Commit graph Aetheria/Assets/Models/Discobolus
Author SHA1 Message Date
Nibu
d144a2ccc2 Repoint the Substance materials to the owned ambientCG PBR sets
Rewrites 14 materials from the removed sbsar sub-assets to Assets/Materials/PBR
textures (Steel_Brushed, Gunmetal_Dark, Metal_Scratched, Paint_Worn_Light,
Plates_Panels), keeping each sbsar preset colour as _Color where it differed; flat
colour for Discobolus Marble (no marble set ships). Adds Pickup Trim.mat (copy of
Car Paint White Small, flat trim colour). Turret, the five pickup prefabs and the
Zenith_Blender externalObjects now name file materials instead of the ProceduralMaterial
sub-asset. Own commit so it reverts alone (question sbsar-fallback-fidelity, built on
its recommended option; no ruling yet).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 07:39:47 +00:00
Nibu
6222b5c711 Remove the 41 .sbsar files, the Substance define and five unreferenced materials
Deletes Assets/Materials/Substance (41 .sbsar + metas, folder metas), the LFS rule for
*.sbsar, SUBSTANCE_PLUGIN_ENABLED from the Standalone scripting defines, and five
materials with zero GUID referrers (Assets/Steel, Steel brushed, Radiators 1,
Thrusters, Discobolus Bronze). Surviving materials and prefabs still name the removed
guids until the next commit repoints them.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-13 07:38:28 +00:00
Reinier Vens
b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00