Pairs of the same replay exported with acoustics on and off on the
scratch world (no HORIZON_NO_AUDIO): acoustics and capture ownership
both ready. The open field has no reverb send by design, so it shows
occlusion/air absorption only; the stone court's on-track is quieter
and darker, and its residual after a gain fit is low-passed and
stereo-decorrelated, i.e. the wet path. A clean reverb tail/RT60 in a
real MP4, echoes alone and listening remain open. No code changes.
Co-Authored-By: Kimi Code <noreply@moonshot.ai>
#101: radars locate sites from launches, /airdef sites, /airdef strike; sites launch slower (15/25/50 ticks) so a strike can come in time. #48: M opens the map on the network's picture, with an editor. #47: guard, sector, reserve and salvo per system. #94: vehicles route round slopes and water and say when they cannot get through. #96: reverb, and a menu switch for the acoustics. #92: generated files are validated before the swap, repo map.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Smoke: one rule by engine, no heat on trails, no trail on P1-SUN. Searchlights: two lamps a target, off with an empty sky. Halos fade before their reach and their sum is limited. Launch sites load chunks through the server thread, go off-map as a last resort, and reach 4000 blocks. Air defence: ranges x1.5, shots grow with urgency, claims released, /airdef lastchance, long shots on a big radar's tracks. Build: rust-toolchain.toml, airdef.py check, generator manifest and --check.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>