The locker aimed at the prey was not hostile to it, so no lock ever built and
the whose-target mutant survived.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A lock gun aimed along a normalised vector at a 3-4-5 style offset can read a
dot product just over 1, acos is NaN, and no lock builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CombatState activates a vapour dump when an enemy lock on the ship passes .5,
else a throttle lock when the target is past twice the optimum range and
ahead within 15 degrees. Consumables are picked by behaviour kind through
Entity.FirstCarriedConsumable and activated through TryActivateConsumable.
Work in progress: tests not yet run (this commit may not pass them).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Behaviors.cs union list: keep Union(41, ThrottleLockData) from master and
Union(42, VapourDumpData) from this cut; no key renumbered. All commits build
as a merge result only after the verify job.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Replaces TheLockHoldsThroughMostOfItsDurationAndEndsAfter with a theory over Duration 1 and 2 at 0.25 s ticks. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Imagination r2 re-map (session self-2026-10-10-ag): the sim already carries
per-hardpoint arc and weapon traverse; links are rig only. Target doc moves
articulated weapon mounts into scope under ruling mount-arc-gun-traverse.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Eyes pass before the hull shader fork: DECALmachine 2.17 export paths,
forward-renderer decal practice, parallax for panel lines, layered wear
on the built-in pipeline, and this project's rendering constraints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ambientCG 2K sets under Assets/Materials/PBR (GlowFade .mat per material,
packed metallic/smoothness), and Asset Sources/PBR Materials.blend as a
UV-mapped Blender asset library linking the same textures. Sources and
licence in Assets/Materials/PBR/SOURCES.md. Unity import unverified until
the project is opened.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
12 asset-marked materials, UV mapping with a scalar Tiling node, images
linked by relative path to Assets/Materials/PBR, previews generated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2K-JPG Color/Roughness/NormalGL (+Metalness, AO where the set has them),
generated MetallicSmoothness.png (R metallic, A 1-roughness), texture and
material .meta files, SOURCES.md. Unity side not opened yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Expiry fires when the remaining duration reaches zero (<= 0), so behaviours execute on
Duration/dt ticks and not one more. AConsumableRunsForExactlyItsDurationInTicks pins it
with 0.25 s ticks. Builds; verified in the next run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Four tests for Soul's survivors lock-intent-length, lock-ignores-ccw-turn, lock-any-consumable and
lock-ends-at-half-duration. Tests only; not yet run on Yggdrasil.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first draft activated the second effect so late it was not yet attached when the
first detached, so the shared-entry guard mutants survived it. Builds; tests green
status is in the next verification run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireControl.RoundEnd and RoundAt leave FireControl (RoundEnd to DrawAhead verbatim, RoundAt as DrawAhead's private Line);
DrawAhead.Round takes the published outcome, steers a hit or burst from its frozen line at the commit tick onto its
end (burst point, else the impact cell on the target's drawn pose), and RoundStop is deleted. Projectile caches the
last published ShotOutcome and calls DrawAhead only. BallisticFlightTests move to the new signatures; the frozen-line
moving-target test is replaced by impact-cell, steer and no-drawing-function tests. Unverified: not yet built or run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.Activate re-initialises the running consumable effects through the same
InitializeBehaviors that initialises gear and ActivateConsumable, so a consumable
active across deactivate/refit/activate retargets to the new items.
ConsumableTests gains the stackable overlap/multiply, shared-entry detach,
expiry-boundary, per-design cooldown and refit facts. StatResolverTests' expiry
test builds its consumable through ItemManager.CreateInstance.
Not yet built or run; verification follows in a later commit message.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The contact-burst fixture cannot tell RoundStop's burst point from the line at
arrival (CommitBurst puts both at the same distance), so a stop that ignored the
burst point survived. A targeted proximity round at a target receding faster
than the round closes bursts at the pulled-back range point while arriving at
the fired-at distance; this test pins the stop to the sim's burst point.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Deletes At, the end formula (Unity restating the range) and Resolve's own stop
arithmetic. Launch binds ShotCommitted (refresh the record, learn the outcome)
and ShotResolved; Draw is DrawAhead.Round plus RoundOver; a hit or burst stops at
DrawAhead.RoundStop. Projectile names no flight quantity.
Builds headless (Projectile is not in the test project); the Unity compile is
run separately at the final head.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Spec r2 said 30 against a round speed of 20: no first-order intercept exists
there (the target outruns the round sideways), so the round did not lead.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RoundEnd(shot, known) is the one statement of when a ballistic round's drawn
flight ends: arrival for a hit, burst or unpublished outcome, the frozen range
(never short of arrival) for a miss. RoundAt takes the known outcome and clamps
at RoundEnd. DrawAhead gains Round, RoundStop, RoundOver (pure, no state) so the
blend, stop and done rules are headless-testable. Seven new tests (ten cases).
Unity build: Projectile.cs still calls the old RoundAt, so this commit does not
compile in Unity (the headless test project does not include Projectile). The
next commit moves Projectile onto the statics.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The mutation table let the guard's removal survive: with saturate's NaN rule
(max(0, NaN) = 0) a zero-lifetime cloud has no opacity without it, and
ACloudWithNoLifetimeObscuresNothing still pins that behaviour. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pairs mirrored across the ship's width had equal torque and the compensation still cancelled one; the previous commit's AnUnlockedShipFollowsIntent was red. Mirror across its length instead.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A lone off-axis strafe thruster cancels its own torque in Ship.Update, so its axis read 0 unlocked; pairs leave the strafe axis plain. The previous commit's AnUnlockedShipFollowsIntent was red for this.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The settled ratio carries the seed's last residue (.4007 against .4); two
places still separates .4 from the squared .16. Test-only; builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fixes the fixtures the first verify run falsified: the sensor's start-up seed
made one-tick ratios meaningless (compare settled infos and the settled ping
extra), launch drag moves a cloud less than its velocity, and the vent's own
velocity is read when the cloud is added, not after it has drifted. Test-only;
builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireRange is the distance to the engaged target and 0 for a round with none, so a no-lock burst round and a
round that misses never flew. MaxRange = weapon.Range is frozen at Fire beside Speed. Unity compile not yet run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first commit's tests failed in setup (border cells are not interior); it builds, its three new tests were red.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 1x1 interior fixture could not store the second consumable the
non-stackable test needs. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pins the cloud's drift and fade-from-vent-time, the ping branch of Gain, the
dump's authored radius/opacity/lifetime and its union 42 keys 1-3. Test-only;
builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gain stays the one detection rule: both branches are scaled by the fraction
of the signal that survives the clouds between observer and target
(Zone.Obscuration, exactly 1f with none, so the pre-cloud trace is
bit-identical). The entity loop passes it for pings and passive ticks and
PassiveRate for the chunk position. Entity.cs is untouched: a lock falls by
the existing detection-threshold rule when info does. Adds the sensor-level
facts to VapourCloudTests. Builds; not yet run (verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone.Vent is the one adder, StepClouds the one remover, Zone.Obscuration the
one reader: the product of (1 - opacity) over clouds whose disc the segment
touches (closest point of the segment to the centre within Radius), 1f when
none. Derived from live clouds at each call, never cached. VapourDump vents
once on its first run, drifting with its venter. Nothing reads Obscuration
yet (Sensor.Gain takes it in the next commit); this commit builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Deletes the Time.deltaTime gravity/drag/position integration and the range-distance kill from Projectile and the
UnityEngine.Random jitter, barrel direction and inherited velocity from ProjectileManager. A round holds a copy of
its PendingShot and draws at RoundAt(Zone.Time + Clock.Lead) with a barrel offset decaying over BlendTime; ShotResolved
ends a hit or burst at the outcome's BurstPoint, a miss flies to the FireRange clamp. Unity compile not yet run at
this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ActivateConsumable runs Initialize on the effect's behaviours; expiry disposes
them before Resolver.Forget, so a consumable's modifiers exist exactly while
its effect is active. ItemManager.CreateInstance returns a ConsumableItem for a
consumable design. StatResolver.DetachModifier drops an entry left with
nothing attached, so ModifierEntryCount returns to baseline. LoadoutTests'
hand-built ConsumableItem goes through CreateInstance. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PendingShot freezes the weapon's Velocity as Speed at Fire; RoundAt(shot, time) reads the frozen origin,
direction, speed and fire time, clamped to the FireRange point. Step, Commit and Apply do not call it.
BallisticFlightTests pin the line against the shooter position, aim and authored velocity.
Builds: yes. Presenters still fly their own rounds at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>