orbit/js
Brian Fertig b6523808fa Name scout exits by their world, not just the system
- 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.
2026-09-12 20:53:16 -06:00
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build
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comms
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config
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dev
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economy Name scout exits by their world, not just the system 2026-09-12 20:53:16 -06:00
entities
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galaxy
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mining
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quests
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reputation
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research
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save
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scan
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scenes Name scout exits by their world, not just the system 2026-09-12 20:53:16 -06:00
tether
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ui Name scout exits by their world, not just the system 2026-09-12 20:53:16 -06:00
utils
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vendor
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visuals
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main.js
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