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>
GravityShaderMirrorTests compares the expression of GravityField.Potential with gravityPotential in Gravity.cginc.
GravityFieldParityVerify now builds four off-axis bodies (one of mass 0), lowers through three frames with bodies moved
between them, and checks the map screen's gravity camera mask. RTS/Planet.prefab loses the Gravity Well object bound to
the Gravity Field material. Builds: yes (verify passes on Starfire; the new test is unrun until the Yggdrasil job).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone.WellReference owns each body's reference zero (GetHeight uses it). Gravity.cginc mirrors GravityField.Potential;
Brushes/Gravity Field draws depth = -h on layer 9 from a StructuredBuffer that GravityLowering.Lower fills from the
zone each frame; GravityLowering.CreateField makes the one quad. GravityFieldParityVerify renders it and compares every
texel with -Zone.GetHeight (max error 0.0059 u), the gradient with GetForce (0.03 degrees) and the wiring.
Deleted: the Gravity Well children of Planet, Gas Giant, Sun and PlanetOutpost prefabs, Wormhole 1's three gravity
children, their overrides in Main Menu and TestScene, five wormhole/wave materials and two brush shaders,
Planet.GravityWellDepth/Radius, BodyData keys 6-7, PlanetSettings.GravityDepth/GravityRadius (and the Settings.asset
keys). Surface Displacement culls layer 9 only. Headless build and tests not yet run at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
Every prefab and scene was re-serialized by Unity 6, so each file also carries the editor's own migrations (m_RootOrder, m_ConstrainProportionsScale, m_enableWordWrapping to m_TextWrappingMode, name quoting). Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Wired through the Editor in batchmode (component, root pose reset, field assignment); the scene diff is the one
CloudPrefab line, the Editor's unrelated field churn reverted. Builds (Unity compile 0 error CS).
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>
Editor-driven upgrade from 6000.1.10f1: patch-level package bumps,
importer re-serialization of legacy .meta files, and the regenerated
Input System wrapper. Verified by playing from Main Menu into ARPG.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Added credits display to trade screen
Fixed bug in inventory screen where a failed drag from a cargo bay would make the item disappear until a refresh is triggered
Changed behavior of Escape key to exit menu if a menu is open
Fixed zone map gravity isolines to correctly track maximum gravity depth
Refactored orbit and planet data to replace reactive variables with regular ones
Converted remaining .blend files to .fbx
Type check safe cast operator broken in DictionaryInspector? Wrote around it
UI Materials not blending properly - fixed by switching to Fade transparency mode
Applied nebula lit shader to "planets" and asteroids
Modified gas giant shader to accept nebula lighting and to be a bit less crappy in general
Fixed raymarching depth sampling perspective distortion
Added new clouds shader with improved raymarching loop
Currently only being used in main menu (rest is coming right up!)
Removed WWise (it's nice, but all it's doing is throwing exceptions rn since we ain't about to get a license)
Implemented saving/loading of custom input settings
Incorporated Input Screen in game
Organized UI scripts into folders
Deleted some unused UI scripts
Reimplemented Fog Blur (by copying modified DoF to assets)
Refactored inventory drag & drop to use new global drag & drop management
Enabled Drag & Drop from inventory panel to action bar
Enabled gear and consumable item binding
Fixed stat modifier behavior to allow it to be toggled
Fixed Switch behavior to make it bindable
Added lambda multiplier to aether drive so that stat mod can target it
Selecting a weapon now displays weapon group toggles
Added global drag and drop handling in game manager
Weapon group toggles can be dragged to action bar to bind them
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
Fixed: unable to undock with an aetheric drive (game requires locomotion)
Entities have a chance of dropping any item on board when killed
Mine behavior generalized to grid objects, used in dropped loot
Added tractor beam (not itemized yet) which pulls in nearby loot (and mines!)
Items are added to player inventory when they collide with the ship (and mines explode!)
Added console command to spawn turret
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
Marking player location on galaxy map
Fixed non-input field focus disabling global key map
Player start ship is now always the same
Loadout generator now demands exact match for item dimensions
Thermal damage now triggers ItemDamaged event = player can die from cockpit wear!
Properties panel now has a much more attractive UI
Implemented curve control for properties UI
Centralized number formatting in player settings
Moved significant digits to player settings
Added temperature unit option in player settings
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
Implemented hypothermia death, with associated postprocessing and HUD UI
Fixed heatstroke and hypothermia not triggering death events
Fixed target inventory dropdown not working in trade menu
Added ability to rename ship
Added player death on cockpit destruction
Fixed confirmation dialog not using onconfirm callback
Fixed faulty double click in inventory panel
Fading out heat texture when ship has uniform temperature
Fixed inventory panel displaying incorrect default when no cargo bay equipped
Fixed incorrect state for console and weapon effect managers when restarting from in-game menu
Fixed save/reload when ship is docked at a station
Copied Main Menu to gameplay scene
Added Pause functionality (ESC key)
Save & Restore discovered zones
Applied vertical offset to asteroids (no more intersections!)
Nebula shader optimized to improve early exit
Nebula shader outputs light scattering to second render target
Modified depth of field shader to use nebula light scattering
Changed title font to Montserrat
Added trailer-specific camera transitions
Added key to hide UI
Fixed input listening while console is open
Added animated zone reveal effect in galaxy map
Added Ping action for sensors
Added debug console commands (e.g. give command to get any item in legendary+ quality)
Temporarily disabled wwise
Fixed infinite loop in weapon penetration code
Guided missiles now predict target position
Fixed hitscan weapons
Fixed invisible enemies bug
Fixed various loadout generator issues (can now generate turrets!)
Fixed wormhole crash when enemy is targeted
Saving/loading current zone time when exiting game (planets keep their positions)
Created slime simulation in test scene - WIP
DatabaseCache now reads and stores entry types marked ExternalEntry from separate files in their own folder
Updated name file cleaning code and re-cleaned name files
Disabled planet generation (very slow)
Fixed wormhole traversal - can now explore galaxy
Added faction allegiance matrix and slider inspector code
Redid all of the property panel UI prefabs (oof)
Implemented saving and loading of the game state
Moved sector generation to sector constructor (along with loading from save file)
Entity settings now separate from player settings
Player settings (incl. saved run) now statically accessible from game manager
Added animations and submenus to the main menu
Unified main menu settings and properties panel styles for prefab reusability
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times