- Add `skillWindow` to the full-screen click guard so clicks don't
steer the ship or fold panels while the skill tree is open.
- Include the skill window in the shared `_frozen` condition so the
world parks (throttle/velocity cleared) behind it, matching the
class console and level-up marquee contract.
- Replace per-skill rows with a scrollable tile grid (authored `node` cells or
auto-layout by dependency depth), elbow join lines, rank badges and empty sockets
- Add detail drawer at bottom third showing the selected skill's copy plus ADD A SKILL
POINT, RESET and ASSIGN/CLEAR SEAT actions
- Introduce a console session in SkillState: points spent while open are PENDING and
resettable; closing commits them; reset cascades down a branch bought this session
or refuses when it would strand a committed point
- Wire GameScene onReset/onClose doors, toast copy and passive re-roll on refund
- Move all tree geometry/palette knobs into data/skills.json (window.tree) with clamped
fallbacks in SkillModel.windowSpec()
- Add pure treeLayout()/classTreeLayout() to SkillModel for canvas-free layout tests
- Expand dev/skills-window-browser.test.mjs to verify regions, tile placement, session
lifecycle, scroller (wheel/drag/thumb), and pixel-prove the gold join line
- Update README, PROJECT_NOTES and screenshot fixtures
- 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).
- 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.
- 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).
- Full-screen RESEARCH window: looping archive feed, category tabs, branching
DAG tech tree (top-down layout), per-tech dossier + RESEARCH button, deck
progress bar
- Pure rules layer (ResearchModel / ResearchState) is Node-testable; the
window is a passive view and GameScene owns effects, toasts, and saves
- First category **Exploration** (Tether Level 1–4, Tether Anchoring, Signal
Amplification) lives in data/research/exploration.json; adding a category
= one JSON file + one registry line + one manifest line
- Effects seam: `tether.level` grows the home tether via TetherField.setLevel;
`capability` flags land on scene.researchCapabilities for future systems
- Save/restore round-trips an in-flight project (remainingMs captured at save,
startedAt rebuilt on load); old saves without research still load
- Dev tooling: dev/cdp-shot.mjs (CDP screenshot with readiness wait),
dev/research-shot.html/.mjs (boots the console + starts a run for a shot)
- Assets: gasgiant planet frame 03, takeoff/landing clips, research-computer
feed; planets.png/.psd updated
Adds the player's home planet to the starting system, rendered from the new
planets.png spritesheet. The planet is a solid disc: the ship may come within
shipClearance of its rim but can never cross it, and clicks on the planet
clamp to the keep-out rim so the ship always has a reachable destination.
- js/entities/Planet.js: solid-disc entity with a circle keep-out constraint
(constrainShip/resolve, pure and scene-free) plus edgePoint/aimPoint helpers
- data/planets.json (+ manifest entry): texture, frame size, scale, homePlanet,
shipClearance, spawnDistanceFromEdge
- Ship.js: exposes a radius (half the hull width) for the keep-out math
- GameScene.js: loads the spritesheet, spawns the home world at the origin,
starts the ship ~150 px off its rim in a seed-derived direction, and applies
the constraint each frame after the ship moves
- dev/planet.test.mjs: Node tests of the constraint against real config;
dev/test-game.html gains a <base href> so asset paths resolve from /dev