- Nebula gas layer: soft coloured cloud sprites at depth 3, tinted with a
per-system palette color assigned deterministically at galaxy generation
(SystemGenerator stamps content.atmosphere.color). Only nebula-type
systems render it; all other types are untouched.
- Ripple effect: a full-screen WebGL composite on the world camera that
displaces the starfield and world objects while the HUD stays crisp via
a new UI/world camera split (UiCameras.js). Data-driven per archetype in
data/systems.json (nebula = ripple, all others = none). Canvas fallback
degrades to no effect.
- Demo mode: ?fx=<type> URL param retargets the run to the richest system
of that archetype, fully charted with all gates active, for judging the
effect in isolation.
- New ice and lava planet art (slots 9–14 in planets.png) replacing the
placeholder terran/rocky/gas reuse.
- Node test suites for the nebula palette/determinism/cloud texture and
the ripple math/data contract/shader/facade (50+ checks, bare Node).
- Full-screen RESEARCH window: looping archive feed, category tabs, branching
DAG tech tree (top-down layout), per-tech dossier + RESEARCH button, deck
progress bar
- Pure rules layer (ResearchModel / ResearchState) is Node-testable; the
window is a passive view and GameScene owns effects, toasts, and saves
- First category **Exploration** (Tether Level 1–4, Tether Anchoring, Signal
Amplification) lives in data/research/exploration.json; adding a category
= one JSON file + one registry line + one manifest line
- Effects seam: `tether.level` grows the home tether via TetherField.setLevel;
`capability` flags land on scene.researchCapabilities for future systems
- Save/restore round-trips an in-flight project (remainingMs captured at save,
startedAt rebuilt on load); old saves without research still load
- Dev tooling: dev/cdp-shot.mjs (CDP screenshot with readiness wait),
dev/research-shot.html/.mjs (boots the console + starts a run for a shot)
- Assets: gasgiant planet frame 03, takeoff/landing clips, research-computer
feed; planets.png/.psd updated
Adds the player's home planet to the starting system, rendered from the new
planets.png spritesheet. The planet is a solid disc: the ship may come within
shipClearance of its rim but can never cross it, and clicks on the planet
clamp to the keep-out rim so the ship always has a reachable destination.
- js/entities/Planet.js: solid-disc entity with a circle keep-out constraint
(constrainShip/resolve, pure and scene-free) plus edgePoint/aimPoint helpers
- data/planets.json (+ manifest entry): texture, frame size, scale, homePlanet,
shipClearance, spawnDistanceFromEdge
- Ship.js: exposes a radius (half the hull width) for the keep-out math
- GameScene.js: loads the spritesheet, spawns the home world at the origin,
starts the ship ~150 px off its rim in a seed-derived direction, and applies
the constraint each frame after the ship moves
- dev/planet.test.mjs: Node tests of the constraint against real config;
dev/test-game.html gains a <base href> so asset paths resolve from /dev