- 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
- New shared audio voices: js/utils/Sfx.js (playSfxOn/stopSfxOn/sfxPlayingOn)
and js/utils/Music.js (loop voice + shuffle playlist), both with v4 guard
rails (cache.audio.has, stopByKey, isPlaying) so missing assets never throw.
- data/music.json: menu loop, shuffled deep-space soundtrack for GameScene,
and per-world surface loops keyed by planets.png frame; new mp3 assets in
assets/music/.
- data/sfx.json: add ui_hover/ui_click/ui_window/ui_close/mining_loop and a
dedicated scan track; wire UI components (buttons, panels, popups, save
vault) to the shared voice via scene.playSfx seam.
- GameScene: start/stop the shuffle on create/shutdown, stop both soundtrack
and mining hum on 'sleep' (landing launch+sleep) and resume on 'wake';
mining hum loops while beam is live and stops quietly on 'stopped'.
- SurfaceScene: preload and loop the world's track from landing through
takeoff; fix landing frame hand-off to pass sheetFrame instead of the
texture Frame object.
- MenuScene: preload SFX + menu music, start the menu hum in create, stop it
on the 'shutdown' event (v4 never calls shutdown() on transition).
- data/ship.json → stats: hullIntegrity/shields/cargoHold/mineralStorage,
exposed as ship.stats for future combat/trading/mining systems.
- Tests: dev/sfx.test.mjs and dev/music.test.mjs cover the shared voices,
guards, and data contracts; ship-behavior and system-hud tests extended
for base stats and the mining hum lifecycle.
- New SurfaceScene overlays GameScene when the player requests landing:
plays a one-shot landing clip, then a looping surface clip behind a
dedicated command deck (Shop/Build/Ship + Take Off + Menu).
- Wire comms panel "Request Landing" / "Land" buttons to launch the
surface; TAKE OFF stops SurfaceScene and wakes GameScene so the run
resumes exactly where it left off.
- ActionBar accepts an optional `buttons` override so scenes can supply a
different slot list while sharing layout/colors/animation.
- SavePanel gains a `stateScene` option so saves from the surface read
state from the paused GameScene underneath.
- Add data/landing.json (per-frame video map) and four placeholder
surface clips; CommsPanel now passes its full target payload through to
onAction so landing metadata survives the round-trip.
- Add dev harnesses: headless-Firefox screenshot helper, click-path test
for the real user flow, and a surface-flow assertion suite with parked
screenshot pages.
- New CommsPanel UI: world-anchored rusty-metal/green-phosphor console that opens on planet or station click, showing name decode, reputation bar (41 marks, -20 to +20), and REQUEST LANDING / LAND / CANCEL buttons
- New Station entity with procedural rendering (deep-space station ring + solar wings, or waypoint beacon), solid collision, and comms-target support
- data/stations.json configures station kinds, sizes, ship clearance; added to manifest
- GameScene wires click-to-fly + panel open together, handles button/outside/ESC close race, ESC priority, and commsAction seam for future landing logic
- Reputation.marksFor() computes lit-mark count for the gauge; covered by new unit tests in dev/reputation.test.mjs
- Dev tooling: comms-click (real-input interaction test), comms-shot (screenshot states), wdshot setup-step logging