Deletes the last live Physics.* hit queries and every remaining SendHit/
SendSplash call in Assets/Scripts/Gameplay/Weapons: ConstantLaser's
RaycastAll, ConstantLightning's SphereCastAll, ConstantParticleWeapon's
trigger-collider plumbing, HitscanEffect's RaycastAll, and Mine's blast
OverlapSphere. Each becomes presentation only, the same convention Cut 3
gave Projectile/GuidedProjectile/Laser/Lightning: ConstantLaser/
ConstantLightning/HitscanEffect draw to TargetTransform (or out to Range with
no target); ConstantParticleWeapon keeps only its visual emission.
ConstantWeapon.Execute (previous commit) already rolled the damage before any
of these ever draw.
Mine keeps its proximity-arming OverlapSphere (Q7: contact detection, not hit
detection) but Explode() now calls FireControl.Splash instead of walking
colliders and calling SendSplash itself.
HullCollider.Hit/Splash/SendHit/SendSplash and their event-arg classes are
deleted outright -- their last callers are gone. HullCollider is now purely a
physics surface for ship-on-ship collision impulse; no Physics.* query
decides damage anywhere in Assets/Scripts/Gameplay/Weapons except Mine's own
named exception.
Every manager (ConstantLaserManager, ConstantLightningManager,
ConstantParticleWeaponManager, HitscanManager) is updated to match: no more
Damage/Penetration/Spread/DamageType plumbing into a presentation component
that no longer decides anything with it, and HitscanManager now passes
ShotId and TargetTransform the way LaserManager already does.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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
Shield behavior now provides protection from damage at the expense of heat and energy usage
Weapon scripts check for the presence of a shield when detecting collisions (TODO: TEST ALL WEAPON TYPES)
Shields can be toggled on/off (G key)
Database cache now included in repo (saves some confusion)