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>
Signature, ActiveEmission and Reveal carry Claimed (the class the ship's EW claims for the item, the true item's data by default); Entity gains the claim slots and one write port; Contact gains Profile, derived from the ship's claimed hull once Identified; Entity.RevealedWeapons is the one classifying read for weapons. Combat and the enemy schematic read it; their reads of the target's live gear are cut. Weapons rate by their claimed design (ew-claim-weapon-measure-ruled, rated-design): WeaponData.RatedRangeDamagePerSecond runs the same per-kind formula as the live weapon. Aim, damage and physics keep the truth.
Not yet compiled or run at this commit; the Unity-only SchematicDisplay is unverified.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts: Behaviors.cs keeps Union(48, PickupData) and Union(49, LaunchSuppressorData);
Zone.cs keeps the departure record on _entities with master's Visibility (emissions-heard);
ContactRevealTests.cs keeps master's removal of the emission-departure test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Master's feedback tests aimed at a marker the shooter's book never held; the reveals
rule (book holds the item, fitted, not destroyed) refuses that. Same fixture step the
FireControlCut12 tests use (RecordReveal via LaunchFlash).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entities is a MemberView with no mutating member; Admit installs the death watch with the
membership and refuses a member already present, Remove takes it away with the membership.
The Reset and duplicate-Add bypass paths of the death watch cannot be spelled any more.
Tests move to Admit/Remove; Admit also activates, so the explicit Activate calls that followed
a raw Add are dropped. Unity call sites route through Zone.Remove.
Builds: unverified at this commit (verified in the job at the head).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The mount fires inside an arc about the shooter's facing; the first version fired backwards and found no hit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A direct absorb's heading and damage type are the shot's, on both layers (non-Kinetic weapon, both heading
components negative); a blast absorb carries the blast's damage type and the target's height on both layers;
DrawAhead.Impact sits at the hull's height. Tests only; every commit builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Test-only; builds. Ports Soul's feedback-1 s2 probes as behavioural tests that
observe where each rule is decided (the published AbsorbEvent, the handler's
view of hull and shield, Feedback.Cue, DrawAhead.Carried). The blast shield
Magnitude is read against an unshielded twin's totalShare so a scale mutant
fails. Covers findings shield-layer-fields-unpinned, blast-order-unpinned,
height-fixtures-at-zero and cue-saturation-edges-unpinned.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Moving the target after Fire never changed the cell: the lateral is drawn in the hull's frame about the aimed point. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>