Commit graph Aetheria/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs
Author SHA1 Message Date
soul
cc0c164574 determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
- 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>
2026-10-21 19:01:41 +02:00
Meta Vens
d6380ca8e0 DrawnPoseWiringVerify: the planet passes within about 8 u of both floaters; the guard names the heights it saw
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 14:28:27 +02:00
Meta Vens
417ac9c76a DrawnPoseWiringVerify: the planet passes within about 20 u of the pickup and mine, with a wider softening, so the field moves over a lead
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 14:23:17 +02:00
Meta Vens
cc243e7f7c DrawnPoseWiringVerify: bind the prefabs to the wells zone directly, no ZoneRenderer
A renderer loading a zone with a sun and a planet needs the planet prefab, the map and a GPU; the check pins the presenters' Place, so the prefabs are bound as LoadFloatingItem and LoadMine bind them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 14:14:05 +02:00
Meta Vens
b3eb6b0c37 Floater fixtures: planets placed where the field changes under the floaters; probe removed
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 13:56:32 +02:00
Meta Vens
be198593cc Floater fixtures: orbits and planets live in the run store, so the fixtures open one
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 13:53:09 +02:00
Meta Vens
c631e09fe8 Floater fixtures: the grab-point test and the wiring verify run over a moving well
PickupTests builds the zone over a sun and a planet on a rail, asserts the field differs between the ship's point and the item's and between start and end of the run, and checks each grab event at the zone time it was published. DrawnPoseWiringVerify gets a sun and a planet near the pickup and mine, requires the field under each to move with the drawn time, and checks the pickup's y as well as the mine's. Not compiled or run yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 13:47:52 +02:00
Meta Vens
6865af813f Merge remote-tracking branch 'origin/eureka/aetheria-gravity-nebula-tint' into eureka/aetheria-gravity-merge-ag3 2026-10-16 07:21:34 +02:00
Meta Vens
9b05ced11f The ambient tint is a gaussian over the populated radius, not a quad that ends at Pack.Radius
Ambient Fog Light leaves Zone Brushes (root object, same pose) and Sector Tint.mat moves from
PowerBrush to Brushes/Ambient Brush: brightness falls as exp(-x^2 ln(1/_EdgeBrightness)), x in
units of Zone.PopulatedRadius. ZoneRenderer.FitAmbientLight, called by LoadZone, is the one
writer of the quad's size and _Reach (the radius where it is 1e-5 of the centre). AmbientEdgeVerify
renders the real scene object through that call. Builds in Unity 6000.3.24f1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 05:08:16 +02:00
Meta Vens
cbdecfd578 Layering fixes: mine floater layer checked in the wiring verify; contact fixture orbitals carry Station/Turret hull types; grab point rides the floater layer
Unity compile is verified before push; not yet built when committed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 04:24:43 +02:00
Meta Vens
215ba46569 DrawnPoseWiringVerify: batchmode proof that ItemPickup, MineInstance and Projectile draw at Clock.Lead
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 00:50:44 +02:00