# Health regeneration and starry sky - Living players recover exactly one HP per elapsed gameplay second, including combat. Maximum is 100 HP; no healing or resurrection after death. Physics time accumulator handles frame-rate variation; time at full HP does not bank healing. - `scripts/main.gd` uses a `PanoramaSkyMaterial` as the environment background. Ambient light remains the existing constant color; sky reflections are disabled. - Compared local Half-Life skies `night`, `space`, and several `neb*` sets. `space` was selected for a plain star field (`night` is cloudy; nebulae are colorful). - `assets/textures/sky/space_panorama.png`: 2048x1024 equirectangular conversion of the six Valve `space*.tga` faces, not a newly generated texture. The original faces are low resolution, so stars retain their original soft appearance. Source hashes are in `source_manifest.json`; original Steam files are never modified. Reproduce (Pillow and FFmpeg with v360 required): ```sh python3 tools/prepare_sky.py /path/to/Half-Life/valve/gfx/env ``` Verify with installed Godot 4.7.1: ```sh "$G" --headless --path . --script res://tools/test_health_sky.gd "$G" --display-driver x11 --rendering-method gl_compatibility --path . \ --script res://tools/test_health_sky.gd -- --screenshot ``` Screenshot: `/tmp/zombie-star-window.png`. Test checks discrete timing, maximum, no healing after death, panorama dimensions, and unchanged ambient light. Existing music, grenade, wave, death, damage, and touch tests also pass. The existing resource leak/in-use warnings at test shutdown remain; they are not fixed by this change. Sky format reference: https://docs.godotengine.org/en/stable/classes/class_panoramaskymaterial.html