Record released target lock cockpit proof
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1 changed files with 8 additions and 7 deletions
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@ -28,8 +28,8 @@ Aetheria also advertises the original `ARPG.unity` follow-camera composition:
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`0.66,0.55`, and position damping `2`. The generic camera rig lowers those
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values without Aetheria-specific camera code.
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Aetheria's pilot surface also publishes a transparent cockpit overlay. The
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released generic UI Toolkit lowerer produced six native `ProgressBar` elements
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for hull, shield, capacitor, weapon cooldown, and target state. Daemon frame,
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released generic UI Toolkit lowerer produced seven native `ProgressBar` elements
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for hull, shield, capacitor, weapon cooldown, target lock, and target state. Daemon frame,
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player, and command diagnostics remain available in the document but lower
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with `display: none` in the pilot presentation. The runnable generic-client
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launcher mounts the same advertised document and forwards its typed commands;
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@ -38,17 +38,18 @@ it contains no Aetheria gameplay or client-authored world light.
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The two PNGs below are deliberate camera-channel captures, not a composited
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screen capture, so they prove world/map isolation rather than HUD pixels. The
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native cockpit proof is the asserted UI Toolkit visual tree recorded as
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`cockpitProgressCount: 6` in the witness facts.
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`cockpitProgressCount: 7` in the witness facts. The same run records completed
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daemon lock progress `1.0`; Unity does not manufacture or smooth that value.
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Camera-channel facts:
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- provider-authored player renderers: `12`;
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- pilot changed pixels: `230,203`;
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- pilot average luminance: `0.004103`;
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- pilot bright pixels: `1,420`;
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- pilot changed pixels: `230,189`;
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- pilot average luminance: `0.003343`;
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- pilot bright pixels: `1,227`;
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- map-channel renderers: `11`;
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- map changed pixels: `6,246`;
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- native cockpit progress bars: `6`;
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- native cockpit progress bars: `7`;
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- the pilot camera excludes the advertised map layer;
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- the player prefab's embedded layer-14 map icon contributes exactly `0` pilot
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pixels;
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