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>
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>
Planets, belts, wells, loot, mines, stations, the chunk reticle and the flow
clock are evaluated through DrawAhead (Time, Orbit, Height, Position) at one
drawn time; the rail law lives once in Zone.Offset; OrbitPositionAt, GetHeight,
ChunkPose, EvaluateBelt and RideHeight take a time. Fixes the planet jumping
against a co-moving ship at display rates above the step rate.
Not yet built or run (Unity presenter files are verified by compile only on
Starfire).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both label loops wait on Time.time against the pickup's own persist and fade
durations plus a second, not 1200 frames; Step's guard is a 300 s real-time
budget, not 3000 frames. Batch frames can be far shorter than a game second,
so a frame count could expire before the label faded (follow-up
floating-items-smoke-label-fade-flake). Not yet run in Unity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The pull-progress input came from FieldTester.PullProgress, so a mutant of that function agreed with itself. The smoke now spells the pull start from Extend and Envelop independently.
Builds; both smokes green; Unity mutant u-f killed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PickupTests: TheBeamTakesFromWhicheverBayCanStore is a theory over which bay is full.
CapabilityPresentationSmoke: tracked ship's hull hit is drawn; a beam above the held point stays on the ground plane; a grab at the beam keeps its aim; the other entity's grab reaches its own bound beam and not this one.
FloatingItemsDrawnSmoke: a held item's label comes up; the test scene's stand-in pose equals the zone's held pose.
Zone.HeldPull is the one smoothstep of the held pose; FieldDriver's tendril and FieldTester's stand-in call it (FieldTester.PulledPosition, PullProgress), deleting the two copies.
All commits build (Unity compile and both smokes green).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Builds: Unity batchmode compile green (smoke run unity-smoke5 compiled and passed at this commit).
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>