Ship S1: one hull record, and a hull names its visual
A mod ship file now holds a HullData at mod-hull:<id> and the ShipAuthoring visual package at mod-ship:<id>. HullData.Visual (key 32) is the typed ref between them; ShipAuthoring.Hull (key 1) is retired. - One joint validator over (hull, visual) is the only semantic check; Load owns the file structure (one hull, one visual, deterministic keys). - Compose copies the mod store's records verbatim, so the derived catalog holds one hull per mod ship. - ship_cc.py edits the hull record's slots directly; the body[HULL_SLOT] indirection is gone. - The package fixture is generated from ShipAuthoringTests.Fixture() (glTF scene included) and exported when AETHERIA_SHIP_FIXTURE_DIR is set. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
de1b5b8fa2
commit
1702e0549f
13 changed files with 622 additions and 319 deletions
|
|
@ -33,7 +33,7 @@ public static class ShipModVisual
|
|||
public static async Task<Instance> LoadAsync(string shipPath, Transform parent)
|
||||
{
|
||||
var package = ShipModCatalog.ReadPackage(shipPath);
|
||||
var ship = package.Ship;
|
||||
var ship = package.Visual;
|
||||
|
||||
var root = new GameObject("mod-ship:" + ship.Id);
|
||||
root.SetActive(false);
|
||||
|
|
|
|||
Loading…
Reference in a new issue