release v0.7.0
CI / build + unit + e2e (pull_request) Failing after 2m41s

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# Changelog
## v0.7.0 — 2026-09-29 00:38
- SKILL TREE tab — technology research unlocks (issue #9): the second spend-side loop on top of issue #8's ship systems. Researching a tech costs inventory items + a turn and its unlock effect then gates or raises ship actions, so the two tabs interlock: researching WEAPONS SYSTEMS is what makes building WEAPONS possible at all.
- New table (`lib/db/schema.ts` + DDL): `tech` (id/save_id/slug/name/cost_kind/cost_qty/prerequisites/effect/researched, UNIQUE(save_id,slug)). Definitions are seeded from the pure module on new game AND as backfill step v5 — same pattern as ship_systems; saves created by older code get the tree on first read. `SCHEMA_VERSION` 4 → 5.
- Pure tech model (`lib/game/tech.ts`, no DB imports — imported by both server and UI so research/cap/gate logic can't drift): six techs in two short chains (WEAPONS SYSTEMS → PLASMA CANNON, REACTOR OVERCLOCK → FUSION CORE) plus four roots. Effects: WEAPONS SYSTEMS gates building WEAPONS; the other five raise one system type's UPGRADE level cap or EXPAND capacity cap by 2–3 over the base caps. Helpers compute per-tech state (RESEARCHED / AVAILABLE / LOCKED + missing prereq names), effective caps and build gates from a set of researched slugs.
- Research action (`lib/game/research.ts`): `getTechState` → the full tree with per-save state; `researchTech` validates prerequisites (409, naming what is missing) and the cost against the cargo hold (422), spends it through the same oldest-row-first path as ship actions, marks the tech researched, costs a turn and writes an event.
- Ship-action gating (`lib/game/ship.ts`): `buildSystem('WEAPONS')` now 409s "requires the WEAPONS SYSTEMS tech" until it is researched; UPGRADE/EXPAND use the effective caps from researched techs, so a raised cap re-enables buttons that were capped.
- New endpoints: `GET /api/tech` → `[{id,slug,name,costKind,costQty,prereqs,effect,state,missingPrereqs}]`; `POST /api/research {techId}` → fresh tech tree state (400 malformed body, 404 unknown id, 409 already researched / prereq missing, 422 insufficient hold). OpenAPI spec in code updated (12 paths).
- SKILL TREE tab now renders REAL data: one card per tech with a state badge, cost line, UNLOCKS line and — when locked — the blocking prerequisite(s); RESEARCH is enabled only for AVAILABLE techs whose cost the cargo hold can pay, and each response is applied directly (no polling). SHIP SYSTEMS cards pick up the same pure helpers: effective caps drive UPGRADE/EXPAND disabling and gated builds show a red `REQUIRES // <TECH>` line with BUILD NEW disabled. Placeholder skill cards removed; MissionControl owns both states so the tabs stay in sync.
- Tests: unit — tree seeding on new game + v5 backfill (deterministic, idempotent), per-tech state incl. locked-with-missing-prereq names, research cost validation with no mutation on failure, exact oldest-first deduction + turn + event + persistence, prereq chain unlock, WEAPONS build gated 409 → succeeds after research, REACTOR upgrade cap raised by REACTOR OVERCLOCK; e2e — SKILL TREE tab researches WEAPONS SYSTEMS via the UI (card flips to RESEARCHED) and the previously-disabled BUILD NEW on WEAPONS becomes enabled and builds, plus tech state survives the mid-run container restart.
## v0.6.0 — 2026-09-28 23:46
- SHIP SYSTEMS tab — expand / upgrade / build ship systems + save backfill plumbing (issue #8): the first spend-side game loop on top of issue #7's crew, plus a root-cause fix for saves created by older code lacking data newer code seeds. Single-player, no auth, by design.
- Backfill plumbing: `schema_version` INTEGER added to `saves` (NULL = v1). `ensureSave` now runs ordered IDEMPOTENT backfill steps for anything below current — v2: every system without planets gets its generated bodies (same `(seed, systemId)` derivation as fresh generation), v3: starting crew if no rows. New games get the current version directly. `lib/db/client.ts` open() carries an idempotent `ALTER TABLE ... ADD COLUMN` guard for files created before the column existed — old saves open fine and backfill on first read, so DB wipes are no longer needed when deploying new versions.
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{
"name": "space-wanderer",
"version": "0.6.0",
"version": "0.7.0",
"private": true,
"scripts": {
"dev": "next dev -p 3000",