- Center the ✕ close glyph and "IN PROGRESS" labels via setOrigin(0.5, …);
Phaser Text defaults to origin (0,0), so they were anchored top-left
and sat off-center on their plates
- Widen detail buttons from 152 to 190 px so the widest label
("IN PROGRESS 88%") no longer bleeds past the plate edges
- Treat 'closing' as open in isOpen so a close tap is consumed by the
window while it fades out, instead of leaking through as a world click
- 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