- Replace the square star field with a wide (width × height) field whose
aspect matches the map plate, so the fully-zoomed-out galaxy fills the
plate instead of letterboxing; recompute zone edges for equal-area thirds
under the new diagonal CDF.
- Add fitPadded() in SystemChart.js and use it in GalaxyView.js to frame
the galaxy as a true rectangle fit with a plate-pixel margin, replacing
the old world-unit padding that left stars on the plate edge.
- Rework the JumpNetwork spanning-tree heuristic to "save the stranded
first" (attach the candidate with the fewest unvisited non-barren
neighbors) and strengthen the repair pass: never attach to barren nodes,
guard swaps against cycles via inSubtree(), and add a last-resort
fallback that preserves strong connectivity.
- Update tests (galaxy.test.mjs, system-chart.test.mjs) for the field
bounds and the new fitPadded behavior; refresh README, PROJECT_NOTES,
and data comments to document the 2:1 field and platePadding knob.
- Replace the sparse disk (radius, flatten, spiral arms, per-type radiusBand)
with a seeded square domain placed by Bridson Poisson-disk sampling for
even, organic star spacing (no clumps/voids).
- Add a home→far difficulty axis: each record now carries `d` (0 at the home
corner, 1 at the opposite corner) and a named zone; type distribution is
mixed per zone via `distribution.zoneMix` instead of radial bands.
- Move the starting system to the star nearest the configured corner
(`startingSystem.policy: "corner"`, default SE / lower right), with
`center` and `random` policies still supported.
- Increase default system count from 60 to 90 and retune settlement density
gradient, landing video slots, and test expectations to the new layout.
- Mining now fires `onDepleted` when a cluster's last rock is consumed; GameScene splices the depleted cluster out of world entities, solids, content record, and map chart, then records its id for persistence
- SaveData captures/restores `depletedClusters` so mined-out fields stay gone across save/load (legacy saves default to empty set)
- Change station compass color from red (#ff4d5e) to bright purple (#c84dff) in data and all UI references
- ResearchWindow: thicken tech-tree edges to 3px core + wide glow, add crawling dash animation on unpowered links, endpoint socket dots, and a comet-trail pulse on powered edges
- New QuestTrackerHud component slides in below the system dossier once it folds, showing active quests (main story first) with a live progress checklist under the priority quest
- Priority quest: player can set/clear via row popup or console; auto-assigns to first active story quest; cleared state sticks until a grant or claim re-arms it
- QuestWindow gains SET PRIORITY / CLEAR PRIORITY controls and openAt() to land on a specific quest (used by SHOW MORE / VIEW QUEST)
- GameScene wires the tracker into the dossier lifecycle: hidden while expanded, slides out before expand, slides in on collapse; pointerdown contract prevents world clicks from leaking through rows and popups
- SurfaceScene delegates priority changes to the sleeping GameScene's ledger
- QuestState serializes/deserializes priority + cleared flag for save round-trips
- quests.json gains a tracker section (title, maxVisible, slideMs, toast configs)
- New dev/quest-tracker.test.mjs pins the full contract; dev/quests.test.mjs extended with priority and tracker-knob checks; system-hud test updated for the extra tracker elements
- SystemReport now returns a tight {title, subtitle, faction, population, status} shape instead of per-settlement/gate line lists; the HUD shows only the name, "<Type> system · star <class>", and "Faction: Neutral · Pop ~X" (or "Unclaimed").
- Drop the settlements/gates/summary/seed lines from the GameScene HUD render and update the decode/collapse docs to the new two-line layout.
- Fix planet kindLabel lookup to key on rec.class instead of rec.name so the comms/surface panels don't repeat the proper name.
- Update asteroid, galaxy, and system-hud tests plus PROJECT_NOTES to match the compact report shape.
- Treat k <= -1 as "other zone contains this rim" so a level-1 gate
tether at exactly the level-2 anchor's range no longer draws a spurious
full circle inside the union.
- Update doc comment to clarify external vs internal tangency cases.
- Add regression tests covering the d + rInner = rOuter boundary case.
- Add spacestation music and surface video assets.
- Use `video.resume()` instead of `video.play()` in Build, Map, Quest,
and Research windows: Phaser v4's `play()` is a no-op after `pause()`
because the `_playCalled` flag stays true, leaving the feed frozen
after close → reopen. `resume()` handles both first open and re-open.
- Play the 'construct' SFX when the planet HUD lines start their
scramble-decode animation in SurfaceScene.
- Drop the empty "reserved" slot from both the flight and surface decks so every slot is a live button
- Update GameScene docstring to list the actual six slots (Research, Scan, Ship, Quests, Map, Menu)
- Add original screenshot assets for scene 01 interiors
- Introduce QuestState ledger (granted/claimed ids) persisted via SaveData, with safe fromJSON validation that drops unknown ids and enforces claimed ⊆ granted
- Define the starter quest "Start Your Journey" in data/quests.json with four live checks: research node, lifetime asteroid mining, home tether level, and discovered world count
- Add totalMined counter tracked on each ore event to support the mining requirement independently of cargo hold
- Build QuestWindow (full-screen console at depth 80) with video feed, category tabs (Main Story live, Side Quests standby), quest list, detail plate with checklist and CLAIM REWARD action
- Wire QUESTS slot into both flight and surface command decks right of SHIP; SurfaceScene delegates snapshot/claim to the sleeping GameScene while rendering its own console notes
- Grant starter quest on first boot with delayed toast; announce "QUEST READY" once per quest when all checks complete
- Update research-builds tests for seven-slot deck layout; add dev/quests.test.mjs covering data contract, ledger behavior, save round-trip, and deck slot placement
- Introduce StationFrames.js galaxy-wide pass that spreads spacestations.png
variant frames across the galaxy, avoiding collisions among neighbor stars
- Stamp settlement.stationFrame in SystemGenerator so content carries the
assigned variant (lazy === eager)
- Render deep-space stations from the spritesheet when available; keep
procedural fallback for waypoints and missing textures
- Extend comms target with isStation/frame and allow REQUEST LANDING on
deep-space stations, passing station flag into SurfaceScene
- Add landing.stationVideos entries and music.stationFrames slots keyed by
variant frame; surface/shop clips degrade gracefully until authored
- Add dev tooling: station-shot page/runner for world/panel/land/deck states
and a Node test asserting variant spread beats naive random assignment
- Draw the active SET DESTINATION path in orange on galaxy lanes and circle the destination star with a breathing ring
- On the current-system chart, circle the destination object when it is in this system, or show the route exit gate plus a dashed ship-to-gate line when the destination is elsewhere
- Carry `route` edge keys and `destinationId` through `buildGalaxySnapshot`, `mapChartSnapshot`, and `systemChartSnapshotFor` so views can render the course
- Add dev screenshot harnesses (route-shot, exit-gate-shot) and extend galaxy-map tests to cover route/destination flags
- Document the new visualization in PROJECT_NOTES.md and add a takeoff video asset
- In the destination system, the orange compass arrow now points at the
destination OBJECT (not just the next gate), so the "where to fly next"
marker persists across the last hop into the system.
- Add `_checkDestinationReached` per-frame check: clears the destination and
fires REACHED only when the ship is within the object's keep-out rim,
replacing the old jump-time clear for destinations with a specific object.
- Route compass entries (`route:`/`dest:` ids) are now resolvable by
`autopilotTo`, fixing the ship aiming at the star instead of the gate.
- New `alwaysFull` flag on compass targets keeps route waypoints at full
readout (arrow + type + name) regardless of distance; add tests.
- Add `route.destTypeLabel` config key and update docs/PROJECT_NOTES.md.
- New `js/galaxy/Route.js` derives the unique path between systems over the spanning-tree jump network (Dijkstra), exposing `planRoute` / `nextSystem`; pure and Node-tested in `dev/route.test.mjs`.
- Persist only the destination (`systemId`, `objectId`) in save data; the route itself is recomputed from the current system, so following it shortens automatically and a detour re-plots.
- Compass marks the route's next gate in orange (shown even while undiscovered) and suppresses that gate's ordinary cyan entry.
- On jump, resolve arrival / on-course / detour before `captureState` and queue REACHED / RE-PLOTTED notices to surface after the destination scene spawns.
- Map console SYSTEM tab now charts a charted star's system; confirming an object sets the destination and closes the map.
- Fix galaxy stars bleeding through the system chart: plate culling respects overall visibility, fog skips when no tethers anchor it, and the boot reveal finalizes to full alpha on tab switch.
- Add `assets/videos/ss-land-03.mp4` and document the route feature in PROJECT_NOTES.
- Add per-show width/height overrides so the SYSTEM tab's longer
"SET DESTINATION" label gets a wider dialog than AUTOPILOT's ENGAGE
- Grow each button panel to fit its label (_fitBtn) and re-flow title,
body and buttons into the bottom band (_layout) instead of using fixed
positions that let long text run past the panel edge
- Record baseWidth so a grown button never stays wide for the next dialog
- Wire map.json systemConfirm/confirm size config through MapWindow
- Add ss-takeoff-02.mp4 asset
- New "System" socket in MapWindow: a charted star's chart drawn by the
same painter as Current System (no ship/tethers), armed until the player
picks that star on the Galaxy tab, then wakes with its map.
- Galaxy tab click flow changes: a visited star opens its chart in the
System tab (onStarOpen) instead of confirming a jump; uncharted stars
are readouts only and a lit lane to an uncharted star pops nothing.
- Zoom-bloom star art (GalaxyChart.starArtSpec + GalaxyView blit):
diffraction spikes, per-type crowns (granulation, prominences, binary
companion, habitable rings, nebula disc, void horizon) and a surface
wobble fade in as you zoom; all angles/phases seeded per system.
- Star hit-testing now scales with the dot size and includes a crowded
cluster dead band so lanes/empty space between stars no longer trigger
hover.
- New systemChartSnapshot() in SystemChart.js plus tests covering shape,
coverage, discovery flags, stats and determinism.
- Set Destination dialog (System tab) acknowledges the pick via
onSetDestination; destination model is still being defined.
- Added spacestation image/video assets for future use.
- New `GalaxyView` renders glowing stars per archetype (pulsing heartbeat),
the jump-lane web (traveled/frontier/unexplored), the charted region's
convex hull, HOME/SHIP markers, hover readouts, and CONFIRM JUMP on a
live lane (reuses the existing gate transport).
- `GalaxyChart.js` provides the pure model + geometry: edgeKey, snapshot
builder, convex hull / padded polygon, star pulse/color, and plate
clipping (Liang-Barsky + Sutherland-Hodgman) — all Node-testable.
- Run's footprint (`visitedSystems`, `usedGates`) is captured/restored/
reset in SaveData; legacy saves default to "current system charted,
nothing traveled".
- MapWindow gains tab switching between the system chart and the galaxy
view, with shared stats/legend/status chrome per mode.
- Two dev tests cover the galaxy model, save round-trip, hull geometry,
plate clipping, and a regression for the star-label blink bug.
- Sort gate candidates by destination-side before tier, so an on-ray point behind the center loses to any destination-side aimed/scan point
- Add a new soft "facing from the center" check in tests: when some anchor's tether circle reaches the destination side (maxProj + tether > 0), the gate must lie there; a single far planet may still take the best aimed point
- Prefer a destination-side aimed candidate in the clearance fallback
- Shrink the roster from 200 to 60 systems and drop spiral arms / core bulge for a uniform-in-area sparse disk (data/galaxy.json)
- Turn the jump network into a pure spanning tree (shortcuts off): exactly one route between any two systems, barren systems become single-gate dead-end leaves
- Remove the rendered Star entity; non-home system centers are now empty space with the star kept only as invisible dossier flavor
- Gate anchors restricted to planets (stations no longer anchor) and every non-barren system guaranteed ≥1 planet so a buildable world always exists
- Give barren dead ends 1–2 asteroid clusters drifting inside their gate's level-1 tether as the stop's only payload
- Bump save format to 2 and reject legacy format-1 saves with a clear toast message
- Update tests, docs, and README to reflect the maze layout, leaf dead ends, empty centers, and new barren cluster rules
- The sub-bar was anchored to the MENU button's center + half-height, which
made it spill over the command deck's top rail (buttons are inset below
the bar's top edge). Anchor y is now the deck's top edge so the bar's
bottom edge sits on the deck.
- Update landing.json rocky land-02/03 entries to reference their own
rocky surface/takeoff/shop videos instead of reusing gasgiant/terran
assets, and add the new rocky-shop-03.mp4 video.
- Temporarily disable per-class planet tints in GameScene (option still
accepted by Planet for when we re-enable it).
- New `data/research/mining.json` tree (Improved/Advanced Mining Arm, Improved Storage) as blueprints that unlock matching builds
- Three new ship-scoped builds in the console's Mining tab: mining arm rate 1.5/2.0 minerals/s and hold cap 350; MAX-guarded effects applied to `ship.stats`
- Tether Level 3 promoted from research-direct effect to a build (tether-l3) gated on L2 tether, consistent with L2 blueprint pattern
- `BuildState.isBuiltAnywhere` + `isShipScoped` so ship upgrades count as built wherever the ship lands (no re-buy), records still key the planet
- `GameScene._restoreMiningUpgrades` re-derives ship mining stats from build records on load; `_applyMiningUpgrade` handles rate/capacity with toasts and HUD refresh
- New procedural icons: tether3, mining, mining2, storage
- Updated tests (builds, research-builds), diagnostics (BuildDiag v4), docs, README, manifest
- Targets beyond `farDistance` from the ship fold to a small text-less chip with a shrunken arrow, reducing visual clutter for distant objects
- Hovering a far chip expands it to the full readout after an intent delay; hovering off folds it back only after a grace period, so quick flicks don't pop or yank it
- Assign per-type compass accent colors: green for planets (data/planets.json), red for stations (data/stations.json), gray for asteroid clusters (already present)
- Export `isFarTarget` and `syncEntryMode` as pure helpers for Node testing; add far-display coverage to dev/discovery.test.mjs
- Add a headless integration driver (dev/compass-far.html + .mjs) that boots GameScene, parks the ship between near and far targets, and exercises the hover-intent lifecycle end-to-end
- Pass the ship position into `compass.refresh()` from GameScene so the compass can compute per-target far/near state each frame
- Adds a standalone Phaser dev harness that boots GameScene, opens the MAP console, hovers a discovered object, and triggers the ENGAGE AUTOPILOT confirm so it can be captured via headless Firefox.
- Records dialog state, scrim alpha, panel command buffer, and target-deferral assertions to verify the confirm renders correctly and leaves ship.target null until ENGAGE.
- Includes a rocky-shop video asset for reference in the shot workflow.
- Clicking a charted object now opens an ENGAGE AUTOPILOT confirm before
committing: CONFIRM plots the course and closes the console; CANCEL,
scrim click, or ESC leave the map untouched (ESC is routed to the dialog
first in GameScene).
- Wheel zoom (1x-8x) re-renders the chart crisp about the cursor, drag pans
the zoomed view with frame-edge clamping, and double-tap on empty plate
resets to 1x; each system remembers its last view.
- Fix ConfirmOverlay steady-state so it holds open values instead of
collapsing to a 2px line once the open animation lands.
- Fix Phaser v4 hit-area space (unscaled frame coords) and hover/course-line
destination offset by the plate origin so the full plate is clickable and
decor draws at the correct world position.
- Add dev/map-click.mjs coverage for dialog, zoom, pan, and real-input paths;
add rocky takeoff/landing video assets.
- ttPlate/ttName/ttSub/ttHint were created as bare scene objects at depth 5, so they painted behind the map window (depth 80) and were never hidden on close, leaving a lingering "TAP TO PLOT COURSE" button on the world
- Add them to the ttCont container (which is inside MapWindow) so they paint with the window, fade with its close tween, and hide with ttCont
- Add dev/map-click.html + dev/map-click.mjs regression harness that opens the map, hovers/clicks a discovered object, verifies autopilot targeting, and checks no tooltip lingers after close
- Add rocky-surface-02.png asset
- constrainShip on Planet, Star, Station, JumpGate, and AsteroidCluster now
returns a contact boolean (true only when position/velocity/acceleration
actually changed) so the scene can distinguish "touched" from "no-op".
- GameScene.onPostUpdate reads those flags and, if the ship is in its
Shift+click thrust state, calls stop() + setState('normal', 'contact')
the first frame any solid or the tether rim touches it — the hold ends
and the ship rests on the rim instead of driving through.
- Non-thrust ships are left alone by the rule; their existing arrival/brake
logic still owns their stop.
- dev/contact.test.mjs: headless tests covering no-contact outside the
keep-out, contact + push-out + inward-motion strip on approach, no
spurious contact while sliding off the rim, the full thrust-into-planet
stop-dead-on-rim integration, and that the rule only fires in thrust.
- dev/smoke-game.mjs: add a third thrusttest check (c) verifying a
Shift+click straight into the planet stops it dead on the rim.
- Ship gains a `thrust` state and `thrustToward()` that commits to the heading toward the click point and holds full throttle past it, until a plain click or stop steers out.
- GameScene pointer handler branches on `pointer.event.shiftKey`: Shift+click locks the heading (raw aim), plain click still flies to the clamped stop point.
- Mining teardown no longer stomps the ship state when the player has already moved it into `thrust`/`normal`.
- Update hint text and add unit tests (tests 7–10) plus a live-scene smoke harness (`?thrusttest=1`) verifying past-click flight, steer-back arrival, stop braking, and mining-exit signaling.
- Introduce MapWindow (js/ui/MapWindow.js): full-screen cartography overlay
with a left video feed, CURRENT SYSTEM / GALAXY(standby) tabs, a canvas
system chart (discovered planets/stations/gates/rock fields, tether union
boundary, fog-of-war dim outside the tether), and a discovery/resources
readout with segmented bars + legend. Clicking a discovered object plots
the course via autopilot.
- Add SystemChart.js (js/galaxy/SystemChart.js) with pure geometry/stats:
chartBounds, fitToRect, navDiscoveryStats, resourceStats — Node-testable
in dev/system-chart.test.mjs.
- Wire MAP into the deck (ActionBar + GameScene): new 'map' slot right of
SHIP, full-screen open/close contract, ESC handling, snapshot polling,
and video preload for assets/videos/map.mp4.
- Add data/map.json (manifest entry) driving all map colors, tabs, stats,
legend, sweep, glitch, hover, and click copy.
- Two-beat menu intro synced to the mainmenu track crescendo: beat 1 shows
console chrome + subtitle; beat 2 (revealDelay, default 3200 ms) reveals
title, bloom, buttons, seed decode, and a signature glitch.
- Fix rocky landing surface/takeoff assets in data/landing.json to point at
the new rocky-surface-01.mp4 / rocky-takeoff-01.mp4 clips.
- Dev tooling: dev/map-shot.{html,mjs} (headless screenshot driver),
dev/menu-intro-test.{html,mjs} (intro verification), and updated
research-builds.test.mjs for the new MAP slot ordering.
- Replace direct-click-to-jump with a shared comms panel variant that shows LINK ACTIVE/DORMANT status, REQUEST JUMP (disabled while dormant), and CANCEL
- Render gates from the new 256x256 spritesheet (frame 0 body, frame 1 active swirl) with procedural fallback when the texture is missing
- Active gate swirl spins clockwise and breathes alpha between configurable bounds; dormant gates keep the body at full alpha with the swirl hidden
- Wire CommsPanel to a dynamic primary-button action id so the same panel serves world and gate variants
- Add dev probe page (dev/gate-comms.html/.mjs) and update jumpgate/jump-travel tests for the new sprite path, fallback renderer, and comm-window flow
- Introduce Star entity (procedural texture per spectral class) drawn at the origin of every non-home system; only the starting system's central body is the home world
- Freeze `homeSystemId` at roster build so lazily generated content for newly arrived systems no longer misreads as home and deals a second home world
- Anchor tether-l1 builds on newly discovered worlds (effects.tether in data/builds.json) and re-materialize installed tethers after jump cuts / scene rebuilds
- Discovery now reports the central body in every system ("Home World" vs. spectral-class star label); stars are solid but not comms targets
- Add dev tools: nav-reach-probe (soft-lock analysis), star unit tests, tether-newworld browser test; fix landing video references and Phaser stubs
- Play a cover-scaled video between systems on jump, with an opaque backdrop so the source doesn't show through
- Double-click skips the remaining clip; single press is swallowed while it plays
- Fall back to the short jumpDelayMs cut when no video is configured or missing
- Guard against stalled/overlong playback with a grace and duration cap before restarting
- Add assets/videos/jump.mp4 and document the new behavior in gates.json and PROJECT_NOTES.md
- `_applyResearchEffects` now receives the node id explicitly instead of
reading `node.id`, which is undefined (the id is the key in the tree's
`nodes` map, not a field on the object) — this was silently skipping
`activateGates` so researched jumpgates stayed dark
- Add `systemIdOfGatesNode()` as the pure inverse of `systemNodeId()` for
the gates node, with round-trip tests
- Reconcile gate activation in `_onEnterSystem()`: if the gates tech is
already unlocked, re-run `_activateSystemJumpgates` (idempotent) so a
missed activation self-heals on the next entry/jump/reload
- Make `_activateSystemJumpgates` idempotent by tracking fresh keys and
early-returning when everything is already online
- Add `navPoints()` and `navChart()` to SystemCategory.js as pure,
testable cores for the jumpgate unlock condition (discovered/missing
split over all NAV points)
- Add `js/dev/NavDiag.js` with `orbitNav()` / `orbitNavBrief()` console
commands that print the live NAV chart and which objects are still
undiscovered, installed by `main.js` on every page load
- Update `data/landing.json` to reference the correct gasgiant surface/shop
videos for slot 03
- Add tests for `navPoints`, `navChart`, and `systemIdOfGatesNode`
- Document the activation wiring bug, the `orbitNav()` diagnostic, and the
new pure functions in PROJECT_NOTES.md
- Add JumpTravel.js with pure arrival geometry (return-gate lookup, spawn point past keepout) and wire it into GameScene.jumpThroughGate to re-stage the run via the save pipeline and scene restart
- Add gate hit-test (gateAt) so active gates trigger the jump on click while dormant ones show a console nudge and fall through to fly-here
- Add jump config block to gates.json (feature switch, arrival gap, delay, toast templates) and update landing.json gasgiant shop clips
- Add dev/jump-travel.test.mjs covering config, geometry, real-galaxy coverage, and determinism; refresh PROJECT_NOTES for the new mechanic
- Introduce a dynamic "system" research category built at runtime with two techs: `{System} Map` (granted on entry) and `Unlock {System} Jumpgates` (researchable once every NAV point is discovered).
- Wire gate activation through the research effects seam so completing the jumpgate tech activates the system's gates plus linked return gates, anchors level-1 tethers at each activated gate, and saves/restores via a new `activatedGates` set.
- Extend ResearchModel with optional tree hooks (`available`, `lockNote`) so dynamic categories can gate research on live world state without adding static requires.
- Add map and gate procedural icons, update tests for the new category contract and icon roster, and document the system category in project notes.
- Reduce maxLevel from 12 to 3 in data/tether.json
- Remove the tether_l4 entry from exploration.json; tether_l3 now has empty unlocks
- Update research-builds and tether tests to reflect the shorter chain (3 layout rows, level checks for 1–3 only)
- Revise PROJECT_NOTES.md to describe the 3-level progression
- Clicking a planet or station now opens the comms panel without moving the ship; world clicks are no longer fly-here targets, keeping mining beams live during panel interaction
- Add double-click (350 ms) skip for landing and takeoff clips in SurfaceScene so players can cut to the deck or flight world immediately
- Push restored mineral hold through the upper-right HUD on load so the readout matches the saved value instead of staying at zero
- Replace removed Phaser v4 Container.removeChildren() with removeAll(true) in JumpGate and Station destroy paths
- Update landing.json shop entries for terran frames 2–3 and document the new skip behavior
- Add dev harnesses for surface-skip, hold-restore, scene-restart, container-probe, and import probes; extend comms-click and saves-ui tests to cover the new interactions
- Add new video assets `terran-surface-03.mp4` and `terran-takeoff-03.mp4`
- Fix the third terran entry in `landing.json`, which was incorrectly
duplicating the first entry, so it now references the new 03 videos
- Galaxy shrunk to 200 systems (data/galaxy.json) — always fully known,
generation ~15 ms; roster/content two-level design unchanged.
- Object composition replaces planetCount (data/systems.json → objectCount):
10% barren (jump-gate-only), else 2/3/4/5 objects (planets + free-space
stations) at 15/30/30/15. One unified roll (rollSystemComposition) shared
by the content generator and the frame pass.
- Barren systems: no planets, no stations, no asteroid clusters; their
single gate sits on the star→destination ray at barrenDistance (8192 px).
Strong connectivity keeps them reachable.
- Jump gates are DORMANT by default: every gate record carries
active:false, the entity renders dim with a still field. Activation is
the seam for the tether mechanic (an activated gate anchors a level-1
tether). data/gates.json gains barrenDistance.
- Frame diversity (js/galaxy/PlanetFrames.js): one galaxy-wide pass spreads
(class, frame) across the galaxy — fixed spatial order, least-used face
among already-assigned nearest stars, seeded tie-breaks. Stamps
planet.frame + content.homeFrame, read by GameScene.
- Tests: dev/frames.test.mjs added; jumps/galaxy/discovery/jumpgate/asteroids
suites updated to the new rules (composition buckets, barren gates,
active flags, frame determinism/spread, 5-object max, index clamps).
- Docs (README, PROJECT_NOTES) and stale 40k references updated.
- Introduce data/gates.json + js/galaxy/JumpNetwork.js: a strongly-connected, degree-limited spanning tree over the nearest-star graph (plus local shortcuts) so every system holds 1–3 gates, all jumps are local, and no system is closed or trapped
- Place each gate on the tether circle of an anchor (planet / space station / home world), facing its destination star; enforce radius band, clearance from anchors, and gap between gates in SystemGenerator.layoutGates
- Add the JumpGate entity (procedural twin-pylon portal) with the same solid contract as Planet/Station, discoverable in cyan, listed in the HUD dossier; wire into GameScene solids + discovery
- Guarantee every system holds at least one gate anchor (barren systems get a deep-space station); cap the home system at 3 objects so it fits the tighter band
- Rework solar-system layout to a full pairwise band [minSpacing, maxSpacing] with rotation tuned toward gate bearings; update tests and docs accordingly
- Center the ✕ close glyph and "IN PROGRESS" labels via setOrigin(0.5, …);
Phaser Text defaults to origin (0,0), so they were anchored top-left
and sat off-center on their plates
- Widen detail buttons from 152 to 190 px so the widest label
("IN PROGRESS 88%") no longer bleeds past the plate edges
- Treat 'closing' as open in isOpen so a close tap is consumed by the
window while it fades out, instead of leaking through as a world click
- Planet count is now a single global rule (20% barren, else 2–4 planets)
instead of per-type spreads; the starting system always holds a gas giant
plus a rocky world beside the home world.
- Every planet hosts one settlement by class (habitable rocky → colony, other
rocky/ice/lava → mining station, gas → cloud base); free-space stations and
beacons still roll per archetype with the core→rim gradient.
- Old probabilistic planet-settlement path kept behind allPlanetsSettled flag.
- Layout max drops to 6 objects (4 planets + 2 stations); the 11-object
two-orbit case remains as a defensive fallback.
- Update tests, docs, and add rocky-land video asset.
- Change radiusGrowth from 1.25 to 2.0 so level N doubles the previous
level (L2 = 10240, L3 = 20480, L4 = 40960 px)
- Update all data descriptions, docs, and test defaults to match
- Add refreshHudTetherLevel() in SurfaceScene so the HUD line re-decodes
when a tether build completes while on-surface
- Rename rocky-planet-02 asset (typo fix), add 03-a/03-b variants,
point rocky frames at indices 6–8 in planets.json
- Add dev/tether-flow harness to exercise the full L2 build flow end-to-end
- Introduce the BUILD deck slot on planet surfaces: full-screen BuildWindow
(looping feed video, category tabs, build list, dossier + cost + BUILD
button) backed by pure BuildModel/BuildState rules
- Move tether level 2 from a research effect to a one-off planet build
(200 minerals, 20 s, requires L1 tether on the world); home world starts
with tether-l1 pre-installed as a rule re-asserted after load
- Add `node dev/server.mjs` static server sending Cache-Control: no-store to
stop browsers heuristically caching ES modules (the "new data + old JS" bug)
- Fix world-name casing leak: CommsPanel keeps canonical spelling in the
landing payload; GameScene.startLanding normalizes via WorldNames.canonicalPlanetName
so name-keyed build/tether lookups match
- Add in-game diagnostics (orbitDiag/orbitDiagBrief), dev/build-check.html
self-check page, and Node tests for builds, world names, and save staging
- Persist builds (built records + in-flight remaining time) in the save bank;
tick on the game-loop clock so a build survives takeoff mid-build
- SHOP button now swaps the looping surface clip for the world's `shop`
video (e.g. terran-shop-01.mp4); pressing again swaps back. The slot
relabels between "Shop" and "Leave Shop" via a new ActionBar.setLabel.
- data/landing.json gains a per-frame `shop` entry; worlds without one get
a console note instead of a clip.
- SurfaceScene: toggleShop/leaveShop manage the shop video (pause/resume,
visibility), error handling falls back to the surface loop, and cleanup
on takeoff/shutdown disposes the new video and note glyphs.
- ActionBar: slots store their base fontSize so setLabel can shrink-to-fit
long labels; paintSlot re-asserts hover state after relabeling.
- Define the two-sided unlock contract: research nodes declare `unlocks.builds`/`unlocks.research`, builds declare `requires` as "category/node id" (authoritative gate); ResearchModel exposes `unlocksOf`, `buildDefs`, `unlockIssues`, `buildIssues`
- Add `tether-l2` build entry (planet/station targets, credits+minerals cost, level-2 tether effect) and link it from `exploration/tether_l2`
- Show an UNLOCKS line in the research dossier so the console surfaces what a tech opens
- Extend dev/research-builds.test.mjs to validate both sides of the gate and the new model helpers
- Update data/builds.json, research.json, exploration.json `_comment`s and PROJECT_NOTES to document the contract