Recover Mine Launcher as daemon deployable

This commit is contained in:
Meta Vens 2026-07-12 02:25:40 +01:00
commit 8c71a6379d
26 changed files with 431 additions and 492 deletions

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