The root package.json sets "type": "module", so Node treated
commitlint.config.js as ESM and threw "module is not defined" when
loading the CommonJS module.exports — the config never applied. Switch
to `export default` so the conventional filename stays valid and the
rules are actually enforced by the CLI.
- RunEventList: grouped activity timeline. Assistant text becomes chat
bubbles (auto-collapsing long messages); tool_start/tool_end pair into
entries with spinners and expandable input/result blocks; bevy output
rolls into a live console; relative timestamps on a left rail
- AgentRunBar: redesigned as a mission console. Live stats header (elapsed
time, tool count, events), animated status banner with sweep/glow while
running, clearer action bar. All controls preserved (run/steer/stop,
diff/merge/bevy) so the human-only merge/complete safety model holds
- tailwind.css: vn-flow, vn-sweep, vn-dots, vn-spin keyframes
- CardModal: full card overlay (orchestrator, references, tags, comments)
- DiffModal: branch-diff review (commits, stat, capped patch)
- useOrchestrator: background polling + bevy status sync + ref-counted SSE
- KanbanCard: pulsing agent/bevy running badge on collapsed cards
- bevy.ts: spawn `cargo run` in a run's worktree to playtest its branch,
batching build/runtime output as `bevy` events (capped at 2000/run)
- events.ts: shared appendRunEvent/nextSeq so the runner, the agent-driven
internal mutations, and the bevy launcher all persist through one path
- runs.ts: track per-run bevy processes; stop them before worktree teardown
- worktrees.ts: review/merge ops (isWorktreePresent, mainDirtySummary,
commitsAheadOfHead, diffPatch/stat, mergeBranch)
- orchestrator routes: diff, merge, bevy start/stop, bevy-status endpoints
- remove seeding: drop seed.ts + data/kanbanCards.ts, the /reset endpoint,
and boot-time seeding; cards are plain persisted DB records now
Add an "Implementation Board" section to the root AGENTS.md (auto-loaded as
context by every pi run) stating the hard rule: an agent may never mark a kanban
card done — only a human can. Agents leave finished work in-progress with a
summary comment for review. The code-level enforcement lives in the API.
Replace the localStorage kanban with the backend-backed board, add typed clients
and a React hook with optimistic updates. Cards can reference static doc pages
and user-created custom pages (new "custom" reference type with purple chips).
Add the agentic orchestrator UI: a per-card panel to launch `pi` runs, watch a
live tool/thought stream over SSE, steer mid-run, and stop — while the board
stays fully interactive. The board page wires the orchestrator and custom-pages
stores into every card.
User-created dynamic doc pages live at /docs/custom/:slug, persisted in the new
backend. The editor offers "Beautify with AI", which regenerates the page as
structured HTML with Mermaid diagrams and replaces the raw markdown source (the
beautified version becomes the page's canonical content and survives edits).
Adds a DocHtml renderer that lazily renders Mermaid blocks, a purple design
token, sidebar/topbar entries for custom pages, and routing.
Introduce the @void-nav/api Hono + SQLite backend that powers the docs site:
a persisted implementation board (kanban), a custom documentation-pages store
with AI beautify, and an agentic orchestrator that runs `pi` agents per card.
The orchestrator spawns `pi --mode rpc` inside an isolated git worktree per run,
streams slim events over SSE, and lets the agent drive the board/docs via
token-gated internal endpoints (all SQLite writes stay in-process). Interrupted
runs are reconciled to "stopped" on boot.
Workspace wiring: root `dev:api`/`dev:web` scripts with `concurrently`, the
docs Vite `/api` proxy, and `.worktrees/` gitignore.
Add comprehensive in-system gameplay features including:
Camera System:
- Orbit mode for galaxy/inspection views
- Follow mode for tracking player ship during flight
- Cinematic mode for docked/cutscene views
- Smooth interpolation and orbit controls
In-System Gameplay:
- Docked state at stations with undock functionality
- Flight mode with velocity and target-based navigation
- Point-and-click movement via ground plane projection
- Target selection system for POIs
Flight Controls:
- Flight state tracking with speed monitoring
- Automatic camera transitions between modes
- Flight HUD with speed indicator and status panel
- Contextual action system for approach/dock/mining
UI Updates:
- Docked station panel with system information
- Flight mode controls and hints
- Dynamic population display
This implementation provides the foundation for tactical
space gameplay with smooth camera transitions and
intuitive point-and-click navigation.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implement the final onboarding step where the player loads into their
selected starting system docked at a station.
New features:
- Create in_system module for system-scale gameplay
- Spawn player ship docked at highest-population station
- Display station info panel with undock button
- Position camera for cinematic docked view with orbit controls
Implementation details:
- in_system/mod.rs: Plugin setup with DockedState and ActiveSystem resources
- in_system/scene.rs: System/POI spawning and player ship docked positioning
- in_system/docked.rs: Docked state management and UndockEvent
- in_system/ui.rs: Docked UI with station details and undock button
- Reuse existing POI spawning patterns from galaxy/contents.rs
- Select docking station by highest population (better for new players)
Modified files:
- Add in_system module exports to gameplay/mod.rs
- Register InSystemPlugin in main.rs
- Update orbit camera control for InGame state
- Re-export GeneratedStation and STARTING_SHIPS for use by in_system
The player now completes onboarding by loading into a system view with
their ship docked at a station, ready for gameplay.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clamp effective_min to DISK_TWIST_MAX in randomize_disk() so gen_range
never receives an empty range. Also guard all params.disks.len() - 1
subtractions with saturating_sub to prevent overflow if disks is empty.
Replace looking_at + with_rotation with a direct rotation assignment —
orbit.rotation already encodes the correct look direction so the
intermediate looking_at call was redundant and discarded. Also re-normalize
the quaternion every frame to prevent floating-point drift from repeated
multiplications.
The inner_radius/outer_radius parameters were added for multi-disk layer
support but broke the spiral effect: they introduced a gap between the
core and disk arms that made the galaxy look like detached floating disks.
Reverted to the original generation formula:
r = powf(random, 0.62) * galaxy_size
angle = arm_base + (r / galaxy_size) * twist + scatter
This sweeps systems continuously from origin to galaxy edge with density
packed near the core — arms flow naturally from the dense center outward.
Removed:
- inner_radius, outer_radius fields from DiskParams
- DISK_INNER/OUTER_RADIUS_* constants from params.rs
- 4 ParamButton variants and their handlers
- UI param rows for inner/outer radius
- randomize_disk radius logic
Structural fix for detached disk arms. The core problem was that disk
systems generated with inner_radius=0 tried to place near the origin,
but spacing constraints blocked them (core already occupied that space),
creating a visible gap between the core and spiral arms.
Changes:
- Pass core_radius to generate_disk so arms know where the core boundary is
- When inner_radius is 0 (auto), start arms inside the core zone at
40% of core_radius, so the density peak falls inside the core sphere
and arms visually emerge from the core boundary
- Change density exponent from powf(0.62) to powf(0.45) for stronger
concentration near the inner edge (~60% of systems in inner 30% of
the radial span), creating a natural bright-core-to-faint-edge falloff
- Bias randomize_disk toward inner_radius=0 (auto) 70% of the time so
randomized galaxies always have core-anchored arms
Three fixes for circular/non-spiral galaxies produced by Randomize:
1. Raise twist range from [1.0, 6.0] to [4.0, 18.0] radians
- Old max (~0.95 turns) could barely curve; new range covers
0.6–2.9 full turns, matching real spiral galaxy morphology
- Default twist raised from 3.0 to 12.0 (~1.9 turns)
2. Scale angular scatter inversely with arm count
- Replaced hardcoded ±0.36 rad scatter with arm_scatter() that
uses 30% of the inter-arm gap (TAU / arms × 0.30)
- Single-arm disks use a generous 1.5 rad scatter
- Prevents high-arm-count disks from blurring into circles
3. Bias randomize_disk toward spiral-friendly values
- Arms weighted toward 2–4 (10%, 30%, 30%, 20%, 10% distribution)
- Twist floored at arms × 4.0 rad so multi-arm disks always wind
enough for distinct spiral structure
- Outer radius defaults to "auto" 60% of the time
- Add multi-disk support (up to 4 independent disk layers) with per-disk
arms, twist, tilt, rotation, inner/outer radius
- Add polar beams (top/bottom) with taper, gravity, thickness controls
- Implement tab-based disk selector UI with add/remove disk
- Add Randomize Settings button for full param randomization
- Add Regenerate (reseed) and Center View buttons
- Add per-system contents generation (planets, belts, stations, anomalies,
gas clouds, stargates) with orbital mechanics
- Refactor control panel into scrollable sections with value display
- Split GalaxyParams into CoreParams, DiskParams, and BeamParams sub-structs
- Add polar beam systems (top/bottom) with visual differentiation
- Add scrollable control panel with section headers for each layer
- Fix Randomize Settings button: remove explicit width (use flex auto)
and bump height from 28px to 32px to match other action buttons
- Add mouse-wheel scroll routing for the control panel
- Add 'Randomize Settings' button that randomizes all params within bounds
- Add SystemOrigin enum for per-layer tracking
- Update AGENTS.md with new module layout and plugin pattern
Promote the monolithic character_creation/mod.rs into a folder per
apps/game/AGENTS.md: lays out the picker UI in ui.rs, holds presets
and the editable CharacterDraft resource in params.rs, and keeps
mod.rs as the plugin + lifecycle shell.
Re-exports CharacterDraft / Origin / StartingShip at the module root
for the (yet-to-be-wired) persistence layer.
- Introduce ORBITAL_PERIOD_SCALE = 4.0 multiplier so planets/stations/
gas clouds/anomalies all orbit visibly slower. At inspection-scale
zoom the un-scaled periods (≈2.5s per unit of radius) made bodies
spin like tops; tuned for a calm browsing pace.
- Default Orbit angular_velocity 0.5 → 0.15 (≈40s per revolution).
- Update orbital_period unit tests for the new scale factor.
Stateless orbital system: each Orbital's local position is recomputed
each frame from phase + (TAU/period) * elapsed_secs. No per-entity
angle accumulator means no drift, trivial save/load (component data
only), and free pause/slow-mo via Bevy's time speed multiplier.
Extended to planets, stations, anomalies, gas clouds, and individual
asteroid rocks. Inner rocks orbit proportionally faster than outer
ones, producing visible belt shearing over time. Stargates stay
stationary as navigational aids. The orbital_period(orbit, jitter)
helper consolidates the period formula in one place.
10 new unit tests (7 for orbital_position, 3 for orbital_period).
All 32 tests pass.
Replace the flat-grey torus asteroid belt with a swarm of 60 individual
rocks per belt — one shared jittered-icosphere mesh asset scaled, rotated,
and palette-tinted per instance (5-entry greyscale/brown material set).
- New GeneratedAsteroid data (position/scale/rotation/material_index)
generated deterministically alongside the belt, preserving the
same-seed-same-galaxy invariant
- New build_asteroid_mesh + asteroid_material_palette helpers
- ContentAssets drops belt_material, adds asteroid_mesh + asteroid_materials
- spawn_system_contents signature simplified (no more &mut Assets<Mesh>)
- Belt entity is now a no-mesh parent (Mineable/Identifiable/...) with
rock meshes as children — sets the stage for per-asteroid mining
- Bundles the POI component/marker scaffolding (poi.rs) and per-system
contents generator (contents.rs: planets, stations, anomalies, stargates,
gas clouds) that the asteroid rendering sits on top of
- Tests: asteroid_generation_is_deterministic,
asteroid_positions_stay_inside_annulus
All three cylinders now use the same neutral grey (0.55, 0.58, 0.62) so they
read as a subtle spatial scaffold instead of competing with the colored
faction stars.
Camera (apps/game/src/camera.rs):
- Replace yaw/pitch with a single Quat rotation. Mouse drag now does
yaw-around-world-Y * rotation * pitch-around-local-X, which is gimbal-free
and allows true 360° tumbling in any direction.
- Remove pitch clamps (ORBIT_MIN_PITCH / ORBIT_MAX_PITCH).
- Add ResetOrbitCamera resource + apply_orbit_reset system that snaps the
orbit camera back to default on demand.
- OrbitCamera::reset() helper.
Galaxy scene (apps/game/src/gameplay/galaxy_creation/):
- New axes.rs: spawn_axes() draws three emissive cylinders through the
origin (X=red, Y=green, Z=blue) as children of the scene root so they
rebuild with the rest of the galaxy.
- UI adds a 'Center View' button below Regenerate that inserts
ResetOrbitCamera; handled by reset_view_button_handler.
- Help text now mentions drag/zoom/escape.
Drag down now raises the camera so the galaxy shifts down with the cursor
(content follows finger). Horizontal was already correct (drag right moves
the scene right). Matches the feel of panning a map on iOS.
- Refactor apps/game/src/main.rs into modules: state.rs, camera.rs, ui/, gameplay/
- Add gameplay/galaxy_creation.rs scaffold (stubs only, no new logic)
- Update root AGENTS.md: separate TS workspace vs Rust game commands
- Update apps/AGENTS.md: docs/game/site use two toolchains, not one
- Add apps/game/AGENTS.md: build commands, module layout, naming conventions, Plugin pattern
- Add MiniStarMap, NpcMarketPanel, ShipStatusPanel, useKeyboardShortcuts
- Add progress bars for approach/mining operations and cargo fill indicator
- Rewrite docs from spreadsheet-first to exploration-first open-world RPG
- Replace dev:db + dev:standalone with unified dev script (scripts/dev.sh)
- Add Vite chunk splitting for three.js and spacetimedb
- Fix displayName dependency in useSpacetimeConnection
- Remove stale usePlayerSession.ts
- Add AGENTS.md files across all packages