PlanetSafetyRadius, ChildDistanceMinimum/Maximum, ExpandSolar's distance series
and the window filters are deleted. Place (ported from replace.py, root window
from rootReach per root-window-floor) lays children inside-out, folds the
lightest family while the outermost overflows, stretches to the window, merges
rings that cannot keep their heavy member outside its Roche margin and sets
belt half widths. Stations pick well-bearing, sibling-clear off-ring bodies;
the tutorial entrance falls back to an orbit round a root node; turrets stop a
side when within the base body's extent. GenerateZone/GenerateArena take
PlanetSettings. Not yet built.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GravityField is now the band term U(eps, inner, outer) (C4 smoothstep fade, closed form and a series for tau > 1).
WellTree is built once per Zone from the orbit tree: node terms, reach, support, the pruned Force/Potential walk and
PullAround (rails). Zone.GetHeight/GetForce/PeriodAround delegate to it; WellReference, _wellOn, _strengths,
Strength() and DrawAhead.Well are gone; GravityLowering and the shader template take the flat term list;
HeightExaggeration halves to 2.0491803.
Does not pass yet: Gravity.cginc is not regenerated and PotentialOwnerTests/OrbitsFromFieldTests still spell the old law.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Zone.PeriodAround is the one owner: round a body, the pull its well gives at the rail's distance
(GravityField.Acceleration); round a bodyless node, the ring law (strength of the orbits inside, plus
half of what shares the ring). Orbit.Period and AsteroidBelt.Periods are written once at zone build,
before placement; BeltTargets copies the belt's periods. A parentless orbit has no field and stands at
its phase. Fixtures lose OrbitPeriod and gain wells where their rails must move. Builds; the new
OrbitsFromFieldTests follow in the next commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
core-at-roche-and-exaggeration-up: PlanetSettings.CoreRadius and Planet.CoreRadius are
deleted; the well's softened core reads the RocheLimit curve (one curve of mass). The
core < Roche guard cannot fail and is replaced by a Roche-limit-positive-and-finite
check. Settings.asset: CoreRadius removed, HeightExaggeration 10 -> 4.0983607
(10 / (7.32 / 3)). Tests pin the new curves and the peak drawn slope / 2.44x steeper tail.
Not yet built or run at this commit.
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>
GravityField is the law of one well (logarithmic tail, softened core).
Zone.GetForce and GetHeight sum it over the bodies; GetNormal derives from
the force for ship tilt; Flow and Ship read GetForce. Well strength, core
radius and Roche limit are PlanetSettings curves of mass, height
exaggeration K one global. Deletes GravityAcceleration, GravityReferenceRate,
GravityStrength, the PowerPulse well, GetNormal's finite differences and
BodyData.GravityDepthExponent. Settings.asset carries the calibrated curves.
Tests: PotentialOwnerTests, the moon's moon placement, retired keys over every
BodyData type, a body-derived giant sweep. Not yet built or run (verify job
follows); this commit may not build.
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>
FlowField (ServerShared) is the flow law; Zone.Flow/FlowScroll read PlanetSettings.Flow at zone
time. The Flow block moves from DefaultEnvironment to PlanetSettings (ZoneEnvironment key 1 is
retired), VolumeSampling's frame-clock scroll accumulator and the Stardust leftover field are
deleted, and slopeFlow returns 0 for a zero gradient. Unity parity probe follows in the next
commit; this commit has not been built in Unity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IsRevealed is now the observer's book (Entity.HasReveal) plus the live filter
(still on its ship, not IsDestroyed). The tier ladder and
GameplaySettings.TargetArmorInfoThreshold are deleted, with the 19 fixture
initializers and the Settings.asset line. Fixtures that aim at an item record
its reveal through RecordReveal; Aetheria.Shared exposes internals to
Aetheria.Shared.Tests for that. Unbuilt and untested at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Duel, Arcs, Launcher Angles and Starved Reactor fit and place the Longinus
(thrusters, Core Power or MoveOnPro at (2,4), radiators relaid); the modes start
a Longinus (Settings.asset StartingHullName; the Aether multipliers leave it).
The drive's tests, its Steering Axis probe and its Brownout fixtures go with their
subject; ship_cc.py and the live-game checklist drop the drive and the hull.
The drive itself and the catalog records are deleted in the following commits.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The player writes Ship.Turn through HelmInput.Demand, and the FACE AIM mark shows while the latch is
on. Bindings keep their ids so saved overrides still apply; Face Aim and Toggle Face Aim are new
actions, and the wrapper is regenerated to match the asset.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The field was deleted from PlanetSettings but the authored asset still
serialized MiningDifficulty: 500. Byte-exact removal of the one line;
nothing else in the file changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new "Cycle Target Item" action (hand-authored into Aetheria.inputactions;
no Unity editor here to regenerate AetheriaInput.cs, so ActionGameManager
looks it up by name through Input.asset.FindAction instead of a typed
accessor) cycles the local player's aim point among the current target's
revealed items via TrySelectTargetItem. SchematicDisplay's enemy view now
filters to what FireControl.IsRevealed actually resolves for the viewer,
and marks whichever row is the current ResolvedTargetItem through a new
SchematicListElement.SelectedIndicator (unwired in any prefab yet -- a
no-op until an editor pass assigns one).
Presentation only; decides nothing. Unverified here -- Unity batchmode
is unavailable in this environment.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
DefaultOverworldSoundbank/DefaultCombatSoundbank/DefaultBossSoundbank/
AmbienceSoundBank and HullHitColor have no reader in Assets/Scripts
(settings-globals-cut.md 1.1).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Atmosphere Settings, Volume Settings, Elysium, Test Galaxy and Icons hold
data for scripts deleted in 2021-2022. Nothing under Assets/Scripts, tools
or tests reads them (settings-globals-cut.md 1.2).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TargetReticle, TargetNext and TargetPrevious now consider all visible
entities except self (hostile and neutral), not just VisibleEnemies, so a
neutral wanderer can be selected. TargetNearest stays enemies-only (it drives
weapon lock) but now picks the nearest target: it was using MaxBy, which
picked the farthest.
Adds a "Toggle Stance" input action (bound to the N key; report names which)
that flips the player's own stance on the current target between hostile and
neutral via Entity.SetIff -- one button for the whole affordance, per the
operator's request. Also keeps the "iff hostile"/"iff neutral"/"iff clear"
console commands next to the existing ones, since they cost nothing extra
alongside the hotkey.
Fixes the HUD lock indicator's hostility check, which read
Target.IsHostileTo(CurrentEntity) instead of CurrentEntity.IsHostileTo(Target)
-- the same backwards direction as LockWeapon, fixed in the prior commit.
Co-Authored-By: Claude Opus 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
Removed hard zone boundaries
Fixed stuff that broke because of hard zone boundary assumption (stardust placement, vertical fog)
Added a skybox!
Removed density-based albedo boost (_TintExponent) to improve perceptual uniformity at different step sizes, reconfigured shader to achieve / surpass previous looks and performance
Cell Brush has a material editor now to enable variant selection
Enabled Caching Shader Preprocessor
Moved raymarching loop into CloudShader
Get environment settings from game manager to enable configuration / variation
Introduced slope-based nebulae damping and volumetric flow
Hid optional volumetric features behind preprocessor branches
Created shader variants selected by global keywords for all shaders depending on volumetrics
Environment settings used to configure shader variant selection
Moved dynamic lighting settings to own subclass
Dynamically adjust gravity map isoline contour depth range according to zone contents
Improved volumetric flow performance by orders of magnitude
Cleaned up old raymarching support code
Moved asteroid height calculation to vertex shader
Manual culling for asteroid field render update
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)
Fixed towing system
Tweaked Nebula Flow (a lot)
Extracted environment appearance settings into ZoneEnvironment data structure
Stardust particles now follow global flow field
Added more aesthetic trails to "slime" effect
Created prefabs for planet and asteroid stations
Added model for adrasteia ship
Integrated audio changes from Defirm
Map icons now have a constant size independent of zoom level
Galaxy Map now displays zone properties when clicking on a zone
Zone generator now uses half of nebula density, means smaller and more varied zones
Stations will refuse docking to entities with insufficient clearance