feat(gameplay): oxygen tank tiers I/II/III + easier water exit#133
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Oxygen (#129): oxygen_tank_1 was a dead consumable whose description wrongly promised a capacity boost. It is now a worn component (+50). oxygen_tank_2 stays +100 (renamed "Oxygen Tank II"); new oxygen_tank_3 (+200, "Oxygen Tank III") gated behind tank II with a titanium recipe. MaxOxygen() now takes the best carried tank instead of summing — tanks no longer stack (highest tier wins). Descriptions corrected in DE+EN; new AI icon for tank III. Tests: fixed the stale "+50" comment and added OxygenTanks_DoNotStack_HighestTierWins. Water exit (#131): in water, Jump was only a slow 4/s swim-up (no impulse), so a 1-block bank could not be cleared and the player slid back. At the surface, pressing Jump while pushing forward (A) — or swimming into a low <=1-block bank (B) — now applies a real jump impulse + full forward speed to mount the shore. Closes #129 Closes #131 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Jun 29, 2026
Add the v0.6.2 entry to "Released versions" (gameplay polish, oxygen tank tiers I/II/III, easier water exit, station-to-space flora seal, experimental browser client) and mark the oxygen/water work log as shipped (#133). Add a work-log entry for the WebGL release-build fix (Velopack compile guard) + the new webgl-only.yml attach workflow (#151). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Two related gameplay fixes in one PR.
🫧 Oxygen tank tiers I / II / III — closes #129
oxygen_tank_1was dead. Aconsumablewith no effect whose description wrongly promised a capacity boost. It is now a worn component withoxygenBonus 50.oxygen_tank_2, renamed "Oxygen Tank II") → new Tank III (+200,oxygen_tank_3), blueprint-gated behind Tank II with a titanium recipe.MaxOxygen()now takes the best carried tank's bonus instead of summing — carrying several no longer stacks.en.jsonandde.jsonto match real behaviour.item_oxygen_tank_3.png.// +50 maxcomment (real bonus is +100) and addedOxygenTanks_DoNotStack_HighestTierWins.oxygen_tank_1oxygen_tank_2oxygen_tank_3🌊 Easier to climb out of water — closes #131
In water the Jump button was only a slow 4/s swim-up (no impulse), so a 1-block bank couldn't be cleared and the player bobbed against the shore and slid back.
Both are client-side in
PlayerController(movement is client-authoritative); normal swimming, jumping and jetpack are unchanged.✅ Verification
./scripts/run-tests.sh→ 793 server + 96 client tests pass (0 failed), including the new oxygen test, DE/EN locale parity, and recipe/blueprint reachability foroxygen_tank_3.🤖 Generated with Claude Code