- 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
- 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
- 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.
- Replace the annular-band scatter (minOrbit/maxOrbit/minEdgeGap) with a ring-based placement: objects sit on one or two orbits around the home world, governed by center-to-center `minSpacing` and `maxNeighbor`
- Free-space stations (deep-space stations, waypoints) are now layout objects alongside planets; planet-bound settlements stay features of their planet
- Handle the N=11 case (9 planets + 2 stations) with an inner 3-ring + outer 8-ring; chain outward defensively for any larger N
- Update tests to verify the new spacing invariants, the two-orbit case, and determinism including station positions
- Refresh PROJECT_NOTES and the data-file comment to describe the orbit model
- DiscoveryCompass name tags are now interactive buttons with hover/press feedback; firing onSelect hands the target id to the scene, which retargets the ship via GameScene.autopilotTo (aim at the keep-out rim on the approach side).
- Compass layout reserves the command-deck strip (reserveBottom) so chips/arrows are never buried under the deck.
- Click-to-fly now ignores clicks that land on a compass chip (DiscoveryCompass.contains), keeping autopilot and fly-here from colliding.
- Tests cover the chip hit test, onSelect seam, and reserveBottom clamping; docs updated to describe the new autopilot behavior.
- Discovery rule: ship within `discovery.distance` (540 px) of a world's edge discovers it once per system; state is pure, save-ready (`Discovery.toJSON/fromJSON`)
- Off-screen compass (`DiscoveryCompass`): themed screen-edge arrows with type/name chips point back at discovered worlds; geometry helpers (`edgeAnchor`, `circleInView`, `lerpAngle`) exported for Node tests
- Solar-system layout: `layoutSystemPlanets` places generated worlds in a deterministic annular band around the home world, enforcing edge-to-edge separation and per-class scale/tint from `data/planets.json`
- All system planets are solid to the ship (collision + click-clamp), not just home
- Rim ping + HUD toast on discovery (`celebrateDiscovery`)
- New planet class pools (rocky/gas/ice/lava) with frames, `classScale`, `classTint`, and `typeLabels`
- Smoke-game dev hooks: `?ship=x,y` and `?near=px` for screenshotting discovery/compass states
- Node test suite (`dev/discovery.test.mjs`) covering rule boundaries, per-system state, JSON round-trip, layout bounds/determinism, compass geometry, and class pools