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>
Remove the vendored RethinkDb driver and its Linq provider, the Rethink
backing store, the already-stubbed RethinkConnection, the Rethink test
window, and the Rethink-only Remotion.Linq and Logging.Abstractions DLLs.
The database editor now works only on GameData/AetherDB.msgpack, with a
Save button replacing the dead Connect UI and broken JSON export.
RethinkTable becomes DatabaseCategory, which only groups editor entries.
Economy.Server still references Rethink; it was already unbuildable and
is handled separately.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Extracted all inspector code for database inspector into a single class per supported field type and wrote reflection code to invoke them automatically
Removed all Aetheria-specific code from database tools
Database View editor is now abstract and supports arbitrary grouping of entry types; specific users must implement their own database view
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
Personality now affects production quality
You can now assign population points to infrastructure
Production influences personality
Automated production has a quality variable, imitating population affinity
New properties panel field type for incrementing/decrementing integers
Properties panel now allows nested lists with foldouts, item selection and click callbacks
Properties Panel UI has a new look
Refactored lambdas in control module code into methods for readability
Implemented task and control module for surveying resources
Implemented behavior for resource scanner
Resources aren't shown until they have been surveyed
Entities can now display messages, used to provide drone state feedback
Orbital entities now provide correct velocity, improving drone docking precision
Entity rendering now fully supports dynamic entities from game context
Entity children now displayed underneath icon
GameContext can spawn entities by loadout
Selected corporation's initial fleet is spawned in parent corp's home sector
Properties panel API is now unified with context menu API
Properties panel labels now update dynamically
Resource placement now uses a more straightforward power distribution formula with fixed minimum and maximum and a single value to control curvature
Sector mass and radius now also follow power distribution
Game Context was creating an empty OrbitalEntity for every planet; this was an ugly hack so I refactored it, as well as refactoring some object references to GUIDs as they should be
Asteroids now use custom particle system with collider so they can be clicked, plus they now orbit at varying speeds!
Fixed flags enum inspector; resources were being assigned to wrong body type: gas giants had planet resources, suns had gas giant resources, asteroids had nothing
Added the ability to associate simple commodities with resource maps
Added resource placement to zone generator
Added crafting blueprints and stat addressing system
Refactored Thrusters and Shields into Behaviors
Fixed server losing database connection
Updated icons
Added the ability to generate zones locally in order to facilitate rapidly iterating generation parameters. Then of course I tweaked the shit out of the zone generation!
Made the master server connect to the database and now it's listening for and responding correctly to GalaxyRequestMessages and ZoneRequestMessages, generating the zone contents if they do not yet exist.