Recover Mine Launcher as daemon deployable
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26 changed files with 431 additions and 492 deletions
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@ -181,11 +181,14 @@ Remaining debt:
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- Clickable raycasts still construct query bodies from Unity click bounds. That
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is presentation picking, not simulation authority, but it should stay clearly
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labeled as renderer/UI picking.
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- The fossil `Mine`, `MineManager`, and `InstantWeaponEffectManager` remain as
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one serialized bundle on `Mine Launcher.prefab`. Replace that prefab's
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runtime script component with a provider-owned presentation asset and migrate
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its real catalog behavior before deleting the bundle; deleting the scripts
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alone would merely manufacture a missing Unity component.
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- The original `Mine Launcher` item was recovered from the quarantined
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2021-03-05 catalog by stable legacy ID, normalized from its historical effect
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reference to `DeployableWeapon`, and merged into canonical typed provider
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state. The supplemental MessagePack file is migration provenance only.
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- `Mine`, `MineManager`, `InstantWeaponEffectManager`, and their serialized
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launcher prefab are deleted. A script-free provider prefab supplies the
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original mesh/materials. Eve publishes lifecycle and pulse properties;
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EveUnity generically lowers those semantic properties to material emission.
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## Gravity Terrain
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