ScenarioPickerVerify builds the real scenario list after a layout pass and arrows to every row, up and down, requiring each wholly visible; Launch by click, second click and Submit runs once.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The prefab row tint is nearly invisible on the row's graphic, the long scenario name overflowed a 480-wide title, and the list scrolls to keep the selection in view.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
MainMenu.AddScenarios and the per-scenario launching buttons are deleted; the seven Clear+Title pairs collapse into Next. The main menu EventSystem no longer deselects on background click so the arrows keep working.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
TryStore already takes all of a part or none, so the pre-check in TryTransferItem changed nothing observable.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
TryTransferItem(SimpleCommodity) checks the target can take the part and stores the part removed, not the stack
left behind (it duplicated and lost units on every partial move, the player's commodity buy among them).
TryTransferItems goes. CargoTransfer.Step owns a give's progress and end; PilotCommand.Give and StopGiving are applied
by PilotApplier; TransferRate is the new tunable, DockingDistance the range.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
One view per side over its members' sensors and books. Flight, Combat, Follow and Minion read contacts as ContactId
and fire-control readouts as view calls; FollowTask.Anchor is a handle. Own-ship reads stay direct.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
ActivatedBehavior replaces IActivatedBehavior so Activate/Deactivate can be internal under Unity's C# 9.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Agent, Flight, Combat, MoveTo and Follow write only Ship.Command. Entities
with no agent apply first, then each agent applies right after it decides.
A pilot reads its own pending designation and aim item back from its command;
FireControl gains Refuses/AgentFires/HitProbability overloads that take them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each write is replaced by a /*DEL*/ marker; the next commit routes every
marked site through the entity's PilotCommand.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Place records every child's slot; GenerateEntities marks belt candidates. After the swarm pass, a lane pass on its own
stream gives a candidate that kept its body, has a band at least the lane's half-width on both sides, carries no swarm and
whose parent has no other belt shape, an annulus on a copy of its rail: rocks over [slot inner, D - E] and [D + E, slot
outer], E = LaneBodyRadii body radii. ZoneGenerationSettings gains LaneProbability (0 in code, 0.5 authored) and
LaneBodyRadii (5). LanedBeltTests pins it; EveryBeltIsKindedAtGeneration moves there and asserts lanes; BeltShapes.Lanes
lands with it; both TrojanSwarmTests fixtures draw no lane.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AsteroidBelt.Extent(data, rail) is now static over the belt's data and the only spelling: the clearance tree's
'Distance + BeltHalfWidth' and the instance Extent are gone. The swarm host filter loses its dead '!p.Empty'
(no bodyless node has a parent). Findings extent-second-spelling and dead-empty-guard (trojan-swarms-residuals).
The clearance tree now reads the outermost rock, not the rail plus half-width, so 29 of the 1920 zones of seeds
1-30 place a station or turret differently. TrojanSwarmTests.BaseDigest is repinned for seeds 3-6, which hold such
zones; seeds 1 and 2 are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One reader, LoadoutGenerator.IsOffered, read by IsAvailable (ahead of the no-faction
shortcut), the AvailableProducts candidates (so the any-maker fallback cannot reach one)
and SoldHulls. A Loadout that pins the product still builds it. Rulings
off-market-is-unoffered-product and boss-hulls-exclusive.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- ItemManager(uint seed, ...) refuses seed 0 and seeds Random from it.
- RunStart.ItemSeed(galaxy, step) is public (formula unchanged), refuses a
zero result; named steps ArenaStep, StageStep, ContinueStep and NoRunSeed.
- Continue seeds the item stream from the saved run's seed (ContinueStep);
a scene with no galaxy uses NoRunSeed.
- Zone's unpack scatter draws SimulationDice.For(CombatSeed, ScatterStream,
1-based pack ordinal), never the item stream.
- Loadout's scratch manager and AetherDb's catalog command take fixed seeds;
every test and Editor construction gains 1u (mechanical rewrite).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>