Use when changing Bevy plugins, application modes, ECS components/resources, system schedules, system sets, startup composition, or shared craft/rocket/solar infrastructure in Cosmic Systems.
Use when changing planet, terrain, atmosphere, ocean, cloud, camera, HUD, render origin, materials, meshes, or presentation synchronization in Cosmic Systems.
Use when changing coordinates, units, planet rotation, launch-site mapping, camera-relative rendering, orbital state, terrain positions, or f64/f32 boundaries in Cosmic Systems.
Use when changing rocket physics, propulsion, staging, guidance, control, aerodynamics, entry, recovery, landing, or the fixed RocketSet pipeline in Cosmic Systems.
Use when changing fixed simulation behaviour, physics algorithms, replay, baselines, numerical integration, time acceleration, random generation, or simulation tests in Cosmic Systems.
Use when investigating or optimizing CPU time, GPU time, frame pacing, memory, allocations, task pools, caches, mesh upload, quality adaptation, or performance telemetry in Cosmic Systems.
Use when adding or changing SRTM, GeoTIFF, HGT, LRO LOLA, MOLA, heightmap, DEM cache, external terrain data, or procedural fallback behaviour in Cosmic Systems.
Use when designing or changing procedural planet terrain fields, cube-sphere geometry, coordinates, erosion, hydrology, terrain configuration, or terrain-domain APIs in Cosmic Systems.