- New main-story quest granted after 'Special Delivery' is claimed AND its payoff comms are ACKed all the way through (unlocks.acked gate)
- Three-step checklist: speak with Trestle (trestleQ4 warning beats), defend from a rolling wave of six raiders at the gate-to-capital midpoint, return to the Neutral Capital World
- CombatSystem.startWaves gains an origin option so ambush enemies materialize in a ring around a specified point rather than off-screen around the ship
- CommsHub fires a new onAck hook before onEnd so the scene can record acknowledgments and run its grant pass in the same tick
- QuestState.isUnlockMet / grantUnlocked accept a gates.acked set; GameScene supplies it from the comms acked-ledger
- SaveData captures/restores comms.acked, combat.done, and story.capitalReturned; resetRunState clears all three on New Game
- Combat is now built for every scene (not just ?combat demo); the hostile pack spawns only in the sandbox boot
- Test suites updated: quest unlock gating, ambush wave shape, roster count 25→28, save round-trip of new ledgers
- 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.
- New `combat.html` + `/combat` dev-server route + `index.html?combat`
boot a fixed arena where the player ship fights a pack of enemy craft;
all tuning lives in `data/combat.json` (thrust, hulls, shields, lance,
rams, respawns).
- Add `js/combat/` modules: CombatScene, EnemyShip (standoff-ring AI +
lance), Bullet, Fx, StarDrift, and pure rules in Combat.js (armor
damage, orbit step) exercised by the new `dev/combat.test.mjs`.
- Extract shared `awaitFonts` into `js/utils/Fonts.js` so both the game
and sandbox boots use one copy.
- Preload the enemy spritesheet in GameScene so the texture is ready when
combat ships in; add `ships-enemy.png` (+ `.psd`) art.
- Expose `window.__COMBAT__` (reset, spawnEnemy, player, kills) for
devtools tuning; R resets the range, P freezes it.
- Arm `oac-research-new` (trigger `researchNew`) from `_commEnded` when the `oac-research-complete` sign-off finishes and `researchAnyAvailable()` is true, so the hub FIFO plays it right behind the sign-off
- Register the new audio-only comm in `data/comms.json` and move `researchNew` out of the reserved trigger list
- Update roster count to 25 and add node checks for the beat's fields, clip presence, and zero delay in `dev/comms.test.mjs`
- Add headless browser harness (`dev/new-research-shot.html`/`.mjs`) that verifies the seam, gating (in-flight vs available), and FIFO ordering through the real `onEnd` hook
- Ship `assets/videos/arid-shop-03.mp4`
- New ShimmerCue module: pure shimmerPhase/drawShimmer cycle (yellow band sweeps face, comet runs cut-corner edge), shared by both surfaces
- ActionBar gains setShimmer + a dedicated additive layer; the RESEARCH slot wears the full face+edge recipe while a tech can start and the console is closed
- ResearchWindow._paintCues paints the edge-only shimmer on every category tab whose tree still holds an available tech, plus the ACK pulse on the "Unlock Jumpgates" plate (or SYSTEM tab when off-screen)
- GameScene._applyResearchCue switches one cue at a time: deck slot when console closed, console cues when open; rests while a project runs (maxConcurrent 1), under standby, or under the tutorial finger
- ResearchModel.hasAvailable and SystemCategory.gatesReady/gatesNodeId encode the ready rules
- data: actionbar.json animation.shimmer, research.json fx.tabShimmer (#ffd84d, comm-pulse yellow family)
- dev: Node test (research-cue.test.mjs) pinning the pure cycle model + slot/tab behavior; browser verify page (research-cue-shot.html/.mjs) with CDP capture poses
- assets: arid-surface-03 / arid-takeoff-03 videos
- New TutorialGuide.js beat table picks which control to pulse based on live comms/research records, so a loaded run resumes the same beat
- ActionBar and ResearchWindow gain setHighlight() with pulsing rims (ACKNOWLEDGE-style sonar rings in the console) that hide under deck standby/locked slots/closed window
- GameScene applies the highlight per frame before surfaces draw, tracks scanPressed one-shot, and reads targets from data/quests.json → tutorial
- Add tutorial section to quests.json plus tests for beat table, ActionBar rim gating, and data consistency (slot ids, console node matches starter research check)
- New `js/visuals/EngineFlare.js` drives nozzle glow, ignition burst, and a short fading exhaust plume from the two side-pod engines, driven by the ship's live throttle so braking dims it and Shift+click lights it up full
- Configurable via new `thrustFx` block in `data/ship.json` (enabled flag, core/plume colors)
- Hooked into GameScene lifecycle: created per scene restart, updated from the scene clock, cleaned up on landing sleep and scene destroy so nothing survives frozen mid-glow
- Add dev harnesses for visual verification: `dev/engine-flare-test.mjs` (headless Chromium CDP walk through idle → ignite → burn → coast → settled with screenshots) and `dev/particle-probe.{html,mjs}` to confirm particle velocity follows the emitter's heading
- Add new arid planet art asset
- Stage the payoff audio (carol q3 05-07, oac q3 01) and video assets
(arid-surface-02, carol character) backing the launch-after-sale beat.
- Add dev/delivery-launch.test.mjs pinning GameScene.onSurfaceDeparture:
arms 'deliveredLaunch' once on post-delivery departure from any world,
stays quiet pre-delivery, preserves the capital leg (launchedFromCapital,
home routing, quest refresh), and keeps the arm firing on the defensive
already-home no-op.
- Ship now starts with cargoHold 0; the bar vignette's DONE press builds
out 4 bays (effects.cargoHold) and then places the special-package,
making the parcel aboard the "cargoUpgraded" step's witness instead of
a build-state check.
- Remove the old capital-landing handoff and SurfaceScene package flag;
onVignetteComplete in GameScene applies effects + handoff in order and
refreshes the quest checklist.
- Persist cargoHold through saves and gate jumps so the upgraded hold and
its goods survive a scene restart or load (old saves fall back to the
carried goods count).
- Add arid-land/takeoff 02 assets, fix landing.json slot 3 mapping, and
extend dev tests (jump-cargo probe, saves round-trip, vignette flow) to
cover the new beat ordering and persistence.
- Introduce VignetteHub/VignetteWindow/VignetteModel to play quest-gated
dialogue scenes over location clips on the surface (bar/shop)
- Ship first scene: Special Delivery step 1 (Trestle + Carol at the bar),
replacing the old capitalLanded check with a vignettePlayed witness
- Add q3 speech clips for Carol and Trestle; remove retired q2 Carol clips
- Wire save/restore of the played ledger, deck lock while a scene holds,
per-sound music ducking under voices, and window sizing to each line
- Add dev flow test (dev/vignette-flow.html/mjs) and model unit tests
- Point landing.json ice-land-01 entry at the new arid-* video assets
- Replace the surface deck's SHIP slot with an EXPLORE drawer that folds up a full-width secondary bar (MenuSubBar span mode) carrying per-world service items resolved by a `where` clause matcher (world / planetClass / faction, case-insensitive, list any-match)
- Add the neutral capital's BAR clip toggle: swaps the surface loop for the world's bar video, relabels the slot to LEAVE BAR, and locks every other deck + drawer button until pressed back
- Record quest checklist steps as DONE on the ledger (QuestState.completed set) so a step that stands on the home world keeps standing after the ship leaves; save/load round-trips the witness and old saves degrade cleanly
- QuestWindow fresh open now lands on the run's priority quest (tracker HUD seam) with its tab activated, falling back to the active tab's first quest when no priority is set
- MenuButton.setLabel re-fits the panel and hit rect in place for the LEAVE BAR relabel; ExploreBar.js provides the pure worldContext / matchesWhere / resolveItems item logic
- Add dev tests: explore.test.mjs (deck, items, where-clause, span, relabel) and quest-window.test.mjs (open landing + priority), plus updates to quests/research-builds tests for the new surface deck layout
- New main quest granted after claiming "Leaving the Nest": land at the neutral capital (the bar), upgrade cargo bays, then deliver the sealed package to the home world.
- Introduce a non-tradeable `special-package` good (sheet frame 114) that no shop stocks or buys back; `Economy.isTradeable` filters it out of every floor and the sell grid refuses to queue it.
- Record story witnesses (`capitalLanded`, `launchedFromCapital`, `lastLandedWorld`, `delivered`) in a registry-backed ledger, persisted via SaveData so progress survives load and reset clears it.
- Gate the surface shop behind the capital landing: deck slot disabled and `toggleShop` refuses until `isShopUnlocked`.
- On capital departure, set the destination back to the home world so the compass marks the delivery leg; delivery proof is monotonic once recorded.
- Surface console note announces the package handoff when it first lands in the hold.
- Extend economy and quest test suites to cover the new check types, non-tradeable exclusion, unlock chain, and save/load of the story ledger.
- Split trestle-arrive into an arrive-1/2 ack pair, both voiced (new q2-04/q2-05 clips)
- Quest now completes on reaching the neutral capital planet instead of entering the neighboring system; add _atCapitalWorld proximity check and arm arrival in _checkDestinationReached
- Gate capital-world landing until the quest reward is claimed, with a new capitalDenyToast denial
- Update tests, save-data comments, and fix lava-shop-02 asset reference
- TradeScout now resolves each exit's specific object (planet of that class, deep-space station, or home world) and exposes objectId/objectName so the destination points at the route's final stop rather than a bare system.
- SurfaceScene dialog and toast show "WORLD · SYSTEM" and pass the object id to GameScene.setDestination; null falls back to system level.
- ScoutPanel exit rows display the world name + hops instead of the class label, drop the per-section tap hint and footer (they collided with the last row in a short panel), and rename "SIGHT ON" to "SOUGHT ON".
- Save/restore now carries ship.credits and ship.cargo across jumps; GameScene restores both and refreshes the credits HUD. Saves tests cover capture, prepare, and legacy records without these fields.
- trade-scout tests assert every exit has objectId/objectName and that resolved ids are real objects of the exit class; scout-dest test verifies the confirmed destination names a real world.
- Add dev/scout-overlap probe (html + mjs) to screenshot the scout panel and numerically report any overlapping text boxes.
- Ship lava-planet-03 art and lava-land-03 video assets.
- Trade scout best-exit rows now open a "SET DESTINATION" confirm dialog
(SurfaceScene.askSetDestination + ConfirmOverlay), confirming sets the
GameScene destination; local-system exits are rejected with a note.
- Surface scene builds a corner credits/minerals readout over the shop clip,
refreshed after trades and torn down on leave.
- Sell-bay selection restyled: green stroke + tinted fill + upper-left
checkmark badge (data/shopui.json slot config), replacing the cyan ring.
- Add lava/capital-neutral music, videos, and landing data entries; remove
tresle.png in favor of capital-neutral-surface.png.
- New dev probes: scout-dest, shop-hud, shop-select-shot, map-dest-shot,
cdp-cast; extend shop-ui.test.mjs for selection visuals and exit taps.
- New shared RoutePulse entity draws a steady ring + two radar ripples
scaled to the host's keepout radius, with configurable alpha/period
- JumpGate wears the full pulse (route.pulse) when it is the route's next
stop; Planet and Station wear the subdued variant (route.objectPulse)
when they are the destination object in the destination system
- GameScene marks exactly one entity per frame via setRouteTarget() and
drives its update loop; all others are cleared
- Add data/gates.json sections for pulse and objectPulse geometry/alpha
- Rename laval-surface-02.png to lava-surface-02.png and add the
corresponding video asset
- Extend jumpgate, planet, and station test stubs with Phaser Display.Color
and recording graphics; add dev/route-pulse.test.mjs unit tests and
dev/route-pulse-live.{html,mjs} browser integration checks
- Pressing the open tab now closes the panel (back to entry state) instead of
rebuilding it; pressing again re-opens with the selection restored, so hiding
the panel no longer loses the player's pending trade.
- Save the SELL/BUY maps onto ShopView (_pendingSell/_pendingBuy) on toggle-close
and tab switch; _restorePendingSelection() re-applies them when the panel is
rebuilt. The sub-bar stays live while closed: NET shows the delta, Clear
cancels the saved trade, Confirm executes it.
- preview()/clear()/_afterTrade()/_hasAnySelection() now treat a null tab with a
pending selection as an active trade, so the buyback path is no longer shadowed.
- Rename ScoutPanel.data to report: Phaser's GameObject reserves .data (its Data
manager), and a plain object there crashed GameObject.destroy(). Update all
callers in ShopView, tests, and dev/shop-shot.mjs.
- Simplify the scout price line to credits only ("9 CR") and drop the now-unused
priceSell style from shopui.json; update goods.png/psd.
- Add setSellMap()/setBuyMap() to TradeGrid/BuyList to restore a saved selection
onto freshly rebuilt panels, and cover the toggle flow in shop-ui.test.mjs plus
a toggle probe in dev/shop-shot.mjs.
- Tap a BUY-list row's box (outside the stepper) to swap the cargo grid for a strategy report showing the good's identity, producer/demand classes, and top-N charted exits ranked by sell price with per-unit profit.
- New pure TradeScout module computes the report from galaxy data and visited systems; new ScoutPanel renders it over the SELL grid area.
- BuyList gains tap detection (distinguishing taps from drags), a focus glow on the scouted row, and an onRowTap hook.
- ShopView wires open/close/swap semantics: same box toggles off, different box swaps report, dead-space or panel tap closes and restores cargo grid; sell-grid input is disabled while scout is shown.
- Add Trestle character art, Carol Q2 speech lines, shopui.json scout config section, and tests for both the pure logic and UI integration.
- Widen the tab sub-bar from a button-width pill to the full deck span (left/right edges of the main action bar), centering it on that span.
- Pack tabs at the left edge and Clear/Confirm + NET readout at the right edge, compressing gaps rather than button widths when the deck is narrow.
- Right-anchor the NET value (origin 1,0.5) and reserve its widest slot so growing totals never shift the label or overflow the bar.
- Extend SurfaceScene.shopAnchor to expose left/right edges for the sub-bar layout.
- Add sub-bar probe assertions in dev/shop-shot.mjs and unit tests in dev/shop-ui.test.mjs covering span, alignment, non-overlap, and NET math.
- Add carol character image and lava-land video assets.
- Rows that spill past the viewport edge used to render whole, ghosting over
the BUY title or onto the Confirm bar; now only elements fully inside the
window render (this Phaser build can't crop glyphs), and row plates draw
just their in-window slice for a clean cut.
- Clipped-out steppers are no longer tappable: hit-testing gates on element
containment, not just row visibility.
- Add a right-edge scrollbar (track + drag/jump thumb) that tracks scroll
position and hides when content fits the viewport.
- Extend shop-shot/dev tests to verify the clip invariant, dead-click
behavior, and scrollbar geometry; add a geckodriver screenshot helper.
- Shop now opens on the tab sub-bar only (shop video plays); clicking Buy/Sell reveals the trade panel — showcases the clip before the UI takes over.
- Tab bar and Confirm/Clear are now MenuButtons in a console-blue sub-bar that rests above the command deck, anchored to the deck's Shop button (MenuSubBar recipe), replacing the old top-of-screen custom buttons.
- Fix trade panel vertical placement: a Container's (x,y) is a pure translation of local space (verified via dev/cbox-test.html), so the grid position IS the panel top-left; setting it to topY + h/2 treated it as a centered origin and clipped bottom rows. Panel now anchors just under the HUD planet text via SurfaceScene.shopTopY().
- Parent TradeGrid plate/title to the grid container so they render above the shop video (scene-level depth-0 objects drew behind it in this build).
- Add dev probes (dev/cbox-test.html, dev/shop-shot.{html,mjs}) and update phaser-stub/test stubs for setSize/setBlendMode/rectangle; document entry state + sub-bar in docs/ECONOMY.md.
- Introduce CargoHold (pure class) as the ship's trade-goods carrier: fixed bays, one good each, capacity = unlocked bays, save/restore round-trip. Ship.cargo + setCargoHold/cargoRoom wired into stats.
- Add three credit-costed cargo builds (cargo-bay-8/12/16) that expand the hold 4→8→12→16 (MAX wins). BuildWindow affordability now covers both minerals and credits; GameScene.beginBuild debits credit lines and _applyCargoUpgrade expands the hold on completion.
- Add tradePreview/resultingCargo to Economy.js as the shop's pure calculator: sell/buy pricing, net credits, the two caps (can't go negative, end hold fits capacity), and atomic sell-to-free-room-for-buy.
- New ShopView + TradeGrid compose the buy/sell screen over the shop clip: SELL grid of cargo bays (tap to check), BUY grid with quantity steppers, live NET preview, Confirm/Clear, and a session-local Buyback tab (neutral undo at the sale price, locked until a sale). Wired into SurfaceScene's SHOP button.
- data/shopui.json drives the shop layout/animation knobs; economy.json gains cargo.maxSlots (16-slot grid); ship.json base cargoHold drops to 4 unlocked bays.
- Headless tests: dev/cargo.test.mjs (hold rules + trade preview caps), dev/shop-ui.test.mjs (construct, sell, buy, caps, buyback, clear), plus updated builds/ship-behavior suites; phaser-stub gains Geom.Rectangle for the hitArea path.
- New Economy.js price/stock engine: deterministic buy/sell prices based on
producer/demand classes and hop distance (regional availability model)
- Goods catalog (114 goods, 9 categories) with spritesheet mapping and
per-class producer/demand roles
- Credits state on Ship (add/spend/set/canAfford), save/restore support,
and upper-right HUD stacked above the minerals readout
- Quest reward payout now supports credits alongside minerals
- cargoHold reduced to 4 units for initial play balance
- Economy generation pass in Galaxy.js computes classBySystem and
producerHops via multi-source BFS over the jump network
- dev/economy.test.mjs validates determinism, fixed prices, trade loop
profitability, distance scaling, shop floor composition, and icon mapping
- docs/ECONOMY.md: full design doc covering pricing model, gemstone system,
and locked decisions
- BUILT rows are now lit — accent fill, glow ring, icon halo, and a
stamped seal — so installed upgrades read as done at a glance.
- The readout now names the world a build was actually installed on
(new BuildState.builtOn): ship upgrades show "SHIP-WIDE · INSTALLED
FROM KEPLER-186F" instead of the planet the console sits on.
- BUILT outranks BUSY, so an installed upgrade no longer reads as
waiting while another build is in flight; its cost line reads PAID.
- Category tabs gain progress pips: filled = built, pulsing = in
progress, hollow = not yet.
- Dev-only headless harness (dev/build-shot.html/.mjs) boots the game
and stages the full row-state matrix for one-frame screenshots.
- Refresh the planet sheet artwork (planets.png/.psd).
- Branch sizes are inherently skewed and a branch IS its faction's
territory, so without a cap one faction would dominate the start.
- Each branch now keeps only min(eligible, quota) of its eligible
middle systems, closest to the middle band (|d−0.5|, index tiebreak);
quota = the median of the three branches' eligible sizes. The big
branch's overflow stays neutral wild space; a small branch keeps all.
- Expose g.factions.quota and g.factions.territories for the map's
territory-region fill.
- Add tests verifying the quota, kept-set membership, near-equal
faction sizes, and no-faction-outruns-typical-branch invariants.
- Fix landing.json: entry 4 now references ice assets (was mislabeled
lava land with ice clips); entry 5 uses lava-land-02 + lava surface/
takeoff clips.
- Add original art asset lava-shop-02.png and update docs to describe
the balance rule.
- Assign each jump-tree branch a faction (apex/mindweave/zenith) with seeded
shuffle; territory = depth 2..maxDepth-1 per branch, ring + tips stay neutral
- Designate four capital worlds (neutral + one per faction) as the outermost
planet of their system, with fixed frames 18-21 and faction-owned settlements
- Add cross-branch bridge gates in the middle belt so factions can reach each
other without routing through the trunk; Dijkstra picks the shorter route
- Introduce arid planet class (always habitable, settles as colony) across all
system types with rebalanced class weights
- Wire Trestle's last brief to auto-set destination to the neutral capital on
acknowledgment (CommsHub onEnd → GameScene._commEnded)
- Render faction ring layer + capital seat marks on the galaxy plate; style
bridge lanes distinctly from trunk edges
- Populate settlement owner from system faction (reputation seam now live);
SystemReport reads faction label/color
- Add dev/factions.test.mjs covering config, branches, capitals, territory,
arid, bridges, determinism; update existing tests for new invariants
- New second main quest "Leaving the Nest" (data/quests.json) that unlocks when the starter quest's reward is claimed, with four checks: system charted, gates activated, Trestle talked, Trestle met
- Quest unlock chain in QuestState (isUnlockMet / grantUnlocked) and GameScene._grantUnlockedQuests — grants on claim + scene create for loaded saves, announces via SFX, OAC quest-grant voice (new oac-quest-new comm), and NEW QUEST toast
- Trestle story beats: three-brief ACK sequence (trestle-brief-1/2/3, trigger trestleBrief) armed when home jumpgates go online, and arrival beat (trestle-arrive, trigger trestleArrival) on landing in a neighbor system; CommsHub gains onStart hook so the played-ledger marks feed quest checks live
- Quest check types: systemCharted, gatesActivated, trestleTalked, trestleMet — evaluated in GameScene._questCheckEval / _trestleCheck against the comms played-ledger (survives reloads; mid-sequence quit re-arms only unplayed beats)
- System-complete milestone moved from research completion to the chart-completing discovery (celebrateDiscovery), one fire per system via _systemCompleteSeen set
- QuestTrackerHud READY state: completed-unclaimed rows turn amber with breathing tint, percent reads "READY" (bold), one-shot flash + diamond burst on flip, CLAIM REWARD button in row popup claims in place; silent when tracker is slid off (toast + chime carry it)
- New speech clips (trestle q2-01/02/03), lava-takeoff video, updated lava-land video, renamed lava-planet image, new laval-surface image
- Dev: quest-ready.html/mjs capture harness for the READY state shot; tests updated across comms, quests, quest-tracker, and system-hud suites
- Introduce the oac-system-complete visual comm that fires on the
'systemComplete' trigger when a system's jumpgate research unlocks,
arming before the generic researchComplete sign-off so the FIFO plays
specific -> generic.
- Support an optional audioPool list of speech clips in CommsModel; the
hub picks one at random per arm so only the chosen clip is fetched and
cached, with validation that audio comms need a clip or pool.
- Wire GameScene to trigger systemComplete on activateGates when the
system nav chart is complete.
- Update comms tests for the new comm, pool normalization/asset rolling,
roster counts, and add a tether-rules audit script plus station shop
video references and lava assets.
- Play thunder claps on habitable storm strikes, solar-flare SFX on red
dwarf flare onset, and solar-buzz on binary light-trade midpoint
crossings, all via the shared Sfx voice (new playSfxOneOfOn helper)
- Add per-context music volume overrides (music.volumes) so each context
can deviate from the global mix; menu ships at full volume
- Expand surface music frames to cover rocky and ice worlds (frames 6-11)
- Teardown per-system effect layers on scene restart (jump) so a previous
system's storm doesn't keep striking and playing thunder in the new one
- Update planets.png sheet, add gasgiant-03/rocky-01/rocky-02 tracks, and
register the new SFX assets in GameScene preload
- Slot cards: fit content lines to card width (wrap, shrink, ellipsize)
and stack them by measured height so long names no longer spill into
neighbouring slots; bump fill opacity to reduce bleed-through.
- SavePanel open choreography now lands only after every card stagger
and footer rise complete — the old state-gated loop dropped row 2.
- Move feedback toast inside the panel on the subtitle line, hiding the
header while it shows (old spot collided with the O.A.C. comms box).
- ConfirmOverlay: reset to base size each show, fit title/body text into
the plate before laying out, and make the body fully opaque so card
text no longer bleeds through.
- Add dev screenshot harness (save-shot.html/mjs) and extend the saves
UI test with overflow, stagger-completion, and toast-position checks.
- Update planet sprites and add/refresh SFX + music assets.
- The Trestle intro comm now fires on the first discovered world (the
starter quest's own witness, `discoveredWorldCount`) instead of the
first planet in a foreign system, so the comm and the quest can never
drift; delayMs drops to 0 so it lands at the moment of discovery.
- The scene's `busy()` contract is now comm-type-aware: audio-only comms
(voice, no box, no pause) ride over in-progress actions like mining or
a scan sweep, while ack/visual comms still wait; modal windows and a
jump in flight block every type.
- Add the `comms-mine` dev harness that walks the type-aware busy
contract (free scene → real mining → audio comm mid-mining → jump) and
update the trestle dev scripts/tests to the new trigger and witness.
- Arm the pair on scene-create for loaded saves that already hold
discovered worlds, and widen the cdp-shot ready dump.
- Add ice-shop art/video assets.
- Introduce the `firstForeignPlanet` trigger: when the player discovers a planet in a non-home system, Trestle (new out-of-system mentor character) delivers a two-part ack comm pair (meetup + quest claim), with dedicated video and speech assets.
- Make audio cache keys folder-scoped so characters with identically-named clips (e.g. both having `intro-01.mp3`) don't collide in the loader.
- Add an amber pulsing attention cue (halo + staggered sonar rings) on the ACKNOWLEDGE button for ack comms, driven per-frame from CommsBox.update().
- Put the ActionBar deck into a standby state while an ack comm holds: slots go inert (no hover/press), dimmed visually; re-arms when the comm ends. GameScene wires this via `actionBar.setEnabled()` each frame based on `comms.paused`.
- Extend MenuButton to accept a custom border color so the ACK button can wear the box's amber against the cyan UI.
- Add dev self-check harnesses (`comms-trestle.mjs`, `comms-trestle-hold.mjs`) and update existing tests to cover the new pair, folder-scoped keys, deck standby behavior, and pulse animation.
- Disable browser module caching in CDP probe/shot scripts to avoid stale ES modules shadowing on-disk changes during dev testing.
- Wire 10 new comm beats (oac-tether, oac-scan, oac-upgrade, oac-minerals,
oac-fly-mine, oac-first-cluster, oac-research-complete, oac-tether2,
oac-relaunch, oac-explore) into data/comms.json with their triggers,
speech clips, and FIFO ordering
- Add trigger arming in GameScene (firstScan, tetherResearch, firstCluster,
minerals200, researchComplete) and SurfaceScene (tetherL2Launch)
- Make CommsHub.trigger idempotent so a double-click can't queue the same
comm twice
- Fix landing.json to use ice-surface-02/03.mp4 instead of rocky variants;
add the two new ice-surface videos and an ice-shop image
- Add speech clips intro-05 through intro-10 and research-complete
- Expand dev/comms-intro.mjs into a full 10-step walkthrough self-check,
add dev/comms-upgrade-hold page for screenshotting the longest comm, and
update dev/comms.test.mjs to cover the new roster
- Use fixed short button copy for the gates tech ("Unlock Jumpgates") and mining nodes (drop "Mining" prefix) since the tree node has no room for system names or category words
- Raise detail panel height and widen node/button plates so long descriptions and status labels stop bleeding past plate edges
- Add word-wrap to the unlocks line and trim redundant status prefixes ("RESEARCH CONSOLE STANDBY", "PROJECT COMPLETE")
- Fix ice-surface-01 video reference in landing.json (was pointing at rocky-surface)
- Add OAC speech clips and ice surface video asset; update planets.psd
- Tighten tether research descriptions to match the new short-copy style
- Fire a one-shot ignition (expanding rings, edge pulse, child flares) when a project completes; queue it if the console is closed or on another tab, dropping stale events after 15s
- Add per-tech progress pips on each category tab showing done/in-progress/not-yet states, with a pulse on the active one
- Light up unlocked nodes with an accent glow ring, icon halo, and a stamped seal glyph replacing the plain checkmark
- Add dev harnesses for screenshotting the live completion treatment and verifying the queued-celebration path
- New StormLayer renders purple cloud clusters with a seeded charge → strike → afterglow envelope in the upper sky, using sprite compositing (back/flash/front trios) rather than shaders
- Add `stormEnvelope` + `sstep01` to SystemEffectsMath.js; refactor NebulaAtmosphere's cloud shape into a shared `cloudAlpha` used by both `drawCloud` and the storm's flash texture
- Extend EmberField with optional per-spark twinkle (rate/depth) so habitable fireflies pulse while redDwarf embers stay steady
- Wire StormLayer create/update/destroy into GameScene alongside the other content effects
- Populate `types.habitable.effect` in systems.json with grade, void, particles, and storm blocks; update landing.json to use ice land/takeoff videos for slots 02 and 03
- Add 7 new test checks covering the storm envelope math, habitable data contract, bundle sanity, and facade apply(); bump live types from three to four
- Add VoidBase content layer (neutral dark+grit surface at depth -1) so the
grade shader's two-light shadow lift can paint amber/azure onto the void
(the clear color bypasses filters)
- Extend grade shader with uLift2* and uBreath uniforms: side A glows color 1,
side B glows color 2 across the seeded axis, with a slow sinusoidal trade
- Wire breath period/depth from config into per-frame update()
- Rework WandererStar to anchor to the camera view each frame (wrap-in +
parallax trail) so it stays visible in the sky regardless of ship travel;
increase default core/halo sizes for a more present companion star
- Update systems.json binary effect with lift, breath, void config and larger
wanderer sizes
- Add test coverage for the new two-light lift, breath animation, and shader
uniform declarations (59 checks total)
- Replace the single `kind: ripple|none` effect with optional per-type blocks (ripple, grade, flare, haze, particles, wanderer) so each archetype wears exactly what it lists
- Add redDwarf visual identity: super-subtle star-anchored ripple that surges on a seeded flare, warm color grade with shadow lift + grain, a gritty red haze behind the stars, and drifting ember dust
- Add binary visual identity: two-color directional split grade plus a wandering companion star (no ripple)
- Generalize the ripple shader/filter to up to two orbiting centers and drive both the ripple amplitude and the grade flash from one shared flare signal
- Stamp per-system fx variation (phase/angle/drift) in SystemGenerator so each system's flare rhythm, split axis, and wanderer path are stable but distinct
- Add EmberField, RedHaze, WandererStar content layers wired into GameScene create/update/shutdown
- Update the data contract, 57-check test suite, project notes, and landing/systems JSON; add ice landing/takeoff video assets
- 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).
- Replace the square star field with a wide (width × height) field whose
aspect matches the map plate, so the fully-zoomed-out galaxy fills the
plate instead of letterboxing; recompute zone edges for equal-area thirds
under the new diagonal CDF.
- Add fitPadded() in SystemChart.js and use it in GalaxyView.js to frame
the galaxy as a true rectangle fit with a plate-pixel margin, replacing
the old world-unit padding that left stars on the plate edge.
- Rework the JumpNetwork spanning-tree heuristic to "save the stranded
first" (attach the candidate with the fewest unvisited non-barren
neighbors) and strengthen the repair pass: never attach to barren nodes,
guard swaps against cycles via inSubtree(), and add a last-resort
fallback that preserves strong connectivity.
- Update tests (galaxy.test.mjs, system-chart.test.mjs) for the field
bounds and the new fitPadded behavior; refresh README, PROJECT_NOTES,
and data comments to document the 2:1 field and platePadding knob.
- Treat k <= -1 as "other zone contains this rim" so a level-1 gate
tether at exactly the level-2 anchor's range no longer draws a spurious
full circle inside the union.
- Update doc comment to clarify external vs internal tangency cases.
- Add regression tests covering the d + rInner = rOuter boundary case.
- Add spacestation music and surface video assets.
- Drop the empty "reserved" slot from both the flight and surface decks so every slot is a live button
- Update GameScene docstring to list the actual six slots (Research, Scan, Ship, Quests, Map, Menu)
- Add original screenshot assets for scene 01 interiors