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2,853 commits

Author SHA1 Message Date
Meta Vens
f2ecc96a3c ConsumableAiTests: the lock held on someone else is a real lock
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>
2026-10-10 10:57:52 +02:00
Meta Vens
73277ce62f ConsumableAiTests: lockers dead astern so a lock bearing is exact; drop diagnostics
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>
2026-10-10 09:40:26 +02:00
Meta Vens
dd98ec22e0 ConsumableAiTests: fix diagnostic literal (temporary)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 08:51:18 +02:00
Meta Vens
c6ff3bbb6b ConsumableAiTests: locker diagnostic (temporary)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 08:44:47 +02:00
Meta Vens
6caf747aae ConsumableAiTests: more diagnostics (temporary)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 06:38:12 +02:00
Meta Vens
513aba25e2 ConsumableAiTests: diagnostic message (temporary)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 06:35:23 +02:00
Meta Vens
200f8c5cc9 ConsumableAiTests: mint the hold from its own design type
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 06:26:28 +02:00
Meta Vens
f270529f9b Consumable AI: agents vent when locked and overdrive to close, with tests
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>
2026-10-10 06:16:38 +02:00
Meta Vens
e71540be5b Merge origin/master into eureka/aetheria-release-vapour-cloud
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>
2026-10-10 05:51:04 +02:00
Meta Vens
b623d519f7 ThrottleLock tests: pin the exact tick the lock ends, as a function of Duration
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>
2026-10-10 05:26:51 +02:00
Meta Vens
1be1023558 Merge origin/master into throttle-lock 2026-10-10 05:26:11 +02:00
Meta Vens
d4a27def37 Merge origin/master into eureka/aetheria-release-consumable-host
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 05:12:57 +02:00
Meta Vens
8755da5ecb Release map: articulated mounts re-mapped to the hardpoint-arc ruling
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>
2026-10-10 05:12:27 +02:00
Meta Vens
c22456b52c Merge origin/master into eureka/aetheria-release-consumable-host
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 04:59:19 +02:00
Meta Vens
acea1aa73e Merge remote-tracking branch 'origin/master' into eureka/aetheria-release-ballistic-flight 2026-10-10 02:00:50 +02:00
Meta Vens
ce0023f1f8 Research: prior art on hull decals, panel lines and wear layering
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>
2026-10-10 00:50:14 +02:00
Meta Vens
5792354c61 Merge self/pbr-materials: 12 tileable CC0 PBR materials for Blender and Unity
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>
2026-10-10 00:28:24 +02:00
Meta Vens
80842ba2fc Carbon_Fibre: dielectric, metallic 0 (drop unused Metalness map)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 00:27:53 +02:00
Meta Vens
492a8333fb Blender asset library: PBR Materials.blend (catalog Aetheria/PBR)
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>
2026-10-10 00:26:22 +02:00
Meta Vens
840dfe6460 PBR materials: 12 ambientCG CC0 sets for Unity (GlowFade) under Assets/Materials/PBR
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>
2026-10-10 00:26:21 +02:00
Meta Vens
d519d99b1e Consumable host: an effect lives exactly its Duration, not Duration plus one tick
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>
2026-10-09 23:48:02 +02:00
Meta Vens
a74065dbee ThrottleLockTests: pin stick length, counter-clockwise turn, non-lock consumables and the lock-end boundary
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>
2026-10-09 23:46:33 +02:00
Meta Vens
afe44b09d3 ConsumableTests: the overlap test attaches both modifiers before the first expires
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>
2026-10-09 23:38:26 +02:00
Meta Vens
6b36835953 Ballistic flight r3: name CultMath.float2x2.Rotate in full (the math.float2x2 method shadows the type)
The previous commit (2dcb7b20) does not build: DrawAhead.cs CS0119.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 23:29:32 +02:00
Meta Vens
2dcb7b2078 Ballistic flight r3: DrawAhead draws a round from the sim's facts, a hit ends at its impact cell; FireControl draws nothing
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>
2026-10-09 23:27:22 +02:00
Meta Vens
87ec736f04 Map: articulated mounts (body facts AM1-AM11, model-page rows, authority map, rationale)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 23:25:28 +02:00
Meta Vens
29c5f7aba1 Consumable host: one initialiser for gear and running effects; tests pin overlap, lifetime, per-design cooldown, refit
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>
2026-10-09 23:24:54 +02:00
Meta Vens
ce4bb199a7 Map: ballistic flight is presentation (r3 probes and rationale)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 23:23:24 +02:00
Meta Vens
d98818ea0c BallisticFlightTests: a receding proximity target puts the burst point off the arrival line
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>
2026-10-09 22:56:51 +02:00
Meta Vens
ba2b4a7377 Projectile draws through DrawAhead and computes no position, time or range
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>
2026-10-09 22:35:46 +02:00
Meta Vens
f9483181f2 BallisticFlightTests: the moving target crosses at 10, below the round's speed, so an intercept exists
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>
2026-10-09 22:35:37 +02:00
Meta Vens
a9f1196472 BallisticFlightTests: using UniRx for the Subscribe lambda
Builds headless; Unity still on the old Projectile at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:33:51 +02:00
Meta Vens
85e57aef78 BallisticFlightTests: using System for the Subscribe lambda; DrawAhead comment names no frame clock
Builds headless; Unity still on the old Projectile at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:32:08 +02:00
Meta Vens
60aacfdc35 FireControl.RoundEnd states a round's end; DrawAhead draws rounds as pure statics
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>
2026-10-09 22:31:12 +02:00
Meta Vens
6d83597b77 Map: ballistic-flight r2 body facts and why a round's end is one sim statement
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:27:59 +02:00
Meta Vens
950b0e3ddc VapourCloud: drop the zero-lifetime guard saturate already covers
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>
2026-10-09 21:17:35 +02:00
Meta Vens
e56f9c8be5 BallisticFlightTests: move the shooter after Fire so a live-origin RoundAt fails
The origin-from-live-shooter hand mutant survived against a stationary shooter. Builds: yes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:56:01 +02:00
Meta Vens
8c549719c0 ThrottleLockTests: strafe pairs placed for opposing torque
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>
2026-10-09 20:54:20 +02:00
Meta Vens
015e6d86bd ThrottleLockTests: strafe thrusters in mirrored pairs
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>
2026-10-09 20:51:30 +02:00
Meta Vens
84f9cd39e5 VapourCloudTests: settled ratio to two places
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>
2026-10-09 20:40:48 +02:00
Meta Vens
42c403dc32 VapourCloudTests: settled-state ratios, drag-aware drift, capture at vent
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>
2026-10-09 20:39:24 +02:00
Meta Vens
2b03d90812 RoundAt clamps at the weapon's frozen Range (PendingShot.MaxRange), not FireRange
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>
2026-10-09 20:35:37 +02:00
Meta Vens
0c29ea1768 ThrottleLockTests: place thrusters on interior hull cells
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>
2026-10-09 20:32:00 +02:00
Meta Vens
f79cf8b7a7 ConsumableTests: a hold with room for two consumables
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>
2026-10-09 20:29:27 +02:00
Meta Vens
2640faa9a6 VapourCloudTests: drift, ping, wire shape and authored stats
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>
2026-10-09 20:24:06 +02:00
Meta Vens
0fb5ac1dfc Sensor.Gain takes the obscuration of its sight line
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>
2026-10-09 20:22:16 +02:00
Meta Vens
6dcf33d11c Vapour clouds: Zone owns them, a VapourDump behaviour vents one (union 42)
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>
2026-10-09 20:22:00 +02:00
Meta Vens
aa9288d9de Projectile is drawn on FireControl.RoundAt and integrates nothing
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>
2026-10-09 20:19:23 +02:00
Meta Vens
aaab561f98 Consumable host: initialise at activation, dispose at expiry, instantiate consumables
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>
2026-10-09 20:19:22 +02:00
Meta Vens
0e89dd1673 FireControl.RoundAt: the one statement of where a fired round is at a sim time
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>
2026-10-09 20:19:22 +02:00