The hardcoded credits initializer and its stale scene serialization go. Buy charges the hull price it checked. Sell is a
mode of the trade list over the selected bay; Repair is a foldout option for the docked ship.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RunSave.Capture takes the credits; a scenario may set the starting amount, defaulting to the gameplay settings'.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Settings gain SellFraction, RepairFraction and StartingCredits. A sale pays the price scaled by condition and moves the
item into a station bay or refuses with everything unchanged; a repair restores every durability and charges the wear,
or refuses when short.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Rewrites the release target for the demo cut (one gate, one region, one boss, a fixed cast of Pirates, Zhestokost, Lucent and AU, called a demo). Adds the map's Demo scope section with body facts D1-D6 and the scope table, and sweeps four stale docs the design review listed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Records the targeting index and Entity's press queries as built: their owners, inputs, outputs, forbidden writers, verification layer, and live seams. Marks L3 and L5 as historical.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mining Cuts 1-3, the general targeting index (ships and belts), and next/previous/reticle as index queries on Entity, with master merged in and the catalog's field kinds rebuilt. Soul held mining-index-pins, mining-target-queries (two passes) and mining-merge; the Unity compile and both ships smokes pass. Mining yield (Cuts 4, 5, 7) is not in this merge.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GameData/Aetheria.cc 70a7b0a9 -> 78fe2afe (12703072 bytes): one FieldKindData
record, Asteroid, cross-section 5, weight 1. Run on Yggdrasil from the merge
commit's tree, output pulled back byte-identical. Fixes
TheShippedCatalogHasAPickableFieldKind and makes master's strict Exact weapon
assertion hold on the rewritten catalog.
Builds: both commits build; the previous commit fails one test by design, this one passes 837/837.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mining owns belts, chunks and target picking; scenarios owns admission and run
staging; master owns ships and fire control (rule scenarios-cut.md S4).
- AetheriaStores.CatalogTypes: nine-type union, master's list plus FieldKindData, no Scenario.
- tools/AetherDb/Program.cs: both cases (ship-authoring, field-kinds), one usage string.
- Zone.cs: master's MineAsteroid dropped (mining deleted its inputs); scenarios' SettleBelts and its three calls deleted.
- RunStartTests: the two belt-task tests deleted (they read belt.Transforms and MineAsteroid).
- FireControlCut124Tests: master's strict Exact assertions; mining's CompatibleDrift allowance and its comment dropped.
- GameData/Aetheria.cc: master's pointer 70a7b0a9. This commit lacks the Asteroid field kind in the catalog, so
TheShippedCatalogHasAPickableFieldKind fails here by design; the next commit rebuilds it.
Builds: this commit builds (verified at the end with commit 2); the catalog pin test fails at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A second density-equal belt size and reach, held-target presses and the reticle at three headings,
each ceiling within about 10% of the measured count; the shared ceiling drops from 1500 to 700.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pins two Stryker survivors: Entity.Order's field comparison and DistanceKey.Bound's forward bound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The four handlers in ActionGameManager call Entity.TargetUnderReticle, TargetNext,
TargetPrevious and TargetNearestEnemy. TargetCandidates, which built, sorted and
searched every visible ship and rock per press, is gone. Previous with no target
takes the farthest.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tutorial Galaxy and Main Galaxy are scenarios; six test arenas show in editor and
development builds. RunStart owns new-run staging; Zone.Admit stays the one admission.
Galaxy zone linking moves to a double-precision Delaunay (the vendored float hull
dropped zones; ~2% of galaxies threw). A fixed seed fixes every fit; a failed start
keeps the saved run and says why. Soul s1 and s2 held (cut-scenarios-menu.h1, h2).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Launch cleared the run store before generating, and a generation or staging failure only reached the log: the
Generating Galaxy dialog stayed up, StartGame threw, and the saved run was already gone.
RunSave.Replace runs a start with the saved run still stored: when it returns a staged run the saved run's records go,
and when it returns null or throws, only the records it wrote (the arena's orbits and bodies) go. StartGame's
new-run branch is StartScenario, chosen by PendingScenario rather than by the absence of a SavedGame; it mints into an
empty ledger, and a failed start clears CurrentGalaxy (so quitting saves nothing) and refuses on the main menu with
every failure. Launch no longer clears; a galaxy that throws is refused on the title menu. The menu offers Continue
whenever no run is live, which replaces MainMenu.InGame (cut, with its prefab value and scene override), so a
failed start can resume the saved run in place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ScenarioStage.Generated picked from ItemManager.Random, which is clock-seeded per process and advances in play, so a
relaunch of Djinni Shakedown or Long Haul in one session gave the player a different fit; every branded lot's
workmanship and role fills came from the same clock stream, so arena gear and explicit fits varied in quality too.
Galaxy now keeps the seed it was generated at, and RunStart.GenerateArena and Stage each reseed the item manager's
random from it, one stream per step, so what runs between them cannot shift either.
SeedRules relaunches every fixed-seed scenario around a clock-free Main Galaxy launch and a scrambled item random,
and compares the galaxy (links, factions, homes, exit too), the arena down to each item's maker and workmanship, and
the staged fits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The vendored MIConvexHull (NIH, ported from double to float) returned triangulations that left whole sets of
interior zones with no cell at all (prelude seed 103: 22 of 64 zones; main seed 4247651650: 182 of 196). Those
zones had no link, Distance lacked them, and the constructor threw KeyNotFoundException placing the antagonist
home (prelude) or the entrance (main). Galaxy was its only consumer; Delaunay.Edges (Bowyer-Watson, double) replaces
it, and the 3,896 vendored lines go.
The three RestoredHullsTests loops that skipped seeds whose galaxy threw now require every seed to build, and the
stale comment that Galaxy mutates Faction.InfluenceDistance goes with them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MarkovNameGenerator kept every name it ever gave in a static list, so each later galaxy in a session drew different
zone names at the same seed, and ZoneGenerator seeds a zone from its name: a fixed-seed scenario relaunched in one
session got a different arena. Galaxy now passes one used-name set to its factions' generators. The unused Reset goes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Scenario is an abstract C# class compiled with the game: Generate picks the galaxy through GalaxyStage (Main or
Prelude, at the scenario's seed, the background noise drawn from the same seed), Stage places the run's first
entities through ScenarioStage (Fit, Bare, Generated, Preset, Player, Place, Cargo), which collects named failures
and admits nothing. RunStart generates the galaxy, the arena under Ambient and admits everything through Zone.Admit,
all or nothing. The aetheria.scenario record, ScenarioShip, ScenarioEntity, RunStart.Check and the null-scenario
branch are cut.
New Game opens a submenu: Tutorial Galaxy and Main Galaxy, then (editor and development builds) Djinni Shakedown,
Starved Reactor, Arcs, Duel, Launcher Angles and Long Haul, each with its brief. MainMenu.Launch is the one way into a
new run; ActionGameManager.PendingScenario carries the scenario to StartGame once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IsTutorial duplicated Galaxy.IsPrelude; its readers read CurrentGalaxy.IsPrelude, and RunSave.Capture writes
SavedGame.IsTutorial from galaxy.IsPrelude with no isTutorial argument. TutorialPassed was never written and its only
reader was New Game's unreachable main-galaxy branch, which goes with it (S2 brings the main galaxy back as a
scenario). spawnturret's two identical generator branches collapse to one. Old player.cc files still load.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A prelude halved every faction's InfluenceDistance on the shared catalog object, so each later generation in the same
session, prelude or main, started from an already-halved value, and a continued prelude read the unhalved one. A
fixed-seed scenario relaunched in one session therefore could not reproduce its galaxy. Galaxy.InfluenceOf derives
the reach from IsPrelude; Galaxy and ZoneGenerator read it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Division of labour (Studio edits hull semantics, Blender owns space, strokes
and the body), Line Art strokes into Package's capture, the shared ship.cc with
a Studio disk guard as the bridge, mount gizmos and a read-only overlay, Thing
readiness facts and question ship-authoring-host, six cuts and their order
against the .cc move.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ruling ship-data-all-in-cc. One ShipModel record (nodes, per-attribute
mesh streams, submeshes, surfaces, images with format and levels) at
mod-model:<id> replaces ship.glb and the planned PNG sidecars. C# seeds
and judges it, Python packs it at Package, Unity builds Mesh and
Texture2D from it, and glTFast leaves. Body facts M26-M30, sizes, the
authority map, questions ship-model-owner and ship-image-encoding, cuts
ships-cc-model, ships-cc-package and ships-cc-image-bc, and the specs
it supersedes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The bind called bpy.path.relpath after setting aetheria.asset_kind and aetheria.id, so a .cc on another drive than the
.blend raised and left the collection half-bound, and an unsaved .blend stored a path relative to the working
directory. The stored path is now computed first: absolute for an unsaved .blend, '//'-relative when relpath succeeds,
absolute when it raises ValueError. Every reader already resolves both through bpy.path.abspath.
smoke_package.py gains the bind cases: unsaved stores absolute and survives two Save As moves, a failing bind leaves
no aetheria.* property, same-drive stores '//'-relative, and with SMOKE_OTHER_DRIVE the final bind crosses drives
before the package passes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
smoke_package.py builds a primitive ship from role-tagged objects, creates it --like Djinni, saves a layout with an
internal reactor, packages it and requires validate to pass; then swaps the thruster disc for an empty and requires the
refusal naming the anchor; then restores and packages again so the left-behind package is good. Proof gate 2's
outstanding authoring action is now Package.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every object tagged aetheria.role becomes a ShipAnchor whose Id and ModelNodeId are its aetheria.id (a muzzle's ParentId
is its parent's). The collection, Grease Pencil excluded, exports to ship.glb with custom properties as node extras;
replace_visual writes the anchors, a lone Grease Pencil object's lines are captured, and AetherDb's verdict shows in the
panel. The add-on preference 'Aetheria repo' names the checkout; by default it is the nearest folder above the .cc.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MODEL_ASSET_SLOT, ANCHORS_SLOT and ANCHOR_MEMBERS sit beside the other slot constants and ShipSchemaPinTests binds them
to ShipAuthoring's and ShipAnchor's [Key]s. replace_visual carries an anchor's slots past Order by Id, refuses a blank
or duplicate id, a wrong-length row and a changed ship id, and leaves the hull record and the lines alone.
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>
ReadNodeIds is the one GLB parse and now records, per aetheria.id node, whether it carries a mesh. Bind refuses a
thruster-emitter or radiator-mesh anchor whose node has none, naming the ship and anchor (ruling
thrusters-radiators-are-meshes), so Compose and validate refuse such a package before the catalog sees it. AetherDb
'ship-authoring validate' judges the GLB when it exists (next commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Three tests in MiningIndexTests, no production change. RegionsStayNearTheSearchArc bounds the share
of a small search's regions that lie past reach on both sides (window widened, nearest loosened);
VisibilityBoundPrunesADimBelt bounds rocks examined against rocks in reach in a half-lit belt of
largest rocks; ARockExactlyAtReachIsFound searches from 1-300 units with reach set to a rock's exact
distance, a third of them radially outward from a belt's outermost rock. Each threshold's unmutated
and mutant values are in its comment.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Blender-authored material graphs judged by AetherDb into a catalog record,
lowered to a CultMath expression IR, generated into compute kernels and baked
per (hull, livery) with per-ship wear only. Body facts M19-M25 (Blender pin,
Cycles point oracle, dump, interpreter bench, compute substrate, faction key
clash, CultMath seams), the authority map, parity chain, tape relation, cuts
and rationale.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ruling targeting-sublinear-wanted-not-critical supersedes the reading that
rejected it. mining-index-tree makes the provider seam a region tree with a
heap-ordered Best and a detection gate; mining-belt-cells rebuilds the belt
as rings of about-square cells in co-rotating frames, refreshed by drift.
Target: per-press cost grows as sqrt(rocks in reach), the exact-query floor,
measured on F1's fixed belt at 30k, 300k and 3M. Both land after
mining-merge and gate nothing. Forks: reticle-exactness, belt-size-tiers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ruling targeting-density-scaling-accepted accepts the index's growth with
rock density, so the sublinear region structure is recorded as rejected
under it. mining-index-pins adds the three tests for Soul's
cost-loosening-unpinned and exact-reach-unpinned findings and lands before
mining-target-queries, which stands as specced.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soul's scenarios-adopt probe S4 as a committed test: on generated ships,
stations and turrets every weapon, thruster and radiator holds a non-null
Hardpoint containing all its cells, and Tool gear and the hull hold none.
It pins the input the muzzle, arc, thruster-emitter and radiator readers
dereference (finding headless-reader-input).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The one conflict, ShipInstance.cs's thruster emitter lookup, keeps the
branch's thruster.Item.Hardpoint.Transform and master's new
ThrusterHardpoint.WireExhaust(particles, thrusterHardpoint). Master's side
as written would have brought back the origin-cell hardpoint lookup.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ruling hull-paint-mask-texture (option texture-sidecar). The material model
now samples ship.mask.png on UV0 (RGBA8, linear, DXT5 with mips, loaded by
ImageConversion; the sidecar rather than GLB extras, with the reason). M18
records Blender saving a byte mask raw. The per-hull steps add retopology,
a clean unwrap and the Selected-to-Active rebake, list who does each step,
and leave the time budget to the operator. Select Debris, the mesh report
and the triangle warning are dropped.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The one conflict is EntityInstance's SoundBank block, which this branch had
moved onto item.Hardpoint and ship-mounts deleted: it stays deleted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The emitter carries the invisible material, whose alpha is 0, so an exhaust
prefab left at Unity's default (Use Mesh Colors on) emitted nothing. The
shipped thruster prefabs only worked because theirs is off. ThrusterHardpoint
.WireExhaust now owns the wiring and turns it off; ShipInstance calls it. The
preview smoke wires a default particle system to each emitter on the clone and
requires every particle emitted and none transparent.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>