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Releases: sunholo-data/stapledons-godot

v0.4.0-dev.35-bow-view

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@github-actions github-actions released this 20 Oct 16:06
50d8d5b

deck-layout-dl2 (2026-10-20)

Added

  • The spire is the bridge's own light (R2-DECK-LAYOUT DL2, D-96). A warm lamp on the mast lights
    the bridge when no star is close and hands over to the star as one draws near (it dims with the
    ship's broad key, down to the same 25 % floor); a lamp band on the mast glows with it. The lower
    decks are unchanged.

Changed

  • The navigation arc and the captain's chair are dressed (R2-DECK-LAYOUT DL2 style frame, for
    Mark's approval): painted textures with contact shading and ink creases, an ink outline, and a
    brass screen bezel on each navigation pod's operator face (the live screen sits in the middle
    one). They ship in their own bridge_props.glb beside ship.glb. No light is baked: the spire
    and the star light them live.

deck-layout-dl1 (2026-10-20)

Changed

  • The bridge faces the bow (R2-DECK-LAYOUT DL1, D-95; a blockout). The navigation arc stands at
    the bow rail on the centreline with the captain's chair behind it, and the Voyage and Crew
    consoles flank it; at every station the captain stands stern of the console facing the way the
    ship is going, and each console's close-up looks out at the sky ahead. A new game starts behind
    the helm (the manifest's spawn_captain), and the first step forward walks to the helm, not into
    the lift. Operator points are authored in Blender (stations.<id>.use_m). The props keep their
    grounded-v2 look; the hand-finished art follows Mark's playtest.

Added

  • make deck-layout-eval (the bow evaluator: every bridge walk sample through the Bow and Astern
    views, §D4 thresholds), make deck-layout-eval-test and make deck-assets-check in make test;
    make ship-baseline fetches the pinned pre-move deck for the evaluator's positive control; the
    bridge's fading props are data (views.json levels.bridge.occluders).

camera-forward (2026-10-19)

Changed

  • Travel runs along the deck, toward the bow (D-92, amends D-14). The ship's direction of travel
    is now a horizontal axis in the deck plane, so the journey and the deck share one frame. One named
    map per frame: ShipCamera.ship_vector / gltf_from_ship (kinematic) and
    ShipFrame.gltf_from_structure (Blender structure); make basis-gate fails on any inline copy.
    No physics formula, sim, protocol or replay changed; the GPU goldens re-posed one for one (393).
  • A fixed bow camera (R2-CAMERA-FORWARD F1, D-91, D-93). On the bridge the camera looks over the
    captain toward the bow and slides with the captain without ever turning: W is always up the
    screen. 7 Bow (default), 9 Astern, R back to Bow; 8 reserved. The spire and the lift fade while
    they hide the captain or the journey. Every cue (departure, braking, a stop, Sgr A*) returns to
    Bow; a guided stop now turns the ship so the body sits 30° off the bow, inside the frame, and at
    Sgr A* the hole sits on the bow at every stop. Zoom levels are developer presets on the bridge;
    the Commons keeps its views for now. The old sky views (Sky ahead, to the side, astern) are gone
    as player views; they remain only as tool and golden poses.
  • Braking notice: "Braking. The bow is still the way we are travelling."
  • Developer tooling: make camera-views-capture renders Bow, Astern, the Commons and the lift at
    rest, 0.99c, a guided stop and Sgr A* (plus a forced-fade frame and a real voyage at 0.9/0.99/
    0.999c), gated on the pole, the stop body or the hole being in frame. make camera-forward-targets
    records the live stop and Sgr A* targets the camera test checks. A fresh clone now gets
    data/raw/.gdignore from make sky-assets, and make publish-dev fails with the fix
    (make ai-core-assets) instead of publishing a build without the core layer.

context-controls (2026-10-16)

Changed

  • Display audit controls now prove that absent frame paths are rejected, catalogue distance
    must appear in binding parts even when carried in context, and Crew working counts match
    the frame. The distance-presence rule reports context-presence, distinct from
    context-source, and wrong-reason failures name the control fixture.

Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.

v0.4.0-dev.34-home-tiers

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@github-actions github-actions released this 19 Oct 16:05
067243f

home-tiers (2026-10-19)

Changed: the crossing review's Home page has sixteen home-time tiers with variant pictures (R2-HOME-TIERS, protocol 2.12)

Mark, attended 2026-10-19: "lets get more of them so we can split the tiers up more" and "we can have even more actually"; "we can just have random choices from the varients we have. good replayability" (ledger D-86). Design: design_docs/implemented/r2/home-tiers.md.

  • Sixteen tiers of Earth years since departure (edges 1, 3, 10, 20, 35, 55, 90, 130, 250, 500, 1,000, 3,000, 10,000, 50,000 and 250,000) in sim/home_tiers.ail, with Mark's approved Home-page lines, digit-free narration words (launch ... aeons) and the Archive's crossing lines. Every line is true across its whole range. The old "Longer than recorded history" now starts at 10,000 years, where it holds. A century and a half no longer shows the drowned town.
  • Variant pools. Each tier has one or two pictures (28 in all). The voyage's seed picks one per tier with a pure, salted hash that draws nothing from the world's RNG, so a tier shows the same picture every time it comes up in that voyage. The counts are data (sim/data/home_variants.ail). To add a picture, add a file and its SOURCES row and raise the count.
  • Protocol 2.12 (homeTiersMinor): cruise.digest.time gains tier_count (16) and variant. tier, tier_line, home.tier and the narration use the sixteen tiers. 2.10 and 2.11 streams are byte-identical: their stream sha256 is pinned in sim/protocol_interlude_test.ail. The game's sessions ask for 2.12.
  • The host loads data/interlude/home/tier<n>_v<k>.webp. A missing variant falls back to v0, and a missing tier to words only. A frame below 2.12 shows v0 of the old tier's place (PICTURE_OF_SEVEN, checked against the real sim's table).
  • Pictures: the seven shipped pictures become v0 of tiers 0, 2, 4, 6, 8, 10 and 13, with their bytes unchanged. Three earlier candidates and eighteen new ones from 2026-10-19 were added, all checked at 1:1 for text-like marks. The masters are in the public bucket; SOURCES and generation_notes.md record every one. The pictures ship at about 16 MB.
  • Website: the concept-art page shows every picture of tiers 0–12 (23), titled by time range, with no captions. The tiers from 10,000 years on are story and stay off the site, so the old tier-6 picture came down.
  • Checks: make home-tiers-vm (strict VM == interpreter on the ladder and the variants), make home-art-check (pool == counts == SOURCES) and make home-site-check (site == tiers 0–12, no later tier). All three are in make test. The crossing-review fixtures were re-recorded at 2.12 and now include the whole guided tour, whose last crossing is about 120 Earth years: tier 7.

m46pr3-hidden-map-redraw (2026-10-17)

Fixed

  • The bridge no longer redraws the hidden star map's gas layer every tick
    (M4.6pR3). The ISM layer skips drawing into a hidden window and redraws when
    the window is shown.

m4-6rr3-ship-renders-bench (2026-10-16)

Added

  • make capture-m4 records the 3D ship's first journey from the captain's eye:
    seven real sim states, deck and forward views, a contact sheet, and world/PNG
    manifests, with blank, duplicate, state and stale-output checks.
  • make capture-m4-publish verifies and uploads the 18-file S1 reference set.
  • make bench SCENE=bridge measures live transit at 2560×1440 with vsync off
    and the medium star tier. It reports a docked control, nearest-rank frame
    percentiles and JSON evidence, rejecting invalid runs and p99 ≥16.7 ms.
    The default starfield benchmark remains unchanged; S1 review and the live
    transit performance gate still require measurements on the GPU host.

v0.4.0-dev.33-fixed-camera

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@github-actions github-actions released this 19 Oct 08:57
ddc1278

crew-console-v2 (2026-10-17)

Added

  • Protocol 2.11 (R2-CREW-CONSOLE-V2 V1): the sim names whose move it is. Each crew member
    carries work_state (held, relief_asked, concern, declined, deferred, asked, agreed, offered,
    resting, working, done, stopped, free) and working work its start terms. crew_start may
    carry "as": "orders" (one start under the other captaincy, all or nothing, journalled as three
    crew_core lines) and crew_offer "start": "on_accept" | "now". Below 2.11 these are
    bad_intent and every stream is byte-identical. The game asks for 2.11.
  • The Crew console as an internal videocom (V2, V3). A roster board (whose move first, one
    chip of colour, icon and word per member, one quick action, the ship default and auto-run in a
    header strip, the free resources as gauges, a legend) and a two-panel call: a 240-logical
    portrait at the sim's emotion with their words, and beside it the work and the next legal
    actions. Ask or Order is chosen inline on each offer; Start is disabled with its reason while a
    concern, a decline or a deferral is open; Insist is the fourth answer; "Make it an order" orders
    over an answer. Every crew decision (the offer included) arms on the first press. Once an
    intent about someone is on its way, all their actions wait ("Sent, waiting for the ship").
    A concern or a hold opens its call when nothing else is open or armed; otherwise the row pulses.
  • The palette (Okabe-Ito based) is checked for contrast and for colour-blind separation
    (Machado 2009 deutan, protan and tritan; CIEDE2000) in make crew-console-test.
  • make display-audit-crew (in ship-demo-ci): the Crew console's playthrough, every Label a
    display binding, with the crew_unbound negative control.

Changed

  • Captures: make crew-console-capture writes ten states at 1280x720 and 2560x1440.
  • Crew console (V4–V8, the visual pass, 2026-10-17). A reply to a concern is reconsidered at once
    and the work starts when they agree. Keyboard and pad: a focus ring, Enter/A to arm and send,
    1–4 for answers, [ ] or LB/RB to switch calls, Esc/B one level back. Less text: terms as day pips
    and resource icons, rule lines in one line behind "?", faces for who is waiting, icon bars.
  • crew_core 0.6.0 (stand-downs). A crew member can ask to stand down at a duty check-in; under
    hands-on auto-run the console asks you (Let them rest / Ask them to carry on), and crew time waits
    for your answer. The crossing digest counts stand-downs (protocol 2.11).
  • Names fit faces (ledger D-80). Generated crew names now match each portrait's presentation and
    naming tradition (from protocol 2.11).

Fixed (after the evaluation)

  • A stand-down call no longer offers Resume first: the two answers lead and Resume waits until
    the stand-down is answered (resuming first let it lapse, which crew_core counts as refusing
    their rest). The console's buttons follow the model's enabled flags.
  • The work and bar icons have a "?" key the keyboard and pad reach.
  • The scripted crossing (make strict, crew-parity) now brings the named crew aboard (AILANG
    v0.54.14 runs the names table on the strict VM).

constellation-guides (2026-10-17)

Added

  • Hold I to see faint Earth constellation guides for Orion, Cassiopeia, Crux and
    the Big Dipper. Their endpoints follow the rendered stars as velocity and
    observer position change. Missing or invisible stars leave partial figures;
    guides are unavailable during gravitational lensing. Existing star/body
    inspection and cards remain available.

camera-fixed-views (2026-10-17)

Changed: the player camera is third person with three fixed zoom levels and authored sky views (R2-CAMERA: C1, C2, C3, C4)

Mark's dev.31 ruling: no free zoom for players; fixed zoom levels; third person. Design: design_docs/implemented/r2/camera-fixed-views.md (approved 2026-10-16).

  • One camera director (demos/camera_director.gd, views as data in data/camera/views.json). It owns every pose of the player camera; ShipCamera stays the render boundary, so the sky is still rendered through the same pose as the geometry.
  • Three zoom levels: Z1 Close (4.5 m, -25 deg), Z2 Deck (12 m, -35 deg; the default, the captain about 64 px tall at 720p, the art brief's reading scale) and Z3 Whole level (a place camera on the bridge's edge that tracks the captain by rotation). Keys 1 / 2 / 3 and = / -; one wheel notch, one trackpad scroll gesture (its inertial tail included) or one pinch is one level, so a MacBook swipe no longer drifts the camera. Zoom in is closer: wheel up, scroll up and pinch open come closer. RB / LB on a controller. The FOV stays at 78 deg.
  • Authored angles: the boom yaw comes from 8 sectors around the spire (10 deg hysteresis) and 2 rings (the stations ring inside 12 m, the rail ring outside, 1 m hysteresis). Every eye stays inside the 95 m envelope, and a sweep of every walkable point checks the line to the captain's head (make camera-test).
  • No mouse look for players. The pointer is never captured; clicks aim where the pointer is. WASD is screen-relative, and a held key keeps its world direction when the view changes. The left stick walks; A uses and B steps back.
  • Console focus eases to the framed screen through the director, and stepping back returns to the remembered level and sector, not a stored eye.
  • Reduced camera motion (title Settings and Tab, [display] camera_motion): cuts with a 0.15 s fade instead of eases, and a rigid follow. In full motion the camera turns at most 90 deg/s, never rolls and never overshoots.
  • Developer free camera: F8 or --free-camera (command-line launches only) restores the old mouse look, scroll dolly and presets 1-4, labelled FREE CAMERA. Tools, captures and goldens keep set_preset, look_direction and reference_view, which take the camera through the director's override.
  • The waiting line under the crossing review and the arrival card no longer mentions mouse look.
  • Sky views (7 / 8 / 9, D-pad): Sky forward (a low eye beside the captain, pitch +58 deg, the forward pole and the starbow in frame, the captain an upright figure from behind at the bottom), Sky to the side (walks to the rail facing where a guided stop puts the body) and Sky astern (walks to the rail and looks down over it). Any level key, move key or R ends one.
  • Under way the forward sky is the default. Committing a course, the guided voyage's departure turn, braking and Sgr A* cue Sky forward; a guided stop cues Sky side once its turn completes; under way R returns to Sky forward. No cue starts with a panel open, at a console or in the lift; with reduced motion a cue is a HUD prompt ("Sky ahead · 7"). The crossing review holds Sky forward behind it. Without this, a 0.99c cruise showed the deck against a black sky.
  • Sgr A: the hole view.* At Sgr A* the cue (on arrival and at every stop) and R select a view aimed at the hole's direction from the sim's GR state, the hole 18 deg above the frame centre and the captain below, so the shadow, the photon ring and the lensed sky are framed at the 10, 5 and 3 r_s hovers and the 3 r_s orbit (as the M3.6 visit's own look toward the hole did, now third person). Key 7 at Sgr A* opens it; reduced motion keeps the prompt ("The hole · 7").
  • The spawn: the lift's guards no longer hide the captain (per-cell angles at the lift landing, checked with a whole-figure sweep).
  • The lower deck (Commons): views authored per cell; points under the arcades' lintels that no camera sees are held to a measured ceiling (Z1 2, Z2 2, Z3 39 of 1,881 samples).
  • Physics: no formula changes. tests/test_physics.gd: RS-1 and RS-2 through every view's eye land on the captain eye's pixel to 0.05 px, and a pixel's sky ray matches to 1e-9 rad. New goldens: G-CAM-1 (the forward pole through Sky forward, 3 phases, 2 standing points: 6), G-CAM-2 (the wall glow from the Z1, Z2, Z3 and Sky forward eyes at 0.99c and the cap, against ForwardGlow and a closed-form wall hit: 8) and G-CAM-3 (one tonemap through Z2 and Sky forward: 2). make golden pins 393 ok lines (G-CAM-1 also through the Sgr A* hole view's pose; G-CAM-2 aims where the eye changes the glow by 13-34 %, at 0.99c too; G-CAM-1 also checks the pole against the 78 deg constant); this also fixes main's stale pin (main ran 374 ok lines against 373). make camera-views-capture renders every view at rest, 0.99c, a guided stop and Sgr A* at 1280x720 and 2560x1440 with contact sheets, and the default cruise view of a real voyage at 0.9, 0.99 and 0.999c.

ailang-0.54.14 (2026-10-17)

AILANG v0.54.14

  • Upgrade: CI, the bundled runtime and the CLAUDE.md pin move to AILANG v0.54.14 (via v0.54.13). The lockfiles are unchanged (crew_core 0.5.0).
  • Workarounds removed (outputs byte-identical):
    • ailang#1736 / #1865: every strict-VM list-literal split is gone. applyOverride is one if-chain. In sim/data/ism.ail the efficacy LUT, each cloud's planes and the members are single literals. data/ism/ism.json and the ism-determinism stream are unchanged.
    • ailang#1576: the stub voice builds a segment as a plain list of periods again, and the lens-table builders use plain recursion. The voice stub bytes, aiWireVm, lens-lut-check and full lens rows match.
    • ailang#1737: the protocol_ism_test checks are inline test bodies again.
    • v0.52.0 fixes: restored the \tick binders (#1467), a variable arm (#1473), nested cons patterns (#1505, #1517) and constructor-at-cons-head patterns (#1503). Dropped the stale #1460, #1461, #1465, #1516 and #1419 notes. The replay interpreter no longer passes --max-recursion-depth (#1486).
  • Crew names on the strict VM: the crew-names table now runs under --strict-bytecode. make strict checks it with namesVm: the table and five generated names, VM == interpreter. The scripted crossing still uses role ids. The crew console sprint (D...
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v0.4.0-dev.32-crossing-review

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@github-actions github-actions released this 17 Oct 07:37
74cc614

crossing-review (2026-10-17)

Added

  • The crossing review (R2-INTERLUDE, protocol 2.10).
    • The cruise is crossed in chunks the sim publishes (cruise {next_stop_years, stop_kind}).
    • A crew hold stops the crossing on its check-in day.
    • The crossing ends in a review the player reads at their own pace: the crossing, home (a picture per home tier), aboard, moments with faces, who changed, the medium, and who is waiting.
    • Every number comes from the pure sim's cruise digest. Streams below 2.10 are unchanged.
  • The Archive narrates.
    • Authored, in-world framing lines appear on the crossing and aboard pages.
    • With live AI and a key, the Archive tells the crossing once in its own words. The telling is recorded as sim input and voiced once.

Changed

  • The 6-second interlude card is gone; no timer dismisses the review.
  • After arriving, the view can be turned without first dismissing the card. While the review is open, right-drag or Alt/Option+move looks around, and one centred line says what to press.
  • The HUD's Braking notice waits until the player brakes.

Fixed

  • News from home no longer says "Only 0.00 years have passed there since you left". {elapsed_years} is when the message left home, and a message sent right after departure says "within days of your departure".

crew-offer-while-paused (2026-10-16)

Crew offers get an answer while the guided tour is paused (dev.31 playtest)

  • Bug: with the guided voyage paused (P), turning, or waiting on a stop choice, an offer made on the Crew console got no answer, and "Offer this work" stayed live, so every press queued another offer. The Crew page's intents ride the sim's next tick (SimBridge.queue), and SolarDeparture.step sent no tick in those states.
  • Fix, guided tour: in those states the tour now sends a zero-dtau tick whenever intents are queued, so the crew answer and ship time does not move. With nothing queued it sends nothing, as before, so idle ticks and replays are unchanged. A refused crew intent is now the Crew page's to word; it no longer fails the tour. The other hosts already tick while paused (GalaxyMap.tick sends dtau 0), and the Sgr A* visit has no crew.
  • Fix, Crew page: after an offer is sent, the member's card says "Offer sent. Waiting for their answer." and the Offer button is disabled (not hidden), with that reason, until the sim's crew shows the work or the tick that carried it answers. Refusals are attributed to the member their intent was about (SimBridge.queued_refused), and only the tick that carried the page's intents settles them, not a pipelined heartbeat. altered_duplicate and the host's "request capacity/id/clock" refusal now have plain words.
  • Task ids: they carry the crew's turn and revision and a serial shared by every page, so a page rebuilt in the same turn never reuses one.
  • Tests: crew-hold-test drives the paused, turning and stop-choice cases against the real sim. crew-console-test covers id uniqueness across rebuilt pages, the sim's duplicate refusals and their words, and the pending state.

Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.

v0.4.0-dev.31-crew-core-0.5

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@github-actions github-actions released this 16 Oct 18:18
502d3a2

m4-6gr3-ship-goldens (2026-10-16)

Added

  • Ten GPU golden cases cover the 3D ship's single tonemap, captain-eye forward pole
    in boost, cruise and brake, and glow profiles, absolute simulation poles and zero at rest.
    The golden target requires the simulation probe and exact case counts.

crew-core-0.5.0 (2026-10-16)

crew_core 0.5.0: resource units come from the package; long crew runs stay fast

  • Pin: crew_core 0.5.0 (ailang-packages #146; it passed independent evaluation at 90/100 and then 92/100).

  • Resource units: the rules (allocate, lint, used) now live in crew_core/units. The game keeps only its eight-row bubble table and the ship's spare capacity in sim/crew_resources.ail.

  • Archiving fix: memory compaction no longer waits for the bank to fill, so evidence stops growing. A free-nav leg to Barnard's Star now arrives in 1,201 ticks: the longest takes 117 ms and none hits step_timeout.

  • Performance: on AILANG v0.54.11, where ailang#1827 is fixed:

    • a busy crew's ten-year skip takes 11.2 s on the Studio, down from about 40 s;
    • the skip as played takes 0.46 s.

    crew-perf's ceiling for the busy skip drops from 150 s to 30 s.

ailang-0.54.11 (2026-10-16)

AILANG v0.54.11

  • Upgrade: CI and the bundled runtime move to AILANG v0.54.11.
    • std/map now runs on the strict VM.
    • ailang lock no longer restamps unchanged lockfiles.
    • The VM's slow list walk is fixed (ailang#1827).
  • Input handling: the sim and the AI service read input with readLineOpt. End of input now ends a session cleanly, and a blank line is skipped. This replaces the "16 empty reads" guard.

context-crosscheck (2026-10-15)

Changed

  • Display audit cross-checks each recorded binding context (row 7i(g)): a shared path that
    disagrees with the frame view fails context-drift; a context-only client.* path must match
    its producer (context-source: target id, catalogue distance with required presence, star
    count and radius, zoom rate, hold time, Archive and Crew counts); anything else fails
    context-unknown. The only allowlisted path is client.map.target_name. Six new control
    fixtures, three edited.

Fixed

  • The galaxy map's clock line could stay one or two ticks behind the frame after a pipelined
    heartbeat or a console send advanced the world without a refresh (the AI-stub playthrough
    caught it). GalaxyMap._process now refreshes when its tick differs from the world's.

crew-core-0.4.1 (2026-10-14)

crew_core 0.4.1 in the game: auto-run answers concerns, the captain can too

  • Pin: crew_core 0.4.1 (ailang-packages #143). It fixes the auto-captain deadlock that kept a crew with a concern from being offered work.
  • Auto-run presets:
    • critical-only answers a concern itself by asking the worker's advice, shown as a crew line ("Auto-run answered their concern by asking their advice.");
    • hands-on hands every concern to the captain as a hold.
  • Answering a concern yourself: open concerns that can still be answered show on the member's card, with one confirmed button per approach (make the job clearer, ask their advice, plan it in stages, explain why it matters, insist). The button sends crew_reply (captain_reply) at the crew's tick and revision.
  • Holds: the new stuck hold has its own words.
  • Gate:
    • the game's crew runs conversation v3;
    • a year of critical-only auto-run logs no error acts, at daily and monthly check-ins, under both captains.
  • Performance, measured honestly: a busy crew's ten-year skip costs about 40 s. The old 0.6–1 s came from the deadlock. crew-perf keeps the 2 s budget for the critical-only skip as played, and sets a documented 60 s ceiling for the rule-free worst case. The cause is ailang#1827 plus encoding work; options are with Mark.

Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.

v0.4.0-dev.30-crew-replies

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@github-actions github-actions released this 15 Oct 12:51
7fbeb99

medic-emotions (2026-10-14)

The medic's full emotion set

  • Art: assets/characters/medic/ holds all eight D-7 emotions at stage 0, 1254 px: neutral, happy, sad, angry, fearful, curious, loving and grieving.

    • Codex (gpt-6.1-sol) made each one as an edit of the accepted neutral, so she stays the same person.
    • The folder has a manifest (with the D-80 name region and gender), generation notes with full prompts, and a review contact sheet.
  • In game: 256 px copies sit with the trial portraits, and the Crew page's faces follow more replies:

    • declining shows anger and a concern shows fear;
    • asking to step back, or stress at the strained line, shows sadness;
    • accepting shows happiness.

    A role without an emotion falls back along a list, ending at neutral.


Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.

v0.4.0-dev.29-crew-console

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@github-actions github-actions released this 14 Oct 18:54
d4fa1b9

Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.

v0.4.0-dev.28-crew

v0.4.0-dev.28-crew Pre-release
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@github-actions github-actions released this 13 Oct 21:01

Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.

v0.4.0-dev.27-archive-fixes

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Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.

v0.4.0-dev.26-archive-voice

Pre-release

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Review build. Apple Silicon Macs. First launch: right-click the app → Open (unsigned). Credits (press C in game): Planet textures: Solar System Scope (solarsystemscope.com), CC BY 4.0; Milky Way panorama: NOIRLab noirlab2430b (E. Slawik / NOIRLab / NSF / AURA), CC BY 4.0.