Title derives the brand's product name and falls back to the design name.
The trade list, buy dialog and properties title read it; the product name
line leaves the properties body. Build not yet verified at this commit.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The column's sort key was the raw design price; it is now the shown price, the sell price while selling. Buy affordability and the credit charge move to StationServices.TryBuy, so a purchase costing exactly the credits held succeeds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DemoTerminus generates a prelude galaxy of the Pirates, Zhestokost, Lucent Media
and Aeronautics Unlimited with no quest faction, places the gate at the
antagonist's home (Galaxy.PlaceGate: boss zone and exit), and stages the player
in a Pirates hull with the cast's standing. The prelude constructor resolves
every cast name through one refusal that names the field, and places a quest
zone only when a quest faction is named. Release builds list only the demo; the
tutorial and main galaxies join the test arenas in editor and development builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The hardcoded credits initializer and its stale scene serialization go. Buy charges the hull price it checked. Sell is a
mode of the trade list over the selected bay; Repair is a foldout option for the docked ship.
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>
A Scenario is an abstract C# class compiled with the game: Generate picks the galaxy through GalaxyStage (Main or
Prelude, at the scenario's seed, the background noise drawn from the same seed), Stage places the run's first
entities through ScenarioStage (Fit, Bare, Generated, Preset, Player, Place, Cargo), which collects named failures
and admits nothing. RunStart generates the galaxy, the arena under Ambient and admits everything through Zone.Admit,
all or nothing. The aetheria.scenario record, ScenarioShip, ScenarioEntity, RunStart.Check and the null-scenario
branch are cut.
New Game opens a submenu: Tutorial Galaxy and Main Galaxy, then (editor and development builds) Djinni Shakedown,
Starved Reactor, Arcs, Duel, Launcher Angles and Long Haul, each with its brief. MainMenu.Launch is the one way into a
new run; ActionGameManager.PendingScenario carries the scenario to StartGame once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IsTutorial duplicated Galaxy.IsPrelude; its readers read CurrentGalaxy.IsPrelude, and RunSave.Capture writes
SavedGame.IsTutorial from galaxy.IsPrelude with no isTutorial argument. TutorialPassed was never written and its only
reader was New Game's unreachable main-galaxy branch, which goes with it (S2 brings the main galaxy back as a
scenario). spawnturret's two identical generator branches collapse to one. Old player.cc files still load.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PreloadAsync rethrew on the first failing hull, so one bad package faulted
Loading and no mod ship could spawn. Each hull now loads in its own try: a
failure destroys its partial visual, is logged with the hull's name, and the
rest still preload, as Compose skips a bad package. The play smoke installs the
package beside a broken sibling that composes but cannot assemble (its map icon
moved onto a meshless muzzle node) and proves the sibling has no prototype while
the good ship spawns.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Validate: a hardpoint's anchor role is fixed by its type (thruster-emitter, radiator-mesh, else articulation); ShipModPlan's
duplicate role check is deleted.
- Loadouts.Commit refuses a preset naming a mod design (mod-hull:/mod-ship:), so the shipped catalog never references a mod.
- Compose quarantines each package: a bad package is excluded and named, a collision excludes every package involved; the
game boots on the rest (or the shipped catalog) and the main menu lists the exclusions.
- RequireDesigns refuses a save with a null item or lot instead of throwing NullReferenceException.
- Tests: per structural role, muzzle id ties, every slot/zone/lot in RequireDesigns, listing order, exclusion cases.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Boot opens the derived catalog when GameData/Mods holds packages
(ShipModCatalog.ResolveCatalog), preloads each hull's GLB into an assembled
inactive prototype (ShipModShips), and LoadEntity clones it when the hull names
a Visual. ShipModPlan decides which anchor fills which ShipInstance slot; a
ShipModTemplate prefab carries the shared effects. Continue refuses a run that
names a design the catalog no longer holds (RunSave.RequireDesigns).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
- ConsoleView appended the control characters text input delivers (\b, \r),
so Backspace inserted a glyph and Enter's \r got every command refused
since d503f076 made the parser refuse instead of strip. Control characters
are no longer text; Backspace deletes like Delete.
- give reports an unknown name or a full cargo bay. A ship hull is refused
unless docked, and when docked is commissioned through
ActionGameManager.CommissionShip, the primitive TradeMenu.Buy now uses: a
bare player ship moored at the docked entity, no docking bay. Non-ship
hulls are refused.
- Record play smoke results for steps 3-6 and the docking bay finding.
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>
PerformanceStat's four fixed fields (HeatExponentMultiplier,
DurabilityExponentMultiplier, QualityExponent, FromRole) tombstone into a
declared List<StatTerm> (source + exponent + role), walked by the one
evaluation path Cut 0 unified. A stat with no terms resolves to Max (the
same identity a stat with all-zero exponents already produced), so the
migration is exact: a zero multiplier becomes no term, not a term with
exponent 0.
R-heat (operator, docs/stats-and-power-cut.md): EquippableItemData's
HeatPerformanceCurve (a BezierCurve, plus the 100-sample scan that inferred
OptimalTemperature and its cache) is retired in favor of an authored
minimum, maximum, optimum and plateau width, with linear falloff outside
the plateau. StatValidation refuses an optimum outside its bounds or a
negative plateau width, loudly, at catalog load. The plateau's consequence
rides along for free: Wear's thermal term is pow(ThermalPerformance, ...),
and Performance() now returns exactly 1 across the plateau, so a
well-managed item takes wear only from deltaTemp there -- the
operational-lifespan lever the operator asked for.
ConsumableItemEffect's progress-through-duration substitution for "heat"
becomes its own StatSource (ConsumableProgress) rather than an unconditional
override applied regardless of what a stat declares.
Tests: LoadoutTests' four PerformanceStat-shaped fixtures rebuilt against
Terms/authored heat fields; HeatResponseTests.cs (new) pins load
validation, the plateau shape, and the three wear-lever claims (held
inside takes no thermal wear, held outside does, a fast swing across still
wears) each under its own mutation in tests/mutation_tests_stats_power_cut1.py
(new, 10 rules including a no-op control; all pass).
64 pre-Cut-1 tests still pass unmodified; 71 total with the 7 new ones.
Unity batchmode: 0 error CS. ShieldPanelCut1Verify and Cut2Verify pass;
Cut3Verify fails with an unrelated pre-existing "Kernel 'KInit' not found"
compute-shader error, reproduced against Cut 0's own landing state with no
shader/compute file in this diff -- flagged for Soul, not fixed here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
MainMenu.cs wrote NoisePosition directly onto the shared authored
SectorBackgroundSettings/TutorialBackgroundSettings objects on every New
Game. Once settings are a catalog global that write lands on the cached
record. Take a MessagePack round-trip copy before searching and seeding
Galaxy; the authored object is never assigned (settings-globals-cut.md 1.4,
Cut 0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Entity's constructor now takes a MessagePack round-trip copy of the settings
it is given, so no entity can alias GameplaySettings.DefaultEntitySettings.
That makes ActionGameManager.NewEntitySettings and EntitySerializer.Unpack's
null-coalescing copy redundant; both are deleted, and TradeMenu buys a ship
straight off the template (Entity's ctor copies it).
EntitiesDoNotShareDefaultEntitySettings pins the invariant: writing
ShutdownPerformance on one ship must not move the default for a sibling or
the template (settings-globals-cut.md, Cut 0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
FieldTester now owns a CapabilityEvents instance and stands in for the
capability source the simulation doesn't have yet: it publishes AbsorbEvent
on click (cycling DamageType so the operator can see how a type-aware
presenter would behave), GrabEvent(Started) on pickup click, MeleeEvent on
the Melee button, and a ThrustEvent every frame from input -- FieldDriver only
ever reacts through CapabilityPresentationBinder. The damped push/twist state
that used to live directly on FieldDriver.Push/FrontTwist/RearTwist now lives
in FieldTester and is applied through the event instead.
Adds a CapabilityPresentationBinder component to the field object in
FieldShieldTest.unity, alongside the existing added ClickableCollider
component on that same prefab-instance GameObject (same pattern, no
serialized fields to wire). Scene behavior is unchanged: hits, melee, pickups
and flow all look and act as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Quality, Ingredients and Product leave CraftedItemInstance; a unit now
carries only a LotId into the run-scoped ProvenanceLedger. ItemManager
gains the one lot-minting path (CreateLot/CreateInstance(int)), GetLot,
and Brand(), which derives a maker and product from provenance instead
of a stored field. RunSave persists the ledger pruned to what the saved
zones' entities still reach; the live ledger is never pruned, so a
floor pickup collected after a save still resolves. CopyBuild is gone:
matching hardpoints now share the same lot instead of copying values.
PropertiesPanel shows the derived brand where the design's manufacturer
used to be. AetherDb's census flags duplicate (maker, design) products
and its save command checks every crafted instance's lot against a real
run store.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut A of docs/item-provenance-cut.md. TradeMenuDebug.cs was dead (its
script GUID appears in no scene/prefab/asset and no other .cs names the
type). ItemManager.Instantiate and CreateInstance(SimpleCommodityData,
int) re-rolled quality and dropped provenance on every load; nothing
outside EntitySerializer called them once the instantiate parameter is
gone. EntitySerializer.Unpack/Restore no longer thread an instantiate
flag, so Temperature and Armor are restored unconditionally like every
other caller already got. The starting ship and spawnturret now keep
what the generator built instead of re-minting.
Verification: Aetheria.Shared, tools/AetherDb build green against
CultLib a0813c6; tests/Aetheria.Shared.Tests 29 passed (unchanged); the
four negative greps in the map are empty. Unity compile is still owed
(the editor is open on this project; batchmode was not run per
instructions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Loadouts are ship presets (variants) for spawners, not a player feature.
- Route Loadout to the catalog; the player store no longer holds it.
- Materialize takes no credits: affordability, the charge and Loadouts.Price
are deleted, since only the player menu priced loadouts. Availability,
key-order product choice, all-or-nothing failures and the weapon-group
rules stay.
- Delete the InventoryPanel Save Loadout and Restore Loadout entries and
RestoreLoadout, which also removes its docking-bay overwrite.
- The editor opens the catalog writable in the one process cache, and the
editor-only console command capturepreset "<name>" [replace] captures the
piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name
replace unless asked, and commits conditionally on that key. The single-file
store then lands only that record onto the file as it is on disk. An
unconditional commit would re-serialize every live catalog instance,
including any that play has mutated.
- Tests: capture -> commit -> fresh reopen round-trip, explicit replace with
no duplicate, and a preset commit that does not persist a mutated live
Faction. The money-only tests are removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Materialize, which already charges, now also owns affordability: when credits
are below Price it lists "cannot afford <price> credits" and builds nothing.
The restore menu's separate price < Credits check is deleted; the menu still
shows Loadouts.Price and lists Materialize's failures.
Tests: one credit short builds nothing, leaves credits unchanged and lists the
failure. A fixture gun with an InstantWeapon behavior proves TryUnequip removes
the weapon and its item from every weapon group.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The option was added for any displayed entity, stations included, and a null
displayed entity threw when chosen. It is now added only when the displayed
entity is a Ship, the same conditional shape as the Restore Loadout guard.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Materialize takes isAvailable as a Predicate<FactionProductData>; the restore
menu passes LoadoutGenerator.IsAvailable for the docked station, so generation
and loadouts still share one availability rule. Candidate products are ordered
by record key, so "first available product" no longer depends on dictionary
order. Materialize charges Price through ref credits only when it returns a
ship; RestoreLoadout no longer subtracts on its own.
Tests: a slot that resolves but does not fit builds nothing, charges nothing and
is listed; Price is the sum of design prices and is charged on success; the
first available product in key order builds a slot, a later one is used when
the first is unavailable, and none available fails the slot.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Owner: ActionGameManager composes the process's one cache. Its CultCache
getter attaches the catalog, GameData/run.cc and GameData/player.cc on
first access, in either scene, and nothing reopens it.
- RunSave (SavedGame.cs) replaces the SavedGame constructor:
- Capture builds the live run as plain documents and writes nothing. Zone
contents are `zone.Contents?.PackZone() ?? zone.PackedContents`, so a
zone generated earlier but not loaded this session keeps its contents
and its orbit and body records instead of being erased by the next save.
- Commit is the only writer of SavedGame and SavedZone: one Commit with
zone i at `savedzone-{i}`, SavedGame.Zones set to those refs, and every
stored SavedZone outside that set removed. Orbits and bodies staged by
zone generation land in the same single-file write.
- Clear removes every run record in one Commit.
- Run begins: New Game's first statement is RunSave.Clear. Run saves:
ActionGameManager.SaveRun at wormhole arrival and quit. Run ends: Die
clears the run, then saves settings.
- Run exists only as the run store's SavedGame global: MainMenu enables
Continue from it (and logs when the run store holds records but no
SavedGame), and StartGame reads it once to pick the new-run or resume
branch.
- PlayerSettings: the getter returns the player store's global and, on
first launch, commits GetDefaultPlayerSettings; it is the only creator.
SavePlayerSettings commits the instance.
- InputDisplayLayout reads its InputLayout from the catalog by the layout
asset's name and throws when the catalog has none.
Tests: new RunSaveTests (5): RepeatedSavesKeepRecordCountConstant,
SaveRemovesZonesNoLongerInTheRun, SaveWritesOnlyTheRunStore,
ResumeThenSaveKeepsUnloadedZoneContents, ClearRemovesEveryRunRecord. Each
fails with its rule mutated out.
Builds: headless, 11 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The deletion line lands before RunSave, as the spec orders. Deleted, not
demoted:
- PlayerSettings.SavedRun (Key 1 stays unclaimed) and the SavedGame
constructor that upserted a fresh SavedZone per zone on every save.
- ActionGameManager: the PlayerSettings.msgpack getter, file path and
writer; the .loadout format (_loadoutPath, Loadouts, SaveLoadout and its
default-options serializer, the commented loader); OnApplicationQuit and
SaveState; SaveZone, which had no caller.
- MainMenu's SavedRun Continue branch and both `SavedRun = null` writes.
- InventoryPanel's Save Loadout and Restore Loadout bodies.
- InputDisplayLayout's KeyboardLayouts file reader, ParseJson,
AssociateInputKeys, SaveLayout and the usings they alone needed.
- AetherDb's Cut 9 importer (Import.cs, legacy-census, import).
- The three-gates note on loading writes; Cut 3 made loading non-writing.
- .gitignore ignores GameData/run.cc and GameData/player.cc instead of
PlayerSettings.msgpack.
DOES NOT BUILD in Unity: ActionGameManager, MainMenu and InputDisplayLayout
still reference the deleted members until the next commit wires RunSave,
the settings getter and the catalog layout read. Headless builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 8b. The Unity project compiles with 0 errors in 6000.3.24f1 batchmode.
Packages: manifest.json pins org.gamecult.cultlib at cultlib-unity-v1.0.57
and org.gamecult.caching.unity at caching-unity-v1.2.0, next to the 8a
CultMath tag. Aetheria.Shared.Unity references GameCult.CultLib and keeps
noEngineReferences.
The Database Tools (Assets/Scripts/CultCache/Editor) are deleted in this
commit, alongside their five ported drawers in
Assets/Scripts/Editor/CultCacheDrawers.cs, each an
[CultInspectorDrawer] ICultInspectorDrawer:
- InspectableType: popup of the attribute type's [Union] member names,
writing the string.
- InspectableColor: float3 and float4 through ColorField.
- InspectableAnimationCurve: float4[] and BezierCurve through CurveField.
- InspectableTemperature: Kelvin, Celsius and Fahrenheit fields over one
value.
- InspectableSchematicShape: size and cell toggles. The old drawer also
drew the item's schematic texture and tinted hull hardpoints, which need
the parent document. The tagged Studio hands a drawer only the value, so
those wait on the Studio exposing the open record.
Unity call sites:
- ActionGameManager opens the catalog through AetheriaStores; Cut 10 adds
the run and player stores.
- Refs resolve through ItemManager.GetData or Get(ref); orbit, planet and
belt maps key by CultRecordKey; identity is compared by reference or key.
- The PlayerSettings.msgpack reader and writer, which Cut 10 deletes, pass
CultDocumentMessagePackSerialization.OptionsFor, since the embedded run
reaches CultMath values and refs. Keyboard layouts need no resolver and
keep MessagePack's defaults until Cut 10.
- The input map uses the nested action to binding shape.
- PropertiesPanel reads CultInspectorRangeAttribute.
- NameTools loses its legacy name-file writer.
- Slime compares serialized settings instead of the deleted SHA1 helper.
- FieldDriver drops InspectorHeader.
- .gitignore covers the test project's build output.
Builds: Aetheria.Shared, AetherDb, Aetheria.Shared.Tests (6/6), Unity
batchmode (0 errors).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AetheriaMath predates the CultMath swap and re-implemented helpers CultMath
now owns. Callers use CultMath directly: decay (Ship, AetherDrive, Entity),
damp (VelocityConversion, FieldTester, FieldDriver), first_order_intercept
(TurretController, Combat, GuidedProjectile), quadratic_bezier (FieldDriver)
and smootherstep (Ship). Parameter order matches in every case, and those
formulas have the same float evaluation order, so behaviour is unchanged.
Galaxy's commented-out segment check names distance_to_segment.
The other overloads had no callers and are dropped without a CultMath
counterpart being needed: the double Damp overloads, FindDistanceToSegment,
GetCatmullRomPosition, GetCubicSplinePosition, Smoothstep(x), and the
Deg2Rad/Rad2Deg constants.
AetherDb census, factions and hardpoint-fit are byte-identical to the
pre-cut captures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CultMath's sign(float) returns int, as HLSL does, so sign(x)/2+.5f became
integer division and pinned the pivot at 0.5. Scale by .5f instead so the
pivot is 0 or 1 again. The other sign( uses in Assets combine the int with
a float by multiplication or compare it against a float threshold, so their
values are unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CultMath has no implicit conversions to or from Vector*, Quaternion or
Color, so Assembly-CSharp converts explicitly with ToCultMath/ToUnity at
each engine boundary: FieldDriver, GuidedProjectile(Manager),
EntityInstance, ActionGameManager, HullCollider, GridObject, ShipInstance,
ShieldManager, ItemPickup, FieldTester, PlaceUIElementWorldspace,
MapMenuInput, MapRenderer, SectorRenderer and ZoneRenderer. CultMath math
calls that were handed Unity vectors now take converted values;
Vector3.Scale in FieldDriver becomes a float3 product, and ItemPickup's
Vector3.Dot on float3s becomes dot. packages-lock.json records the
cultmath git package at f0605367 and demotes com.unity.mathematics to a
transitive dependency.
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>
Git keeps the history. SimpleCommodityData records its retired
MessagePack keys so they are not reused against old data.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Delete Economy.Server/Economy.Shared, LiteNetLib, network message types,
the texture-based Gravity duplicate, unreferenced scripts and agent
states, and unused plugins (MSAGL, NaughtyAttributes, AsyncAwaitUtil,
Allegorithmic, Localization samples, MrtTest, ThinkGear, QuickGraph),
plus vendored sample scenes, root zips/logs, and the stray Obsidian
folder. MainMenu logs faulted galaxy-generation tasks directly instead of
AsyncAwaitUtil's WrapErrors. Stop tracking UserSettings and the Wwise
.backup folder; ignore generated .sln/.csproj by pattern.
Game-system test scenes are kept. Playdead stays: VolumeCloudRenderer
derives from its EffectBase.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>