- Replace direct-click-to-jump with a shared comms panel variant that shows LINK ACTIVE/DORMANT status, REQUEST JUMP (disabled while dormant), and CANCEL - Render gates from the new 256x256 spritesheet (frame 0 body, frame 1 active swirl) with procedural fallback when the texture is missing - Active gate swirl spins clockwise and breathes alpha between configurable bounds; dormant gates keep the body at full alpha with the swirl hidden - Wire CommsPanel to a dynamic primary-button action id so the same panel serves world and gate variants - Add dev probe page (dev/gate-comms.html/.mjs) and update jumpgate/jump-travel tests for the new sprite path, fallback renderer, and comm-window flow |
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| .. | ||
| build | ||
| config | ||
| dev | ||
| entities | ||
| galaxy | ||
| mining | ||
| reputation | ||
| research | ||
| save | ||
| scan | ||
| scenes | ||
| tether | ||
| ui | ||
| utils | ||
| vendor | ||
| visuals | ||
| main.js | ||