release: v0.2.0 — game tab template (CHANGELOG + version bump)
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# Changelog
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## v0.2.0 — 2026-09-28 19:19
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- Game interface template (visual only, zero game logic): the operations panel in `components/mission-control.tsx` is now seven tabs — WORLD MAP (NodeGraph of 10 placeholder solar systems linked by jump routes), LOCAL SYSTEM (NodeGraph of star + planets/moons plus an explorable-worlds list), CREW (crew cards with name/role and good/bad trait placeholders), SHIP SYSTEMS (system cards with inert EXPAND / UPGRADE / BUILD NEW affordances), SKILL TREE (tech cards unlocking new system builds/upgrades), MISSIONS (previous NEXT MISSION content), EVENT LOG (ship log terminal). All data is local placeholder constants.
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- Left column: VESSEL METRICS progress rings replaced with scificn Progress bracket bars; SHIP SYSTEMS status panel, header stat cards and right column unchanged.
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- New scificn-ui components copied into `components/ui/`: NodeGraph, Progress (+ `@radix-ui/react-progress` dependency).
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## v0.1.0 — 2026-09-28 15:47
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- Initial scaffold (stack proof): base stack copied/adapted from Flight-Ops (`../flight`) — Next.js 16 App Router + React 19 + TypeScript strict, bun package manager, Node 22 in CI/Docker.
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- Single-player only by design: NO auth/accounts/multiplayer anywhere (Flight-Ops's users/sessions/admin/leaderboard patterns deliberately not copied).
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## 7. App architecture quick map
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- **Scaffolded (v0.1.0)** — stack proof only, no game systems yet; the rest of this section is what's built + what lands next.
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- Next.js 16 App Router + React 19 + TypeScript strict, bun package manager (bun.lock), Node 22 in CI/Docker.
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- **Frontend component layer: scificn-ui v0.1.0** (https://scificn.dev) — copy-paste model on Radix + Tailwind v4; components live in `components/ui/` (Button, Panel, Badge, Card, Alert, Tabs, StatCard, Terminal, StatusGrid, ProgressRing, BarChart, LineChart), theme tokens in `app/globals.css`. The app's interface base is the scificn-ui **Mission Control** showcase layout (https://www.scificn.dev/showcase/mission-control) rebuilt as `components/mission-control.tsx` and rendered from `app/page.tsx`, with placeholder ship content — no game logic yet. Deliberate deviation from upstream: `--text-muted` brightened `#4A4A40` → `#6B6B5C` (+12pt lightness) for readability on the near-black background. Upstream repo has **no LICENSE file** — user-approved risk, keep components minimal and re-verify licensing before any redistribution of this codebase.
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- **Frontend component layer: scificn-ui v0.1.0** (https://scificn.dev) — copy-paste model on Radix + Tailwind v4; components live in `components/ui/` (Button, Panel, Badge, Card, Alert, Tabs, StatCard, Terminal, StatusGrid, ProgressRing, BarChart, LineChart, NodeGraph, Progress), theme tokens in `app/globals.css`. The app's interface base is the scificn-ui **Mission Control** showcase layout (https://www.scificn.dev/showcase/mission-control) rebuilt as `components/mission-control.tsx` and rendered from `app/page.tsx`, with placeholder ship content — no game logic yet. As of v0.2.0 the operations panel is a 7-tab visual template (WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS, SKILL TREE, MISSIONS, EVENT LOG) built on NodeGraph + Card widgets; all data are local placeholder constants until real game systems land. Deliberate deviation from upstream: `--text-muted` brightened `#4A4A40` → `#6B6B5C` (+12pt lightness) for readability on the near-black background. Upstream repo has **no LICENSE file** — user-approved risk, keep components minimal and re-verify licensing before any redistribution of this codebase.
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- SQLite via Drizzle ORM + sql.js (WASM, kept external in next.config.ts) at db/space-wanderer.db volume-mounted; schema designed to switch to Postgres later. Schema is EMPTY at scaffold stage — first game tables land with the turn engine.
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- Vitest unit tests colocated (`**/*.test.ts`); Playwright e2e in `e2e/`, CI-only.
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- Server-authoritative TURN engine in lib/ — unlike Flight-Ops there is NO tick loop or sim clock: state advances only when a player action resolves a turn, and every action endpoint returns the full post-action snapshot which the client applies immediately (polling optional/later for multiplayer).
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{
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"name": "space-wanderer",
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"version": "0.1.0",
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"version": "0.2.0",
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"private": true,
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"scripts": {
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"dev": "next dev -p 3000",
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