- Introduce js/ui/JobBoardWindow.js: nearly full-screen (depth 80) build-console-style window with a muted looping 2:3 feed on the left, and AVAILABLE JOBS / JOB DETAILS placeholder sections on the right; open/close state machine, boot reveal, ambient glitch/sweep/cursor effects, ✕ close door
- Wire the Job Board slot through SurfaceScene: toggleJobBoard/leaveJobBoard, setServiceLocked (generalized from setBarLocked) so deck + drawer stand down while the board is up with the jobBoard slot kept live as a second door; pause/resume the surface clip under the console
- Preload assets/videos/jobboard.mp4 in GameScene via data/actionbar.json → surface.explore.video (2:3 aspect), adding a NO SIGNAL fallback when missing
- Update data/actionbar.json explore drawer with the jobBoard item (isHomeSystem:false, no labelActive) and the shared video block
- Add headless test dev/jobboard.test.mjs covering config, build, geometry, open/close, update ticks, and destroy; extend phaser-stub with setVisible/setDepth
- Add dev screenshot harness dev/jobboard-shot.{html,mjs} and reference shots for drawer/board/left stages
- Prevent overlapping hit flashes from stacking, which captured the in-flash
state as the restore value and left crafts permanently white
- Track flashed crafts in a Set so the expiry path can always settle them
- Add purgeCraftTints(), called every ~250 ms from update(), that re-asserts
normal colors on any craft (tracked or roster) not holding a live flash
- Wire purgeRoster in both CombatScene and CombatSystem so the purge covers
the full player + enemy pack, not just Fx's own flashes
- Prune destroyed crafts from the tracking set to avoid leaked references
- Add tests covering overlap extension, kill-seam settle, periodic purge,
roster coverage, and dead-craft pruning
- Add Fx.releaseCraft() to settle a craft's pending white tintFlash
immediately on kill/destroy, so sprites never die mid-flash
- Add exported settleCraftTint() helper that resets tint mode and tint
to identity; call it on revive (EnemyShip), respawn, and reuse seams
- Guard restore callbacks against destroyed sprites with try/catch so a
half-restored craft can't leak white state
- Update combat screenshots
- Replace dot tracers with elongated glowing bolts (trail band + core streak + head bloom)
and a directional muzzle flare in both the range and main-game contexts.
- Add enemy impact reads: core flash, directional sparks along the travel vector,
cyan arc ripple on shield hits vs orange shards on hull hits, white craft hit-flash,
and a polished damage-number pop.
- Add player shield-sphere strike effect: full-sphere outline + bright arc centered on
the laser's incoming bearing, radial ripple, spark burst, and a shield-collapse cue
when shields break to hull.
- Add subtle world-camera shake on player hits, enemy kills, and shield-break while
keeping the HUD/combat bar perfectly still via the fx-ui camera split.
- Expose new visual knobs (bolt size/trail, muzzle, arc span, shake intensity) in
data/combat.json; fix Fx.update destroying ships on tintFlash expiry.
- Replace vertical gauges with draining hull/shield/energy orbs
(hull with overlapping shield on the left, energy on the right).
- Share the main game's CombatBar in the combat range and add
range energy tracking with optional regen.
- Make gauge hit flashes shape-aware: circle orbs get a soft bloom,
rects keep the legacy white pulse.
- Update combat data and assets for the new orb-strip storyboard.