Layers: one owner puts orbitals above the ship plane and floaters below; per-hull GridOffset is deleted
GameplaySettings carries ShipLayerHeight 3, OrbitalLayerHeight 15, FloaterLayerHeight 0 (authored in Settings.asset). Entity.LayerHeight (Ship, OrbitalEntity) is the one offset RideHeight adds; DrawAhead.FloaterHeight is the floater height ItemPickup and MineInstance draw at. HullData.GridOffset (Key 26) and the pickup/mine/prefab GridOffset fields are gone with every reader. Fixtures (DrawnPose, FireControl*, ImpactFeedback) take heights from the layer owner; LayerTests pin each kind's layer. FloatingItemsDrawnSmoke follows. ItemPickup/MineInstance.Bind take the settings from ZoneRenderer. Builds as one commit with its tests; not compile-verified until the cut's head run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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23 changed files with 205 additions and 51 deletions
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@ -519,8 +519,7 @@ public class HullData : EquippableItemData
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[Inspectable, JsonProperty("hullType"), Key(25)]
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public HullType HullType;
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[Inspectable, JsonProperty("gridOffset"), Key(26)]
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public float GridOffset;
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// Key(26) retired 2026-10-16 (per-hull GridOffset; the layer is the kind's, GameplaySettings). Do not reuse.
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[Inspectable, JsonProperty("armor"), Key(27)]
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public float Armor;
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