shipped catalog still holds old
values; the reader skips unknown keys.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-10 05:50:28 +00:00
Nibu
65a6297aee Save standings by faction, not by list position
RunSave.Capture wrote Factions in HomeZones key order and Relationships in
galaxy.Factions order; Galaxy's save constructor paired them by index, so a
galaxy whose two orders differed resumed with standings on the wrong factions.
SavedGame.Standings (Key 16) now carries each standing with its faction ref.
A save without it still reads Relationships by index, the only record it holds.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-07 11:55:50 +00:00
Nibu
2b0fb3c22d fly <hull> reaches unoffered hulls through their Loadout; authoring doc no longer says console-only
A hull no maker offers is drawn by no generator, so fly now falls back to a catalog
Loadout of the named ship hull (Loadouts.Materialize with the game's chooser). The
authoring doc claimed a product-less package is console-only; it is unreachable
unless a Loadout fits it.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-06 00:15:56 +00:00
soul
36d9d94e81 fly: unbind the ship you leave, so its death is no longer yours
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 10:29:13 +01:00
soul
26daac398a Console command "fly <hull>": a fitted ship beside the current one, and you in it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 10:20:44 +01:00
soul
f3927e24db Pin a docked ship to its parent before the inactive return; no flight while docked
Docking deactivates the ship, and Entity.Update returned before the parent pin, so a docked ship
kept integrating its own velocity and gravity (Ship.Update) for as long as it sat in the bay, and
undocked wherever it had fallen to at whatever speed it had reached. Drag used to bleed that
off; with no drag below top speed it flung the ship into the void.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 10:18:20 +01:00
soul
7a3c0c8fb8 Aim at infinity along the view's pitch; delete the terrain intersection
The horizon fault was the level XZ projection, not the distance (operator, 2026-10-29). The untargeted look point is 10000 along the aim again, so the camera no longer jumps where the view ray crosses a terrain discontinuity; group aim points and crosshairs lift each planar firing bearing by the aim's pitch. Reverts the surface march of aba02182b and the field-height crosshair of a9bbea509.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:45:37 +01:00
soul
ffdba39ac2 ThrustScale scales a thruster's push only; turning keeps authored strength
The 10x nerf reached yaw through Torque * thrust and made turning painfully slow (operator, 2026-10-29). Column and Execute apply the scale to the push; Thrust and NominalThrust read the authored stat.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:39:18 +01:00
soul
845f6c3aad No drag below top speed: ships coast and orbits no longer decay; drag acts only on the excess over the hull's top speed
Carries out aetheria-gravity:ruling:no-drag-below-top-speed (2026-10-14), which the code never implemented (operator, 2026-10-29). The VelocityLimit clamp still caps speed; the soft cap is the ruling's remaining half.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:33:26 +01:00
soul
e0c1daa4ec Thrust is a tenth of authored, the ratio gravity fell by; ThrustScale and DragScale are global flight tuning in GameplaySettings
Most ships cannot climb straight out of a well and use orbits; an overspecced hull like the Longinus still can (operator direction, 2026-10-29). DragScale defaults to 1, unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:30:48 +01:00
soul
c6f7e0c8a4 Player turn input is banded by thruster: each band of equal yaw-to-translation ratio fills an equal share of the turn axis
The allocator already serves a turn by the best-ratio thrusters first; the axis was a fraction of total yaw, so a hull whose best-ratio pair holds little of it (the Longinus's front pair) saturated them in the first tenth of input and lurched on its drives. Ship.BandedTurn maps the player's axis so each band joins over an equal share of travel; full input is still full yaw. AI and the allocator are unchanged (operator request, 2026-10-29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:22:04 +01:00