RestoredHullsTests.Settings() hand-set thermal radiation/conduction at
their bare-class defaults (1/1/1) against the shipped 3 / 1e-8 / 0.01
(Assets/Resources/Settings.asset), so equipped parts froze toward 0 K on
real physics and every test built on that fixture ran on thermal behaviour
nobody ships. It now loads the real GameplaySettings through
AuthoredSettings (tools/AetherDb/AuthoredSettings.cs), the same headless
YAML reader tools/AetherDb already uses to inspect Settings.asset outside
Unity -- the tests project now references AetherDb.csproj to reuse it
instead of hand-copying the same fields a second time.
LonginusNeverExceedsItsRestoredTopSpeedUnderFullThrust no longer needs
OverrideShutdown to keep the ship flying (that was compensating for the
broken fixture shutting equipment down within ~1s); it now drives a
generated Longinus (seed-pinned, including ItemManager.Random, which
defaults to a DateTime.Now seed and was making item quality -- and so
the measured speed -- non-deterministic) for 5s, the window Soul measured
before this loadout's thrusters cross 386 K and shut down. The tolerance
is now asymmetric instead of the old +-10: +4 on the ceiling (the mixer's
own tick order settles real, unforced flight at the cap plus one tick's
acceleration, measured at ~103.3 for this loadout) and -3 on the floor
(tight enough to catch a nerfed TopSpeed catalog value, which +-10 or a
wider ceiling would not).
Every other test in the file now runs on real settings instead of the
frozen fixture; all 15 tests in RestoredHullsTests pass unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>