fireshaper
613b06a83d
Step 29.8: Shipyard, Places, Start, Welcome and the remaining screens
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:41:02 -05:00
fireshaper
4a33aed970
Step 29.7: Dispatch, Fleet and Crew
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:33:47 -05:00
fireshaper
d279ac4ec0
Step 29.6: sortable jobs table with net per hour
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:28:06 -05:00
fireshaper
06bf2f17b1
Step 29.3: the map shell and panel host
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 18:05:00 -05:00
fireshaper
47ea4987b5
Step 29.2: UI kit in the Deep Field look
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 17:58:12 -05:00
fireshaper
936fb9e506
Show each job's length in game hours on the board
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CI / check (push) Failing after 6m28s
Details
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 16:20:41 -04:00
fireshaper
e17abb3a3e
Fix: Contracts counts ready ships, not idle ships (decision 0.5.134)
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CI / check (push) Successful in 6m59s
Details
A ship whose pilot was resting still showed on the location chips as
available. The chips and the Jobs badge now count only ships a job could
go out on now; the board names who wakes first when none is ready.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:41:12 -04:00
fireshaper
a75a39e01f
Step 21.7: client: board and logbook
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CI / check (push) Has been cancelled
Details
A 'Yours for' chip in the first-look window, a 'Catching up on your
fleet' indicator for slow catch-ups, and a per-pilot logbook with company
totals on the away sheet (CR-021).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 10:45:32 -04:00
fireshaper
2b201e2841
Step 19.4: client: cards and empty state
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CI / check (push) Failing after 6m39s
Details
Contract cards drop the Too heavy and Too slow badges; an empty board
says no job fits the fleet, with the refresh countdown (decision 0.5.114).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:56:28 -04:00
fireshaper
0a1ca1d3ea
Step 15.2: sim: static positions and distances
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CI / check (push) Successful in 5m44s
Details
Positions, distances, range checks, trip times, fuel and the no-strand
rule no longer take a time argument; the 48-hour no-strand margin goes
with it. Tests now check that a route's pay, trip time and fuel are the
same whenever it is offered or flown.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 00:54:57 -04:00
fireshaper
4c165b9b16
Step 14.7: the client runs the game on the device
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CI / check (push) Has been cancelled
Details
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:25:00 -04:00
fireshaper
9b45a239a5
Step 11.2: offline shell behaviour
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CI / check (push) Successful in 6m11s
Details
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 18:13:31 -04:00
fireshaper
b5f2801076
Step 10I.7: effective ship stats across the client
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 19:38:51 -04:00
fireshaper
e924defb79
Step 10H.3: announce new contracts and tag them New
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 18:06:02 -04:00
fireshaper
8945972372
Step 10G.8: contract cards headline the good, with class, Priority and too-slow chips
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 17:17:21 -04:00
fireshaper
bd2d2df14d
Step 10F.1: highlight jobs too heavy for your ships
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 12:15:04 -04:00
fireshaper
939ee45943
Step 10E.5: contracts, tutorial board and dispatch sheet
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 22:42:25 -04:00
fireshaper
ea561b4d74
Step 10D.8: board refresh countdown and the nothing-here prompt
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 22:08:43 -04:00
fireshaper
962c0601c8
Step 10B.7: Contracts screen by location with idle-ship badges
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:08:48 -04:00