- 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.
- Pin DOWNLOAD ALL button's right edge to the panel inner boundary using its actual rendered width instead of a fixed 210px assumption that let the label spill past the window
- Drive title/subtitle decode animations through both 'opening' and 'shown' states so the scramble completes rather than freezing mid-glyph when the crack-open settles
- Set `card.locked` (no underscore) to match what SlotCard.press() actually gates on, preventing stale `_locked` writes from leaving cards inert
- Add a real pointer-press helper in the dev test that maps canvas coords through the FIT-mode zoom and dispatches mouseover/down/up to exercise the full click pipeline end-to-end
- Replace the no-op `ignorePointer` idiom with a new `setInteractiveEnabled` helper that toggles Phaser v4's `input.enabled`, so hidden/inert UI elements (sub-bar buttons, save cards, scrims, confirm buttons) stop swallowing clicks
- Set explicit depths for the menu sub-bar (60) and save panel (70) so they paint above the command deck, HUD, and world objects as intended
- Add a headless-browser z-order + input-state probe (`dev/zorder-test.*`) that boots the real engine and asserts both paint order and hit-testing behavior across open/close transitions
- Add gas giant landing video asset
- SaveManager: 10-slot localStorage bank (put/get/clear/list/export), corrupt-bank recovery, failed-write surfacing, bulk JSON export
- SaveData: captureState / prepareLoad / consumeRestore / resetRunState — seed + player state round-trip through a shared registry
- MenuSubBar: fold-up drawer off the deck's MENU button (Save Game / Load Game / Return to Main Menu) with animated open/close
- SavePanel: 10-slot pop-up in save or load mode; overwrite + load confirm dialogs; "download all" bulk export; toast feedback
- ConfirmOverlay: split-open confirm dialog for destructive actions
- SlotCard, Toast: per-slot cards and inline feedback strips
- MenuScene: Load Game button (grayed while bank is empty) opens the same panel in load mode
- GameScene: menu sub-bar + save panel wired into deck action, ESC handling, input blocking while modal, applyRestore on scene boot
- Tether HUD moved from above the MENU button to upper-right corner, stacking downward
- MenuButton: disabled (grayed) state and screenFixed option for scrolling-camera UI
- New SFX assets (ui-click, ui-hover) + updated existing FX; gasgiant planet image
- Dev tooling: cdp-firefox.mjs, wdshot.mjs (headless Firefox via geckodriver), saves-ui-test.html/.mjs (integration driver), saves.test.mjs (Node unit tests), system-hud test updates