diff --git a/.gitattributes b/.gitattributes
index e5c5394e6..d530ed421 100644
--- a/.gitattributes
+++ b/.gitattributes
@@ -54,6 +54,9 @@
*.sbsar filter=lfs diff=lfs merge=lfs -text
*.msgpack filter=lfs diff=lfs merge=lfs -text
GameData/*.cc filter=lfs diff=lfs merge=lfs -text
+GameData/Mods/**/*.cc filter=lfs diff=lfs merge=lfs -text
+GameData/Mods/**/*.glb filter=lfs diff=lfs merge=lfs -text
+tools/blender/tests/fixtures/*.glb filter=lfs diff=lfs merge=lfs -text
*.a filter=lfs diff=lfs merge=lfs -text
*AkSoundEngine filter=lfs diff=lfs merge=lfs -text
*AkWaapiClient filter=lfs diff=lfs merge=lfs -text
diff --git a/.gitignore b/.gitignore
index 75b9cad4f..ac9c49142 100644
--- a/.gitignore
+++ b/.gitignore
@@ -66,6 +66,7 @@ GameData/*.lock
/Aetheria.Shared/obj/
/tools/**/bin/
/tools/**/obj/
+/ModTools/
/tests/**/bin/
/tests/**/obj/
@@ -93,7 +94,7 @@ crashlytics-build.properties
Packages/packages-lock.json
GameData/run.cc
GameData/player.cc
-Vault/Aetheria/.obsidian/plugins/copilot/data.json
+GameData/RemovedMods/
# Agent scratch, sandboxed toolchain caches, and throwaway checkouts. These had
# grown to 47 untracked entries; the worktree must stay legible, so they never
@@ -109,3 +110,6 @@ tests/_scratch_*
.nuget-sandbox/
.dotnet-sandbox/
.appdata-sandbox/
+
+# Stryker.NET mutation reports (regenerated per run)
+StrykerOutput/
diff --git a/.lfsconfig b/.lfsconfig
new file mode 100644
index 000000000..d9ce439fc
--- /dev/null
+++ b/.lfsconfig
@@ -0,0 +1,2 @@
+[lfs]
+ url = https://eureka.gamecult.org/forge/GameCult/Aetheria.git/info/lfs
diff --git a/.voidbot/state/aetheria.cc b/.voidbot/state/aetheria.cc
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index 5274558da..a8a4c97bc 100644
--- a/Aetheria.Shared/Aetheria.Shared.csproj
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diff --git a/Asset Sources/blender_assets.cats.txt b/Asset Sources/blender_assets.cats.txt
new file mode 100644
index 000000000..7fc29fe08
--- /dev/null
+++ b/Asset Sources/blender_assets.cats.txt
@@ -0,0 +1,10 @@
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+#
+# Empty lines and lines starting with `#` will be ignored.
+# The first non-ignored line should be the version indicator.
+# Other lines are of the format "UUID:catalog/path/for/assets:simple catalog name"
+
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diff --git a/Assets/Content/Prefabs/Weapons/Mine Launcher.prefab.meta b/Assets/Content/Prefabs/Weapons/Mine Launcher.prefab.meta
deleted file mode 100644
index 2489e77fa..000000000
--- a/Assets/Content/Prefabs/Weapons/Mine Launcher.prefab.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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diff --git a/Assets/Editor/AetheriaBuild.cs b/Assets/Editor/AetheriaBuild.cs
new file mode 100644
index 000000000..3cf434ee4
--- /dev/null
+++ b/Assets/Editor/AetheriaBuild.cs
@@ -0,0 +1,116 @@
+using System;
+using System.Diagnostics;
+using System.IO;
+using System.Linq;
+using System.Text.RegularExpressions;
+using UnityEditor;
+using UnityEditor.AddressableAssets.Settings;
+using UnityEditor.Build.Reporting;
+using Debug = UnityEngine.Debug;
+
+// The one way to make a player directory, for Windows or Linux. Owns what the directory contains: the player and its data,
+// GameData/Aetheria.cc, GameData/Narrative/**, GameData/Mods/** and ModTools/AetherDb. Manual builds, smokes and
+// release cuts all call this and stage nothing themselves.
+//
+// Unity -batchmode -quit -projectPath -executeMethod AetheriaBuild.Build
+// -aetheriaVersion -aetheriaOut [-aetheriaTarget win64|linux64] -logFile
+//
+// AetherDb is published from tools/AetherDb, so the headless build's CULTLIB_ROOT / CULTMATH_ROOT (Directory.Build.props)
+// must be set for dotnet when the defaults do not hold the pinned revisions.
+// Any failure logs "AetheriaBuild FAILED at " and exits 1.
+public static class AetheriaBuild
+{
+ private static readonly Regex SemVer = new Regex(@"^\d+\.\d+\.\d+([-+][0-9A-Za-z.-]+)?$");
+
+ // A target: the player Unity builds, its executable, and the runtime AetherDb is published for.
+ private static (BuildTarget target, string player, string runtime, string aetherDb) Target(string name) => name switch
+ {
+ "win64" => (BuildTarget.StandaloneWindows64, "Aetheria.exe", "win-x64", "AetherDb.exe"),
+ "linux64" => (BuildTarget.StandaloneLinux64, "Aetheria.x86_64", "linux-x64", "AetherDb"),
+ _ => throw new InvalidOperationException($"-aetheriaTarget {name}: expected win64 or linux64"),
+ };
+
+ public static void Build()
+ {
+ var step = "arguments";
+ try
+ {
+ var version = Argument("-aetheriaVersion");
+ if (!SemVer.IsMatch(version)) throw new InvalidOperationException("-aetheriaVersion is not a semver");
+ var output = Path.GetFullPath(Argument("-aetheriaOut"));
+ var target = Target(Argument("-aetheriaTarget", "win64"));
+ var repoRoot = Directory.GetParent(UnityEngine.Application.dataPath).FullName;
+
+ step = "version";
+ UnityEditor.PlayerSettings.bundleVersion = version; // the game has its own global PlayerSettings
+
+ step = "addressables";
+ AddressableAssetSettings.BuildPlayerContent(out var content);
+ if (!string.IsNullOrEmpty(content.Error)) throw new InvalidOperationException("Addressables build reported an error: " + content.Error);
+
+ step = "player";
+ Directory.CreateDirectory(output);
+ var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path).ToArray();
+ if (scenes.Length == 0) throw new InvalidOperationException("EditorBuildSettings has no enabled scene");
+ var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
+ {
+ scenes = scenes,
+ locationPathName = Path.Combine(output, target.player),
+ target = target.target,
+ options = BuildOptions.None,
+ });
+ if (report.summary.result != BuildResult.Succeeded || report.summary.totalErrors != 0)
+ throw new InvalidOperationException($"BuildPlayer ended {report.summary.result} with {report.summary.totalErrors} errors");
+
+ step = "gamedata";
+ PlayerStaging.Stage(repoRoot, output);
+
+ step = "aetherdb";
+ Publish(repoRoot, Path.Combine(output, "ModTools"), target.runtime, target.aetherDb);
+
+ step = "burst";
+ var burst = Path.Combine(output, "Aetheria_BurstDebugInformation_DoNotShip");
+ if (Directory.Exists(burst)) Directory.Delete(burst, true);
+
+ Debug.Log($"AetheriaBuild OK {version} {output}");
+ }
+ catch (Exception error)
+ {
+ Debug.LogError($"AetheriaBuild FAILED at {step}: {error.GetType().Name}: {error.Message}");
+ EditorApplication.Exit(1);
+ return;
+ }
+ EditorApplication.Exit(0);
+ }
+
+ private static void Publish(string repoRoot, string modTools, string runtime, string aetherDb)
+ {
+ var info = new ProcessStartInfo("dotnet")
+ {
+ Arguments = $"publish tools/AetherDb -c Release -r {runtime} --self-contained -p:PublishSingleFile=true -o \"{modTools}\"",
+ WorkingDirectory = repoRoot,
+ UseShellExecute = false,
+ RedirectStandardOutput = true,
+ RedirectStandardError = true,
+ };
+ using (var process = Process.Start(info))
+ {
+ var errors = process.StandardError.ReadToEndAsync();
+ var text = process.StandardOutput.ReadToEnd();
+ process.WaitForExit();
+ if (process.ExitCode != 0)
+ throw new InvalidOperationException($"dotnet publish exited {process.ExitCode}:\n{text}\n{errors.Result}");
+ }
+ if (!File.Exists(Path.Combine(modTools, aetherDb)))
+ throw new InvalidOperationException($"dotnet publish produced no ModTools/{aetherDb}");
+ }
+
+ private static string Argument(string name, string fallback = null)
+ {
+ var args = Environment.GetCommandLineArgs();
+ var at = Array.IndexOf(args, name);
+ if (at < 0 || at + 1 >= args.Length)
+ return fallback ?? throw new InvalidOperationException(name + " is required");
+ return args[at + 1];
+ }
+}
diff --git a/Assets/Editor/AetheriaBuild.cs.meta b/Assets/Editor/AetheriaBuild.cs.meta
new file mode 100644
index 000000000..833ad46ac
--- /dev/null
+++ b/Assets/Editor/AetheriaBuild.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d38caad223051494ba36c734ce79950d
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diff --git a/Assets/Editor/PlayerStaging.cs b/Assets/Editor/PlayerStaging.cs
new file mode 100644
index 000000000..6f48daaa0
--- /dev/null
+++ b/Assets/Editor/PlayerStaging.cs
@@ -0,0 +1,41 @@
+using System;
+using System.IO;
+
+// What a player directory holds beside the executable's data: GameData/Aetheria.cc, GameData/Narrative/** and, when
+// the repo has one, GameData/Mods/**. Nothing else under GameData ships (run.cc and player.cc are the player's own).
+// Unity-free so the headless suite can prove the rules; AetheriaBuild is the only caller.
+internal static class PlayerStaging
+{
+ public const string Catalog = "Aetheria.cc";
+ public const string Narrative = "Narrative";
+ public const string Mods = "Mods";
+
+ // Replaces /GameData with a copy of the three shipped entries of /GameData.
+ // Throws InvalidOperationException naming the entry when the catalog or Narrative is absent.
+ public static void Stage(string repoRoot, string playerDir)
+ {
+ var source = Path.Combine(repoRoot, "GameData");
+ var destination = Path.Combine(playerDir, "GameData");
+ var catalog = Path.Combine(source, Catalog);
+ var narrative = Path.Combine(source, Narrative);
+ var mods = Path.Combine(source, Mods);
+
+ if (!File.Exists(catalog)) throw new InvalidOperationException($"GameData/{Catalog} is missing; a player never ships without its catalog.");
+ if (!Directory.Exists(narrative)) throw new InvalidOperationException($"GameData/{Narrative} is missing.");
+
+ if (Directory.Exists(destination)) Directory.Delete(destination, true);
+ Directory.CreateDirectory(destination);
+ File.Copy(catalog, Path.Combine(destination, Catalog));
+ CopyTree(narrative, Path.Combine(destination, Narrative));
+ if (Directory.Exists(mods)) CopyTree(mods, Path.Combine(destination, Mods));
+ }
+
+ private static void CopyTree(string from, string to)
+ {
+ Directory.CreateDirectory(to);
+ foreach (var directory in Directory.GetDirectories(from, "*", SearchOption.AllDirectories))
+ Directory.CreateDirectory(Path.Combine(to, directory.Substring(from.Length + 1)));
+ foreach (var file in Directory.GetFiles(from, "*", SearchOption.AllDirectories))
+ File.Copy(file, Path.Combine(to, file.Substring(from.Length + 1)));
+ }
+}
diff --git a/Assets/Editor/PlayerStaging.cs.meta b/Assets/Editor/PlayerStaging.cs.meta
new file mode 100644
index 000000000..71743d471
--- /dev/null
+++ b/Assets/Editor/PlayerStaging.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 16dce8087f9149b44b6e294cb0851dd8
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diff --git a/Assets/Scripts/ServerShared/NIH/MIConvexHull.meta b/Assets/Fonts/Emoji.meta
similarity index 77%
rename from Assets/Scripts/ServerShared/NIH/MIConvexHull.meta
rename to Assets/Fonts/Emoji.meta
index 5f927b59d..442fb19cd 100644
--- a/Assets/Scripts/ServerShared/NIH/MIConvexHull.meta
+++ b/Assets/Fonts/Emoji.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 4a109a0b0bb6e8f40935ca2ec55e5bd7
+guid: 5e0ef88f85924e146855ca7bb57bbdb6
folderAsset: yes
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externalObjects: {}
diff --git a/Assets/Fonts/Emoji/Emoji.asset b/Assets/Fonts/Emoji/Emoji.asset
new file mode 100644
index 000000000..b37478ebd
--- /dev/null
+++ b/Assets/Fonts/Emoji/Emoji.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:0da0ff045c78def703de64f1c79a0f6c0842985e21c261b165ada948dc726b1e
+size 5791
diff --git a/Assets/Fonts/Emoji/Emoji.asset.meta b/Assets/Fonts/Emoji/Emoji.asset.meta
new file mode 100644
index 000000000..f89bc04be
--- /dev/null
+++ b/Assets/Fonts/Emoji/Emoji.asset.meta
@@ -0,0 +1,8 @@
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+guid: 4cbb1005dc560d54ba85c3d091dbe30b
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+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
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+ assetBundleVariant:
diff --git a/Assets/Fonts/Emoji/LICENSE.txt b/Assets/Fonts/Emoji/LICENSE.txt
new file mode 100644
index 000000000..db961e007
--- /dev/null
+++ b/Assets/Fonts/Emoji/LICENSE.txt
@@ -0,0 +1,410 @@
+Twemoji v17.0.3: https://github.com/jdecked/twemoji/archive/refs/tags/v17.0.3.tar.gz
+Copyright (c) 2022–present Jason Sofonia & Justine De Caires
+Copyright (c) 2014–2021 Twitter
+Graphics licensed under CC-BY 4.0:
+
+Change notice (CC BY 4.0 section 3(a)(1)(B)): the SVG graphics are converted to a COLRv0 colour
+font (Twemoji.ttf) by tools/emoji/fetch_emoji_font.py using nanoemoji. No artwork is edited.
+
+Attribution Requirements (upstream README)
+
+As an open source project, attribution is critical from a legal, practical and motivational perspective in our opinion. The graphics are licensed under the CC-BY 4.0 which has a pretty good guide on [best practices for attribution](https://wiki.creativecommons.org/Best_practices_for_attribution).
+
+However, we consider the guide a bit onerous and as a project, will accept a mention in a project README or an 'About' section or footer on a website. In mobile applications, a common place would be in the Settings/About section (for example, see the mobile Twitter application Settings->About->Legal section). We would consider a mention in the HTML/JS source sufficient also.
+
+LICENSE-GRAPHICS (upstream, verbatim)
+=======================================================================
+
+Attribution 4.0 International
+
+=======================================================================
+
+Creative Commons Corporation ("Creative Commons") is not a law firm and
+does not provide legal services or legal advice. Distribution of
+Creative Commons public licenses does not create a lawyer-client or
+other relationship. Creative Commons makes its licenses and related
+information available on an "as-is" basis. Creative Commons gives no
+warranties regarding its licenses, any material licensed under their
+terms and conditions, or any related information. Creative Commons
+disclaims all liability for damages resulting from their use to the
+fullest extent possible.
+
+Using Creative Commons Public Licenses
+
+Creative Commons public licenses provide a standard set of terms and
+conditions that creators and other rights holders may use to share
+original works of authorship and other material subject to copyright
+and certain other rights specified in the public license below. The
+following considerations are for informational purposes only, are not
+exhaustive, and do not form part of our licenses.
+
+ Considerations for licensors: Our public licenses are
+ intended for use by those authorized to give the public
+ permission to use material in ways otherwise restricted by
+ copyright and certain other rights. Our licenses are
+ irrevocable. Licensors should read and understand the terms
+ and conditions of the license they choose before applying it.
+ Licensors should also secure all rights necessary before
+ applying our licenses so that the public can reuse the
+ material as expected. Licensors should clearly mark any
+ material not subject to the license. This includes other CC-
+ licensed material, or material used under an exception or
+ limitation to copyright. More considerations for licensors:
+ wiki.creativecommons.org/Considerations_for_licensors
+
+ Considerations for the public: By using one of our public
+ licenses, a licensor grants the public permission to use the
+ licensed material under specified terms and conditions. If
+ the licensor's permission is not necessary for any reason--for
+ example, because of any applicable exception or limitation to
+ copyright--then that use is not regulated by the license. Our
+ licenses grant only permissions under copyright and certain
+ other rights that a licensor has authority to grant. Use of
+ the licensed material may still be restricted for other
+ reasons, including because others have copyright or other
+ rights in the material. A licensor may make special requests,
+ such as asking that all changes be marked or described.
+ Although not required by our licenses, you are encouraged to
+ respect those requests where reasonable. More_considerations
+ for the public:
+ wiki.creativecommons.org/Considerations_for_licensees
+
+=======================================================================
+
+Creative Commons Attribution 4.0 International Public License
+
+By exercising the Licensed Rights (defined below), You accept and agree
+to be bound by the terms and conditions of this Creative Commons
+Attribution 4.0 International Public License ("Public License"). To the
+extent this Public License may be interpreted as a contract, You are
+granted the Licensed Rights in consideration of Your acceptance of
+these terms and conditions, and the Licensor grants You such rights in
+consideration of benefits the Licensor receives from making the
+Licensed Material available under these terms and conditions.
+
+
+Section 1 -- Definitions.
+
+ a. Adapted Material means material subject to Copyright and Similar
+ Rights that is derived from or based upon the Licensed Material
+ and in which the Licensed Material is translated, altered,
+ arranged, transformed, or otherwise modified in a manner requiring
+ permission under the Copyright and Similar Rights held by the
+ Licensor. For purposes of this Public License, where the Licensed
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+Section 5 -- Disclaimer of Warranties and Limitation of Liability.
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+=======================================================================
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+
+Creative Commons may be contacted at creativecommons.org.
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similarity index 92%
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rename to Assets/Materials/Brushes/Gravity Field.mat
index e0bd9f79d..d912917c9 100644
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index 3e5e00f24..84e252ad3 100644
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diff --git a/Assets/Materials/PBR/Plates_Riveted/Plates_Riveted_Roughness.jpg b/Assets/Materials/PBR/Plates_Riveted/Plates_Riveted_Roughness.jpg
new file mode 100644
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+++ b/Assets/Materials/PBR/Plates_Riveted/Plates_Riveted_Roughness.jpg
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new file mode 100644
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diff --git a/Assets/Materials/PBR/Rubber.meta b/Assets/Materials/PBR/Rubber.meta
new file mode 100644
index 000000000..f4d39fafb
--- /dev/null
+++ b/Assets/Materials/PBR/Rubber.meta
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diff --git a/Assets/Materials/Brushes/Gravity Waves.mat b/Assets/Materials/PBR/Rubber/Rubber.mat
similarity index 70%
rename from Assets/Materials/Brushes/Gravity Waves.mat
rename to Assets/Materials/PBR/Rubber/Rubber.mat
index a45dfed21..2c10c3488 100644
--- a/Assets/Materials/Brushes/Gravity Waves.mat
+++ b/Assets/Materials/PBR/Rubber/Rubber.mat
@@ -7,9 +7,9 @@ Material:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_Name: Gravity Waves
- m_Shader: {fileID: 4800000, guid: 8a8e593b17063b54ea02f7ea5363b59d, type: 3}
- m_ShaderKeywords:
+ m_Name: Rubber
+ m_Shader: {fileID: 4800000, guid: ddff0b48b92c991499817d2a0f5d5059, type: 3}
+ m_ShaderKeywords: _MAINTEX _METALLICGLOSSMAP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -20,7 +20,7 @@ Material:
serializedVersion: 3
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+ m_Texture: {fileID: 2800000, guid: 42826f488ae243178be306ada5ee9f41, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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@@ -39,12 +39,16 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
+ - _FadeTex:
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+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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- m_Texture: {fileID: 0}
+ m_Texture: {fileID: 2800000, guid: f1d4409638e4452cb1412503ed8526de, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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@@ -58,20 +62,18 @@ Material:
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- _BumpScale: 1
- _Cutoff: 0.5
- - _Depth: 3.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- - _Frequency: 27.43
+ - _Fade: 0
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+ - _FadeSharpness: 16
- _GlossMapScale: 1
- - _Glossiness: 0.5
+ - _Glossiness: 1
- _GlossyReflections: 1
- - _Metallic: 0
+ - _Metallic: 1
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- - _Phase: 0
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- _SmoothnessTextureChannel: 0
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- _SrcBlend: 1
@@ -79,5 +81,6 @@ Material:
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m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _EdgeColor: {r: 3.0117648, g: 3.0117648, b: 11.984314, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
m_BuildTextureStacks: []
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diff --git a/Assets/Materials/PBR/SOURCES.md b/Assets/Materials/PBR/SOURCES.md
new file mode 100644
index 000000000..baebd4022
--- /dev/null
+++ b/Assets/Materials/PBR/SOURCES.md
@@ -0,0 +1,22 @@
+# PBR material sources
+
+All texture sets are from ambientCG (https://ambientcg.com), licensed CC0 1.0 Universal (public domain, https://creativecommons.org/publicdomain/zero/1.0/). 2K-JPG downloads; displacement and NormalDX dropped; NormalGL kept (OpenGL convention, used by Blender and Unity).
+
+| Material | ambientCG id | URL | Metallic source |
+|---|---|---|---|
+| Paint_Clean_Light | Plastic010 | https://ambientcg.com/view?id=Plastic010 | none in set: constant 0 |
+| Paint_Worn_Light | PaintedMetal012 | https://ambientcg.com/view?id=PaintedMetal012 | ambientCG Metalness map |
+| Paint_Worn_Dark | PaintedMetal007 | https://ambientcg.com/view?id=PaintedMetal007 | ambientCG Metalness map |
+| Steel_Brushed | Metal009 | https://ambientcg.com/view?id=Metal009 | ambientCG Metalness map |
+| Metal_Scratched | Metal002 | https://ambientcg.com/view?id=Metal002 | ambientCG Metalness map |
+| Gunmetal_Dark | Metal030 | https://ambientcg.com/view?id=Metal030 | ambientCG Metalness map |
+| Plates_Riveted | MetalPlates002 | https://ambientcg.com/view?id=MetalPlates002 | ambientCG Metalness map |
+| Plates_Panels | MetalPlates006 | https://ambientcg.com/view?id=MetalPlates006 | ambientCG Metalness map |
+| Tread_Diamond | DiamondPlate001 | https://ambientcg.com/view?id=DiamondPlate001 | ambientCG Metalness map |
+| Rubber | Rubber001 | https://ambientcg.com/view?id=Rubber001 | none in set: constant 0 |
+| Plastic_Matte | Plastic004 | https://ambientcg.com/view?id=Plastic004 | none in set: constant 0 |
+| Carbon_Fibre | Fabric004 | https://ambientcg.com/view?id=Fabric004 | set map is all 1.0; dielectric, so constant 0 |
+
+Files per material: `_Color`, `_Roughness`, `_NormalGL`, `_Metalness` and `_AO` (where the set has them), plus `_MetallicSmoothness.png` generated here for Unity (Metallic in R, Smoothness = 1 - Roughness in A). AO exists only for Paint_Worn_Light and Paint_Worn_Dark.
+
+Blender library: `Asset Sources/PBR Materials.blend` (catalog Aetheria/PBR, images linked by relative path to this folder). Unity materials use Aetheria/GlowFade.
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@@ -64,6 +71,7 @@ MeshRenderer:
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ImportantGI: 0
@@ -73,17 +81,12 @@ MeshRenderer:
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m_AutoUVMaxAngle: 89
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@@ -107,16 +110,18 @@ MonoBehaviour:
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m_PersistentCalls:
m_Calls: []
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rgba: 4294967295
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@@ -148,62 +152,46 @@ MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5321404118521994134}
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m_LocalPosition: {x: 5.38, y: 0.81, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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Message: {fileID: 6196070888394201391}
Children: []
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@@ -284,12 +272,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5321404118931821943}
+ serializedVersion: 2
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m_LocalPosition: {x: 0, y: 0, z: 0.05}
m_LocalScale: {x: 0.75, y: 0.75, z: 1}
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m_Father: {fileID: 5321404118521994135}
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m_Materials:
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m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
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@@ -333,9 +331,12 @@ MeshRenderer:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
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m_GameObject: {fileID: 5321404118931821943}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 5321404118521994135}
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@@ -412,13 +420,21 @@ MeshRenderer:
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m_ImportantGI: 0
@@ -435,17 +452,12 @@ MeshRenderer:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
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+ m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_fontMaterials: []
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rgba: 4294967295
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m_fontWeight: 400
@@ -510,137 +522,44 @@ MonoBehaviour:
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diff --git a/Assets/Prefabs/RTS/Ship.prefab b/Assets/Prefabs/RTS/Ship.prefab
index 34867f7bf..9bfde2c33 100644
--- a/Assets/Prefabs/RTS/Ship.prefab
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@@ -23,13 +23,14 @@ Transform:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 717230718983664133}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 752969730562965460}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 752969731239391541}
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m_Materials:
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@@ -252,6 +282,7 @@ MeshRenderer:
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m_LightProbeVolumeOverride: {fileID: 0}
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m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
@@ -261,17 +292,12 @@ MeshRenderer:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
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--- !u!222 &752969731603226391
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m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
+ m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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@@ -302,9 +330,8 @@ MonoBehaviour:
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m_fontMaterials: []
@@ -322,13 +349,12 @@ MonoBehaviour:
m_fontColorGradientPreset: {fileID: 0}
m_spriteAsset: {fileID: 0}
m_tintAllSprites: 0
+ m_StyleSheet: {fileID: 0}
+ m_TextStyleHashCode: 0
m_overrideHtmlColors: 0
m_faceColor:
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rgba: 4294967295
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- rgba: 4278190080
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m_fontSizeBase: 2
m_fontWeight: 400
@@ -336,62 +362,46 @@ MonoBehaviour:
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m_fontSizeMax: 72
m_fontStyle: 0
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+ m_HorizontalAlignment: 2
+ m_VerticalAlignment: 256
+ m_textAlignment: 65535
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+ m_characterHorizontalScale: 1
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m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_linkedTextComponent: {fileID: 0}
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- m_ignoreCulling: 1
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m_verticalMapping: 0
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+ m_IsTextObjectScaleStatic: 0
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m_isVolumetricText: 0
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GameObject:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1383583254418650531}
+ serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0.114, y: 0, z: 0}
m_LocalScale: {x: 0.3, y: 0.3, z: 1}
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m_Father: {fileID: 6634195572313526987}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: -90}
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m_ReceiveShadows: 1
m_DynamicOccludee: 1
+ m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
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+ m_RayTracingAccelStructBuildFlags: 1
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+ m_ForceMeshLod: -1
+ m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -458,6 +477,7 @@ MeshRenderer:
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
+ m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
@@ -467,9 +487,12 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
+ m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
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GameObject:
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@@ -480,7 +503,6 @@ GameObject:
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- component: {fileID: 9122382316357193139}
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- component: {fileID: 7740350830631187417}
- component: {fileID: 2269191731601446379}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
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m_Father: {fileID: 752969730562965461}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@@ -520,13 +542,21 @@ MeshRenderer:
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
+ m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
+ m_RayTracingMode: 2
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+ m_SmallMeshCulling: 1
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m_RendererPriority: 0
m_Materials:
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subMeshCount: 0
@@ -534,6 +564,7 @@ MeshRenderer:
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
+ m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
@@ -543,17 +574,12 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
+ m_GlobalIlluminationMeshLod: 0
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m_SortingLayer: 0
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- m_PrefabAsset: {fileID: 0}
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+ m_AdditionalVertexStreams: {fileID: 0}
--- !u!222 &7740350830631187417
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@@ -577,16 +603,18 @@ MonoBehaviour:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
+ m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+ m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: 'Something just happened, now I''m telling you about it.
- Something just happened, now I''m telling you about it.'
+ Something
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m_fontMaterials: []
@@ -604,13 +632,12 @@ MonoBehaviour:
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m_spriteAsset: {fileID: 0}
m_tintAllSprites: 0
+ m_StyleSheet: {fileID: 0}
+ m_TextStyleHashCode: 0
m_overrideHtmlColors: 0
m_faceColor:
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rgba: 4294967295
- m_outlineColor:
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- rgba: 4278190080
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m_fontSizeBase: 2.5
m_fontWeight: 400
@@ -618,60 +645,44 @@ MonoBehaviour:
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m_fontSizeMax: 72
m_fontStyle: 0
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+ m_HorizontalAlignment: 2
+ m_VerticalAlignment: 1024
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m_lineSpacing: 7.09
m_lineSpacingMax: 0
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+ m_IsTextObjectScaleStatic: 0
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diff --git a/Assets/Prefabs/UI/Action Slot.prefab b/Assets/Prefabs/UI/Action Slot.prefab
index 6ecf19406..acfc2f263 100644
--- a/Assets/Prefabs/UI/Action Slot.prefab
+++ b/Assets/Prefabs/UI/Action Slot.prefab
@@ -31,7 +31,6 @@ RectTransform:
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -105,20 +104,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
- m_enableWordWrapping: 1
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m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -426,7 +426,6 @@ RectTransform:
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_AnchorMax: {x: 1, y: 1}
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_AnchorMax: {x: 1, y: 1}
@@ -728,20 +724,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_AnchorMax: {x: 0, y: 0}
@@ -864,20 +862,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
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+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
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m_Children: []
m_Father: {fileID: 8334150340270499360}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
diff --git a/Assets/Prefabs/UI/Choice.prefab b/Assets/Prefabs/UI/Choice.prefab
index 7aff99027..5624bd6ff 100644
--- a/Assets/Prefabs/UI/Choice.prefab
+++ b/Assets/Prefabs/UI/Choice.prefab
@@ -11,7 +11,7 @@ GameObject:
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- component: {fileID: 7958013063086106696}
m_Layer: 5
- m_Name: TMP SubMeshUI [UbuntuMono-R SDF + LiberationSans SDF Atlas]
+ m_Name: 'TMP SubMeshUI [UbuntuMono-R SDF + LiberationSans SDF Atlas]'
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m_Icon: {fileID: 0}
m_NavMeshLayer: 0
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3385051013345111086}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 0}
@@ -152,20 +152,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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parentLinkedComponent: {fileID: 0}
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+ m_EmojiFallbackSupport: 1
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diff --git a/Assets/Prefabs/UI/Context Menu Option.prefab b/Assets/Prefabs/UI/Context Menu Option.prefab
index 77cbd95e0..ccaca26d5 100644
--- a/Assets/Prefabs/UI/Context Menu Option.prefab
+++ b/Assets/Prefabs/UI/Context Menu Option.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children:
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m_Father: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 2147126713262799480}
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diff --git a/Assets/Prefabs/UI/Corporation Selection.prefab b/Assets/Prefabs/UI/Corporation Selection.prefab
index 0e983e9be..b9dda795c 100644
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diff --git a/Assets/Prefabs/UI/Dropdown Option.prefab b/Assets/Prefabs/UI/Dropdown Option.prefab
index 0f99f8b8a..a93c5f568 100644
--- a/Assets/Prefabs/UI/Dropdown Option.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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diff --git a/Assets/Prefabs/UI/Flat InputField.prefab b/Assets/Prefabs/UI/Flat InputField.prefab
index f5748ed7b..9e59ba224 100644
--- a/Assets/Prefabs/UI/Flat InputField.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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diff --git a/Assets/Prefabs/UI/Input Display Container.prefab b/Assets/Prefabs/UI/Input Display Container.prefab
index 20f1b6c1a..e0fe5c833 100644
--- a/Assets/Prefabs/UI/Input Display Container.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_Father: {fileID: 3575543201335647258}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_textAlignment: 65535
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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m_Father: {fileID: 3575543199601288280}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_Script: {fileID: 11500000, guid: 3468b3db8d419c745b12124f6432696b, type: 3}
m_Name:
m_EditorClassIdentifier:
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--- !u!114 &3575543201164511465
MonoBehaviour:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3575543200709404420}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3575543199475698844}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 0.5}
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m_textAlignment: 65535
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m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
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m_overflowMode: 0
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parentLinkedComponent: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3575543200370154277}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3575543199328406134}
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m_AnchorMax: {x: 1, y: 1}
diff --git a/Assets/Prefabs/UI/Inventory.prefab b/Assets/Prefabs/UI/Inventory.prefab
index 0addea4f8..dd6baefd6 100644
--- a/Assets/Prefabs/UI/Inventory.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
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parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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checkPaddingRequired: 0
m_isRichText: 1
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m_parseCtrlCharacters: 1
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 4075091371340814903}
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m_AnchorMax: {x: 0, y: 1}
@@ -239,20 +242,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
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parentLinkedComponent: {fileID: 0}
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+ m_EmojiFallbackSupport: 1
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_textAlignment: 65535
m_characterSpacing: 0
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m_lineSpacingMax: 0
m_paragraphSpacing: 0
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parentLinkedComponent: {fileID: 0}
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checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 2279630452842594753}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 2279630454000268454}
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m_Script: {fileID: 11500000, guid: 3468b3db8d419c745b12124f6432696b, type: 3}
m_Name:
m_EditorClassIdentifier:
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--- !u!114 &3026868749259999386
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 6584545650613466935}
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m_AnchorMax: {x: 0, y: 0}
@@ -1331,20 +1341,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
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parentLinkedComponent: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0.5, y: 0.5}
@@ -1493,6 +1506,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
Dialog: {fileID: 0}
+ DragParent: {fileID: 0}
Flip: 0
Settings: {fileID: 0}
GameManager: {fileID: 0}
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MinTempRange: 1
DoubleClickTime: 0.5
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EmptyCells: []
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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@@ -3236,9 +3251,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 2279630453710142155}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
@@ -3327,10 +3342,10 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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m_Father: {fileID: 6584545650613466935}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4075091371340814903}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
m_Father: {fileID: 6584545650613466935}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
@@ -3540,20 +3555,23 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
- m_enableWordWrapping: 1
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m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
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diff --git a/Assets/Prefabs/UI/Main Menu Canvas.prefab b/Assets/Prefabs/UI/Main Menu Canvas.prefab
index a03628ba0..e185d1911 100644
--- a/Assets/Prefabs/UI/Main Menu Canvas.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 350889891632477145}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 350889890423887027}
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m_AnchorMax: {x: 1, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 350889891632477145}
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m_AnchorMax: {x: 0, y: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 7329274282942065572}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 8184616833802884024}
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m_AnchorMax: {x: 1, y: 1}
@@ -596,11 +596,11 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.6666667, y: 0.6666667, z: 0.6666667}
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m_Father: {fileID: 4533226043457584179}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.6666667, y: 0.6666667, z: 0.6666667}
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m_Father: {fileID: 4533226043457584179}
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@@ -788,8 +788,9 @@ MonoBehaviour:
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StatSheet: {fileID: 0}
CurveField: {fileID: 0}
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Content: {fileID: 4533226043449861658}
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GameManager: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 0}
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m_paragraphSpacing: 0
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parentLinkedComponent: {fileID: 0}
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+ m_EmojiFallbackSupport: 1
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.6666667, y: 0.6666667, z: 0.6666667}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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CurveField: {fileID: 0}
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GameManager: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 0}
@@ -1651,20 +1658,23 @@ MonoBehaviour:
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parentLinkedComponent: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_Modification:
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m_Modifications:
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value: 0
objectReference: {fileID: 0}
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propertyPath: m_Pivot.x
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objectReference: {fileID: 0}
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+ m_RemovedGameObjects: []
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m_Modifications:
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index 84e750891..9fc83e309 100644
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index bc492fa08..2515f64a0 100644
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Curve Field.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Curve Field.prefab
index ea233162a..5cbdc480d 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Curve Field.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Enum Field.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Enum Field.prefab
index 61980ca29..4634a2775 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Enum Field.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Increment Field.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Increment Field.prefab
index 112cd3b81..66fbba81a 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Increment Field.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Input Field.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Input Field.prefab
index bdcedb118..afc077a82 100644
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Progress Field.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Progress Field.prefab
index c9200c393..18872559c 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Progress Field.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Property Label.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Property Label.prefab
index 6ec1c92cc..599a29f50 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Property Label.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Property.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Property.prefab
index fd7063dc1..6c64288ee 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Property.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Ranged Float Field.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Ranged Float Field.prefab
index 5821edb01..f195ba08f 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Ranged Float Field.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Stat.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Stat.prefab
index fcbe746fb..4e3669a40 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Stat.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Fancy/Weapon Group.prefab b/Assets/Prefabs/UI/Properties Panel/Fancy/Weapon Group.prefab
index 95677030e..a27bdfb46 100644
--- a/Assets/Prefabs/UI/Properties Panel/Fancy/Weapon Group.prefab
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index 77e704a12..c0ed5af9b 100644
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diff --git a/Assets/Prefabs/UI/Properties Panel/Properties.prefab b/Assets/Prefabs/UI/Properties Panel/Properties.prefab
index 29d281e03..d51addf62 100644
--- a/Assets/Prefabs/UI/Properties Panel/Properties.prefab
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index 342160309..440b6cbc2 100644
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diff --git a/Assets/Prefabs/UI/Properties Panel/Property List 1.prefab b/Assets/Prefabs/UI/Properties Panel/Property List 1.prefab
index f776c2be8..e2c9744d6 100644
--- a/Assets/Prefabs/UI/Properties Panel/Property List 1.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Property List.prefab b/Assets/Prefabs/UI/Properties Panel/Property List.prefab
index a9a55945f..d99bbf8c3 100644
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diff --git a/Assets/Prefabs/UI/Properties Panel/Property Section.prefab b/Assets/Prefabs/UI/Properties Panel/Property Section.prefab
index f0629b763..2d2ccb36c 100644
--- a/Assets/Prefabs/UI/Properties Panel/Property Section.prefab
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diff --git a/Assets/Prefabs/UI/Properties Panel/Simple/Attribute.prefab b/Assets/Prefabs/UI/Properties Panel/Simple/Attribute.prefab
index dbad2c53d..c19b97642 100644
--- a/Assets/Prefabs/UI/Properties Panel/Simple/Attribute.prefab
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index d005cdba5..d5cefa04e 100644
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index 0d208cbde..39a19b9cc 100644
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index aded92530..a426e807a 100644
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diff --git a/Assets/Prefabs/UI/Properties Panel/Simple/Increment Field.prefab b/Assets/Prefabs/UI/Properties Panel/Simple/Increment Field.prefab
index db1ffa153..1009b9d25 100644
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diff --git a/Assets/Prefabs/UI/Properties Panel/Simple/Input Field.prefab b/Assets/Prefabs/UI/Properties Panel/Simple/Input Field.prefab
index d5784a8cb..29050392e 100644
--- a/Assets/Prefabs/UI/Properties Panel/Simple/Input Field.prefab
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@@ -383,10 +386,10 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 8734896053364945145}
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m_AnchorMax: {x: 1, y: 1}
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m_InputValidator: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
m_Father: {fileID: 5938949450758544618}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -653,20 +659,23 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
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checkPaddingRequired: 0
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m_parseCtrlCharacters: 1
m_isOrthographic: 1
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@@ -712,9 +721,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 5938949450758544618}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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m_enableExtraPadding: 1
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+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
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diff --git a/Assets/Prefabs/UI/Properties Panel/Simple/Progress Field.prefab b/Assets/Prefabs/UI/Properties Panel/Simple/Progress Field.prefab
index 1360e00de..d57409ee5 100644
--- a/Assets/Prefabs/UI/Properties Panel/Simple/Progress Field.prefab
+++ b/Assets/Prefabs/UI/Properties Panel/Simple/Progress Field.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 8181761431199775037}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 1, y: 0.75}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3301729265155698787}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 8626591645481506733}
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m_AnchorMax: {x: 1, y: 0.5}
@@ -458,11 +461,11 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 3301729265155698787}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
diff --git a/Assets/Prefabs/UI/Properties Panel/Simple/Property Label.prefab b/Assets/Prefabs/UI/Properties Panel/Simple/Property Label.prefab
index 77133101c..f7f4fa9e9 100644
--- a/Assets/Prefabs/UI/Properties Panel/Simple/Property Label.prefab
+++ b/Assets/Prefabs/UI/Properties Panel/Simple/Property Label.prefab
@@ -29,9 +29,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 2677123916507168719}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 0}
@@ -105,20 +105,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
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@@ -185,11 +188,11 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 2677123916507168719}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 0}
@@ -349,20 +352,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
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diff --git a/Assets/Prefabs/UI/Properties Panel/Simple/Property.prefab b/Assets/Prefabs/UI/Properties Panel/Simple/Property.prefab
index 06e3eca26..f53bd6914 100644
--- a/Assets/Prefabs/UI/Properties Panel/Simple/Property.prefab
+++ b/Assets/Prefabs/UI/Properties Panel/Simple/Property.prefab
@@ -29,9 +29,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 9159917045172241900}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -107,20 +107,23 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
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m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@@ -187,10 +190,10 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
diff --git a/Assets/Prefabs/UI/Properties Panel/Simple/Ranged Float Field.prefab b/Assets/Prefabs/UI/Properties Panel/Simple/Ranged Float Field.prefab
index 3a13a994a..c2f68c328 100644
--- a/Assets/Prefabs/UI/Properties Panel/Simple/Ranged Float Field.prefab
+++ b/Assets/Prefabs/UI/Properties Panel/Simple/Ranged Float Field.prefab
@@ -28,9 +28,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 7146463267720429741}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 0.5}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 7146463267720429741}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 0.5}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 7282863425963355709}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -212,10 +212,10 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 7146463267720429741}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
@@ -251,9 +251,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.75, y: 0.75, z: 1}
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m_Father: {fileID: 3222204141728529077}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -342,11 +342,11 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_AnchorMax: {x: 0, y: 0}
@@ -450,9 +450,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 4127690186169542499}
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m_AnchorMax: {x: 0, y: 0}
@@ -526,20 +526,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
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m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
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parentLinkedComponent: {fileID: 0}
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checkPaddingRequired: 0
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@@ -605,12 +608,12 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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diff --git a/Assets/Prefabs/UI/Properties Panel/Text Button.prefab b/Assets/Prefabs/UI/Properties Panel/Text Button.prefab
index 65d6df6d7..8f001bcfe 100644
--- a/Assets/Prefabs/UI/Properties Panel/Text Button.prefab
+++ b/Assets/Prefabs/UI/Properties Panel/Text Button.prefab
@@ -31,9 +31,9 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -107,20 +107,23 @@ MonoBehaviour:
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m_textAlignment: 65535
m_characterSpacing: 0
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m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
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parentLinkedComponent: {fileID: 0}
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+ m_EmojiFallbackSupport: 1
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diff --git a/Assets/Prefabs/UI/Tab Button Primary.prefab b/Assets/Prefabs/UI/Tab Button Primary.prefab
index fa0e184d4..1795e41df 100644
--- a/Assets/Prefabs/UI/Tab Button Primary.prefab
+++ b/Assets/Prefabs/UI/Tab Button Primary.prefab
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 7200536746924797989}
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m_AnchorMax: {x: 0, y: 0}
@@ -105,20 +105,23 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
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m_overflowMode: 0
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parentLinkedComponent: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 0}
@@ -249,6 +252,7 @@ MonoBehaviour:
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m_Navigation:
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m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 6493174789768221420}
m_Father: {fileID: 5318229203699776728}
- m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
diff --git a/Assets/Resources/Aetheria.inputactions b/Assets/Resources/Aetheria.inputactions
index c5e3153a6..fe1ef6086 100644
--- a/Assets/Resources/Aetheria.inputactions
+++ b/Assets/Resources/Aetheria.inputactions
@@ -1,5 +1,6 @@
{
"name": "Aetheria",
+ "version": 1,
"maps": [
{
"name": "Player",
@@ -12,7 +13,8 @@
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
- "initialStateCheck": true
+ "initialStateCheck": true,
+ "priority": 0
},
{
"name": "Look",
@@ -21,7 +23,8 @@
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
- "initialStateCheck": true
+ "initialStateCheck": true,
+ "priority": 0
},
{
"name": "Minimap Zoom",
@@ -30,7 +33,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Target Reticle",
@@ -39,7 +43,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Target Previous",
@@ -48,7 +53,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Target Next",
@@ -57,7 +63,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Target Nearest",
@@ -66,7 +73,18 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
+ },
+ {
+ "name": "Cycle Target Item",
+ "type": "Button",
+ "id": "3f9a2f0a-6e3f-4a53-9f5e-1a9c1e6d9f7b",
+ "expectedControlType": "Button",
+ "processors": "",
+ "interactions": "",
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Toggle Heatsinks",
@@ -75,7 +93,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Toggle Shield",
@@ -84,7 +103,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Toggle Stance",
@@ -93,7 +113,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Override Shutdown",
@@ -102,7 +123,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Ping",
@@ -111,7 +133,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Hide UI",
@@ -120,7 +143,8 @@
"expectedControlType": "Button",
"processors": "",
"interactions": "",
- "initialStateCheck": false
+ "initialStateCheck": false,
+ "priority": 0
},
{
"name": "Tractor Beam",
@@ -129,7 +153,8 @@
"expectedControlType": "",
"processors": "",
"interactions": "",
- "initialStateCheck": true
+ "initialStateCheck": true,
+ "priority": 0
},
{
"name": "Turn",
@@ -138,23 +163,88 @@
"expectedControlType": "Axis",
"processors": "",
"interactions": "",
- "initialStateCheck": true
+ "initialStateCheck": true,
+ "priority": 0
+ },
+ {
+ "name": "Face Aim",
+ "type": "Button",
+ "id": "6d5bd565-8c0e-4789-9d51-177dc0ec8e11",
+ "expectedControlType": "Button",
+ "processors": "",
+ "interactions": "",
+ "initialStateCheck": false,
+ "priority": 0
+ },
+ {
+ "name": "Toggle Face Aim",
+ "type": "Button",
+ "id": "4067c72f-3e3d-4d7b-a8b5-356cab9793fc",
+ "expectedControlType": "Button",
+ "processors": "",
+ "interactions": "",
+ "initialStateCheck": false,
+ "priority": 0
}
],
"bindings": [
{
- "name": "",
+ "name": "Gamepad Move",
"id": "978bfe49-cc26-4a3d-ab7b-7d7a29327403",
- "path": "/leftStick",
+ "path": "2DVector(mode=2)",
+ "interactions": "",
+ "processors": "",
+ "groups": "",
+ "action": "Move",
+ "isComposite": true,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "up",
+ "id": "e9c57b4d-1cd8-4b2f-93d6-1745a37cabc9",
+ "path": "/leftStick/up",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
"action": "Move",
"isComposite": false,
- "isPartOfComposite": false
+ "isPartOfComposite": true
},
{
- "name": "WASD",
+ "name": "down",
+ "id": "05f19282-8364-4ae0-b5c3-d471c10601a7",
+ "path": "/leftStick/down",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Gamepad",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "left",
+ "id": "1ce4a07f-43af-4e82-a631-dbb43c8191d3",
+ "path": "/leftShoulder",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Gamepad",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "right",
+ "id": "bd1aed7e-b80b-4341-a550-4ef10bacf4b4",
+ "path": "/rightShoulder",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Gamepad",
+ "action": "Move",
+ "isComposite": false,
+ "isPartOfComposite": true
+ },
+ {
+ "name": "W S Q E",
"id": "00ca640b-d935-4593-8157-c05846ea39b3",
"path": "Dpad(mode=1)",
"interactions": "",
@@ -189,7 +279,7 @@
{
"name": "left",
"id": "d2581a9b-1d11-4566-b27d-b92aff5fabbc",
- "path": "/a",
+ "path": "/q",
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@@ -200,7 +290,7 @@
{
"name": "right",
"id": "fcfe95b8-67b9-4526-84b5-5d0bc98d6400",
- "path": "/d",
+ "path": "/e",
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
@@ -307,6 +397,17 @@
"isComposite": false,
"isPartOfComposite": false
},
+ {
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+ "id": "8c2d5e77-4b18-4f0b-9a2e-6d3f7c1a5e90",
+ "path": "/j",
+ "interactions": "",
+ "processors": "",
+ "groups": "Keyboard&Mouse",
+ "action": "Cycle Target Item",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
{
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"id": "71ac6088-1e18-4810-86be-1179918dd4a2",
@@ -398,7 +499,7 @@
{
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"id": "8536ca60-1fed-4f29-8060-04d46cfffcab",
- "path": "/q",
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@@ -409,13 +510,57 @@
{
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- "path": "/e",
+ "path": "/d",
"interactions": "",
"processors": "",
"groups": "",
"action": "Turn",
"isComposite": false,
"isPartOfComposite": true
+ },
+ {
+ "name": "",
+ "id": "fdff8f1f-0824-49bd-b09a-c1b792f16299",
+ "path": "/leftStick/x",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Gamepad",
+ "action": "Turn",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
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+ "id": "1ee2fadd-3db4-45e6-8fa4-7a621ef7d165",
+ "path": "/leftShift",
+ "interactions": "",
+ "processors": "",
+ "groups": "Keyboard&Mouse",
+ "action": "Face Aim",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
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+ "id": "e9520d95-0458-439b-a37c-84c45237e110",
+ "path": "/capsLock",
+ "interactions": "",
+ "processors": "",
+ "groups": "Keyboard&Mouse",
+ "action": "Toggle Face Aim",
+ "isComposite": false,
+ "isPartOfComposite": false
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+ {
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+ "id": "596ed367-be34-4951-9aac-d8caa57b411f",
+ "path": "/leftStickPress",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Gamepad",
+ "action": "Toggle Face Aim",
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}
]
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@@ -430,7 +575,8 @@
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{
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@@ -439,7 +585,8 @@
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"interactions": "",
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{
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@@ -448,7 +595,8 @@
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"interactions": "",
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{
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@@ -457,7 +605,8 @@
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"interactions": "",
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{
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@@ -466,7 +615,8 @@
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"interactions": "",
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{
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@@ -475,7 +625,8 @@
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
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{
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@@ -484,7 +635,8 @@
"expectedControlType": "",
"processors": "",
"interactions": "",
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@@ -493,7 +645,8 @@
"expectedControlType": "",
"processors": "",
"interactions": "",
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{
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@@ -502,7 +655,8 @@
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"processors": "",
"interactions": "",
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@@ -893,7 +1047,8 @@
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{
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@@ -902,7 +1057,8 @@
"expectedControlType": "Button",
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"interactions": "",
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{
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@@ -911,7 +1067,8 @@
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{
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@@ -920,7 +1077,8 @@
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{
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@@ -929,7 +1087,8 @@
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@@ -938,7 +1097,8 @@
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deleted file mode 100644
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- m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
- m_Name:
- m_EditorClassIdentifier:
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- m_Color: {r: 1, g: 1, b: 1, a: 0.101960786}
- m_RaycastTarget: 1
- m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
- m_Maskable: 1
- m_OnCullStateChanged:
- m_PersistentCalls:
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- m_Sprite: {fileID: 0}
- m_Type: 1
- m_PreserveAspect: 0
- m_FillCenter: 1
- m_FillMethod: 4
- m_FillAmount: 1
- m_FillClockwise: 1
- m_FillOrigin: 0
- m_UseSpriteMesh: 0
- m_PixelsPerUnitMultiplier: 1
---- !u!222 &1946192593
-CanvasRenderer:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 1946192590}
- m_CullTransparentMesh: 0
--- !u!1 &1952022815
GameObject:
m_ObjectHideFlags: 0
@@ -30080,6 +29276,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -30091,7 +29288,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -31056,6 +30253,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -31067,7 +30265,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 6e72656b
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -31112,6 +30310,8 @@ MeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
+ m_ForceMeshLod: -1
+ m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -31133,9 +30333,11 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
+ m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_MaskInteraction: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!1 &2095699056
GameObject:
@@ -31368,6 +30570,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -31379,7 +30582,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 6e72656b
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -31708,6 +30911,8 @@ MeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
+ m_ForceMeshLod: -1
+ m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -31729,9 +30934,11 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
+ m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_MaskInteraction: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &2117796868
MeshFilter:
@@ -31892,6 +31099,7 @@ MonoBehaviour:
m_VerticalAlignment: 256
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -31903,7 +31111,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -32028,6 +31236,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -32039,7 +31248,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 6e72656b
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -33170,6 +32379,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -33181,7 +32391,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -33270,6 +32480,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -33281,7 +32492,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -33590,6 +32801,7 @@ MonoBehaviour:
m_VerticalAlignment: 256
m_textAlignment: 65535
m_characterSpacing: 9.01
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -33601,7 +32813,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -33719,6 +32931,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -33730,7 +32943,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -33819,6 +33032,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -33830,7 +33044,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -34030,6 +33244,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -34041,7 +33256,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -34369,6 +33584,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -34380,7 +33596,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -34506,6 +33722,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -34517,7 +33734,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -34625,6 +33842,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -34636,7 +33854,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -34780,6 +33998,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -34791,7 +34010,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -34917,6 +34136,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -34928,7 +34148,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -35222,6 +34442,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -35233,7 +34454,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -35358,6 +34579,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 9.01
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -35369,7 +34591,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -35457,6 +34679,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 9.01
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -35468,7 +34691,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -35631,6 +34854,7 @@ MonoBehaviour:
m_VerticalAlignment: 1024
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -35642,7 +34866,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -35787,6 +35011,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -35798,7 +35023,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 6e72656b
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -37131,6 +36356,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -37142,7 +36368,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 6e72656b
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -37577,6 +36803,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -37588,7 +36815,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 00000000
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -37888,6 +37115,7 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@@ -37899,7 +37127,7 @@ MonoBehaviour:
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
- m_ActiveFontFeatures: 6e72656b
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
@@ -39010,7 +38238,6 @@ MonoBehaviour:
OverrideIconBlinkSpeed: 10
ShieldIcon: {fileID: 19222411}
HeatsinkBackground: {fileID: 661332569}
- AetherDriveUi: {fileID: 1735948311}
EnergyLabel: {fileID: 804489113}
CockpitTemperatureLabel: {fileID: 212527384}
RadiatorTemperatureLabel: {fileID: 1752418078}
@@ -39019,18 +38246,12 @@ MonoBehaviour:
VisibilityLabel: {fileID: 2122035461}
HullDurabilityLabel: {fileID: 697075017}
DistanceLabel: {fileID: 0}
- ForwardRPMLabel: {fileID: 1558236437}
- StrafeRPMLabel: {fileID: 383790465}
- TurnRPMLabel: {fileID: 932757483}
SensorCooldownFill: {fileID: 1943948575}
EnergyFill: {fileID: 271575215}
HullDurabilityFill: {fileID: 753112995}
HeatstrokeMeterFill: {fileID: 1029396711}
HypothermiaMeterFill: {fileID: 79341832}
HeatstrokeLimitFill: {fileID: 933815653}
- ForwardRPMFill: {fileID: 1946192591}
- StrafeRPMFill: {fileID: 1542388328}
- TurnRPMFill: {fileID: 1013676408}
--- !u!224 &7628189704657849088
RectTransform:
m_ObjectHideFlags: 0
@@ -39200,6 +38421,7 @@ SceneRoots:
- {fileID: 906767442}
- {fileID: 1009503730}
- {fileID: 1037490739}
+ - {fileID: 23420357}
- {fileID: 2095699057}
- {fileID: 134113271}
- {fileID: 666227432}
@@ -39209,3 +38431,4 @@ SceneRoots:
- {fileID: 990038542}
- {fileID: 2135526003}
- {fileID: 495677244}
+ - {fileID: 775333809}
diff --git a/Assets/Scenes/FieldShieldTest.unity b/Assets/Scenes/FieldShieldTest.unity
index b1b2e50b9..b659bb95b 100644
--- a/Assets/Scenes/FieldShieldTest.unity
+++ b/Assets/Scenes/FieldShieldTest.unity
@@ -13,7 +13,7 @@ OcclusionCullingSettings:
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
- serializedVersion: 9
+ serializedVersion: 10
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
@@ -38,13 +38,12 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
- m_IndirectSpecularColor: {r: 0.023674645, g: 0.04639011, b: 0.122535154, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
- serializedVersion: 12
- m_GIWorkflowMode: 1
+ serializedVersion: 13
+ m_BakeOnSceneLoad: 0
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
@@ -67,9 +66,6 @@ LightmapSettings:
m_LightmapParameters: {fileID: 0}
m_LightmapsBakeMode: 1
m_TextureCompression: 1
- m_FinalGather: 0
- m_FinalGatherFiltering: 1
- m_FinalGatherRayCount: 256
m_ReflectionCompression: 2
m_MixedBakeMode: 2
m_BakeBackend: 1
@@ -104,7 +100,7 @@ NavMeshSettings:
serializedVersion: 2
m_ObjectHideFlags: 0
m_BuildSettings:
- serializedVersion: 2
+ serializedVersion: 3
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
@@ -117,7 +113,7 @@ NavMeshSettings:
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
- accuratePlacement: 0
+ buildHeightMesh: 0
maxJobWorkers: 0
preserveTilesOutsideBounds: 0
debug:
@@ -155,7 +151,6 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 815358592}
- m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -296,7 +291,6 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 815358592}
- m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -308,6 +302,7 @@ PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
+ serializedVersion: 3
m_TransformParent: {fileID: 815358592}
m_Modifications:
- target: {fileID: 257019179550429270, guid: 426f9dcb510530d4dbfa678c9f727ec1,
@@ -360,6 +355,11 @@ PrefabInstance:
propertyPath: m_text
value: Aetheric Field Tester
objectReference: {fileID: 0}
+ - target: {fileID: 7131821417072393581, guid: 426f9dcb510530d4dbfa678c9f727ec1,
+ type: 3}
+ propertyPath: 'm_ActiveFontFeatures.Array.data[0]'
+ value: 1801810542
+ objectReference: {fileID: 0}
- target: {fileID: 7131821417165215474, guid: 426f9dcb510530d4dbfa678c9f727ec1,
type: 3}
propertyPath: m_Enabled
@@ -481,6 +481,9 @@ PrefabInstance:
value: Properties
objectReference: {fileID: 0}
m_RemovedComponents: []
+ m_RemovedGameObjects: []
+ m_AddedGameObjects: []
+ m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 426f9dcb510530d4dbfa678c9f727ec1, type: 3}
--- !u!114 &401779935 stripped
MonoBehaviour:
@@ -505,6 +508,7 @@ PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
+ serializedVersion: 3
m_TransformParent: {fileID: 815358592}
m_Modifications:
- target: {fileID: 9194050151789067659, guid: 5c3a7b786419db74a8c1d17039fd4f67,
@@ -663,6 +667,9 @@ PrefabInstance:
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
+ m_RemovedGameObjects: []
+ m_AddedGameObjects: []
+ m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 5c3a7b786419db74a8c1d17039fd4f67, type: 3}
--- !u!224 &415327856 stripped
RectTransform:
@@ -713,7 +720,6 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1112533349}
- m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 180}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -805,6 +811,9 @@ MonoBehaviour:
Camera: {fileID: 1153356615}
TestField: {fileID: 909026488}
Properties: {fileID: 401779935}
+ GrabExtendTime: 1.5
+ GrabEnvelopTime: 0.75
+ GrabPullTime: 1.5
--- !u!4 &699508827
Transform:
m_ObjectHideFlags: 0
@@ -812,13 +821,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 699508825}
+ serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &815358588
GameObject:
@@ -896,7 +905,9 @@ Canvas:
m_OverrideSorting: 0
m_OverridePixelPerfect: 0
m_SortingBucketNormalizedSize: 0
+ m_VertexColorAlwaysGammaSpace: 0
m_AdditionalShaderChannelsFlag: 25
+ m_UpdateRectTransformForStandalone: 0
m_SortingLayerID: 0
m_SortingOrder: 0
m_TargetDisplay: 0
@@ -919,7 +930,6 @@ RectTransform:
- {fileID: 415327856}
- {fileID: 87891009}
m_Father: {fileID: 0}
- m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
@@ -931,6 +941,7 @@ PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1153356610}
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m_PrefabAsset: {fileID: 0}
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diff --git a/Assets/Scenes/Main Menu.unity b/Assets/Scenes/Main Menu.unity
index a37cfffba..4fafe8336 100644
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diff --git a/Assets/Scenes/TestScene.unity b/Assets/Scenes/TestScene.unity
index 933f4c4ca..45c73ee85 100644
--- a/Assets/Scenes/TestScene.unity
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--- !u!157 &4
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 162042368}
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m_LocalPosition: {x: 0, y: 0.0125, z: 1}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1124877095}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_GameObject: {fileID: 162042368}
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m_Materials:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 215995290}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 789220865}
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--- !u!23 &215995292
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m_Materials:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
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--- !u!33 &215995293
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m_Modification:
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m_Modifications:
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propertyPath: m_LocalPosition.y
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m_GameObject: {fileID: 240056260}
m_Material: {fileID: 0}
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m_Materials:
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m_LightmapParameters: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 240056260}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 1}
m_LocalScale: {x: 0.044999998, y: 0.044999998, z: 3}
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m_Father: {fileID: 820952285}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0, y: 1}
@@ -1152,7 +1187,9 @@ Canvas:
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m_SortingBucketNormalizedSize: 0
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0, y: 0, z: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 375851675}
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m_LocalPosition: {x: 0, y: 10, z: 0}
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--- !u!20 &375851677
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m_GateFitMode: 2
m_FOVAxisMode: 0
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serializedVersion: 2
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m_Modifications:
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@@ -1328,6 +1375,9 @@ PrefabInstance:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 441433737}
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m_GameObject: {fileID: 441433737}
m_Material: {fileID: 0}
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@@ -1387,11 +1446,17 @@ MeshRenderer:
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+ m_StaticShadowCaster: 0
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m_Materials:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -1542,11 +1609,17 @@ MeshRenderer:
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+ m_StaticShadowCaster: 0
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 507446966}
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--- !u!1001 &556481138
PrefabInstance:
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1940409864}
+ serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0.5}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1183010124}
- m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1955533722
GameObject:
@@ -5606,9 +5880,17 @@ MeshCollider:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1955533722}
m_Material: {fileID: 0}
+ m_IncludeLayers:
+ serializedVersion: 2
+ m_Bits: 0
+ m_ExcludeLayers:
+ serializedVersion: 2
+ m_Bits: 0
+ m_LayerOverridePriority: 0
m_IsTrigger: 0
+ m_ProvidesContacts: 0
m_Enabled: 1
- serializedVersion: 4
+ serializedVersion: 5
m_Convex: 0
m_CookingOptions: 30
m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
@@ -5623,11 +5905,17 @@ MeshRenderer:
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
+ m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
+ m_RayTracingAccelStructBuildFlagsOverride: 0
+ m_RayTracingAccelStructBuildFlags: 1
+ m_SmallMeshCulling: 1
+ m_ForceMeshLod: -1
+ m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@@ -5649,9 +5937,11 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
+ m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
+ m_MaskInteraction: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!33 &1955533726
MeshFilter:
@@ -5668,12 +5958,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1955533722}
+ serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0.25, y: 0.25, z: 0}
m_LocalScale: {x: 0.1, y: 0.002, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1388747985}
- m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1988754119
GameObject:
@@ -5712,12 +6003,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1988754119}
+ serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2008674249
GameObject:
@@ -5747,9 +6039,9 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1928037890}
- m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
@@ -5815,20 +6107,23 @@ MonoBehaviour:
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
+ m_characterHorizontalScale: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
- m_enableWordWrapping: 1
+ m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
+ m_ActiveFontFeatures: 6e72656b6167696c
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
+ m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@@ -5882,10 +6177,10 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 453065208}
m_Father: {fileID: 652433664}
- m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 1}
@@ -5958,9 +6253,9 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 302169897}
- m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 1}
@@ -6028,20 +6323,22 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2067021206}
+ serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -0.5, y: -0.5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 820952285}
- {fileID: 1388747985}
m_Father: {fileID: 1183010124}
- m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1001 &6977256487279145163
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
+ serializedVersion: 3
m_TransformParent: {fileID: 753458617}
m_Modifications:
- target: {fileID: 2784739443721397315, guid: efd1f097ce29ffa48bb0045d6502f55d,
@@ -6115,6 +6412,13 @@ PrefabInstance:
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
+ m_RemovedGameObjects: []
+ m_AddedGameObjects: []
+ m_AddedComponents:
+ - targetCorrespondingSourceObject: {fileID: 6977256487485077368, guid: efd1f097ce29ffa48bb0045d6502f55d,
+ type: 3}
+ insertIndex: -1
+ addedObject: {fileID: 599096484}
m_SourcePrefab: {fileID: 100100000, guid: efd1f097ce29ffa48bb0045d6502f55d, type: 3}
--- !u!4 &6977256487279145164 stripped
Transform:
@@ -6127,6 +6431,7 @@ PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
+ serializedVersion: 3
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 7383646976225659329, guid: eb3a880755444d144a4d7f13ef11df77,
@@ -6200,4 +6505,26 @@ PrefabInstance:
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
+ m_RemovedGameObjects: []
+ m_AddedGameObjects: []
+ m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: eb3a880755444d144a4d7f13ef11df77, type: 3}
+--- !u!1660057539 &9223372036854775807
+SceneRoots:
+ m_ObjectHideFlags: 0
+ m_Roots:
+ - {fileID: 1988754121}
+ - {fileID: 1812750581}
+ - {fileID: 7383646976240752633}
+ - {fileID: 426221916}
+ - {fileID: 924112690}
+ - {fileID: 1404197278}
+ - {fileID: 1462895485}
+ - {fileID: 1183010124}
+ - {fileID: 344649059}
+ - {fileID: 1314993073}
+ - {fileID: 983613692}
+ - {fileID: 753458617}
+ - {fileID: 1532567794}
+ - {fileID: 1090070598}
+ - {fileID: 1479254161}
diff --git a/Assets/Scripts/AetheriaInput.cs b/Assets/Scripts/AetheriaInput.cs
index c6eb618c2..373c0b8bb 100644
--- a/Assets/Scripts/AetheriaInput.cs
+++ b/Assets/Scripts/AetheriaInput.cs
@@ -162,6 +162,16 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
""initialStateCheck"": false,
""priority"": 0
},
+ {
+ ""name"": ""Cycle Target Item"",
+ ""type"": ""Button"",
+ ""id"": ""3f9a2f0a-6e3f-4a53-9f5e-1a9c1e6d9f7b"",
+ ""expectedControlType"": ""Button"",
+ ""processors"": """",
+ ""interactions"": """",
+ ""initialStateCheck"": false,
+ ""priority"": 0
+ },
{
""name"": ""Toggle Heatsinks"",
""type"": ""Button"",
@@ -241,22 +251,86 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
""interactions"": """",
""initialStateCheck"": true,
""priority"": 0
+ },
+ {
+ ""name"": ""Face Aim"",
+ ""type"": ""Button"",
+ ""id"": ""6d5bd565-8c0e-4789-9d51-177dc0ec8e11"",
+ ""expectedControlType"": ""Button"",
+ ""processors"": """",
+ ""interactions"": """",
+ ""initialStateCheck"": false,
+ ""priority"": 0
+ },
+ {
+ ""name"": ""Toggle Face Aim"",
+ ""type"": ""Button"",
+ ""id"": ""4067c72f-3e3d-4d7b-a8b5-356cab9793fc"",
+ ""expectedControlType"": ""Button"",
+ ""processors"": """",
+ ""interactions"": """",
+ ""initialStateCheck"": false,
+ ""priority"": 0
}
],
""bindings"": [
{
- ""name"": """",
+ ""name"": ""Gamepad Move"",
""id"": ""978bfe49-cc26-4a3d-ab7b-7d7a29327403"",
- ""path"": ""/leftStick"",
+ ""path"": ""2DVector(mode=2)"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": """",
+ ""action"": ""Move"",
+ ""isComposite"": true,
+ ""isPartOfComposite"": false
+ },
+ {
+ ""name"": ""up"",
+ ""id"": ""e9c57b4d-1cd8-4b2f-93d6-1745a37cabc9"",
+ ""path"": ""/leftStick/up"",
""interactions"": """",
""processors"": """",
""groups"": "";Gamepad"",
""action"": ""Move"",
""isComposite"": false,
- ""isPartOfComposite"": false
+ ""isPartOfComposite"": true
},
{
- ""name"": ""WASD"",
+ ""name"": ""down"",
+ ""id"": ""05f19282-8364-4ae0-b5c3-d471c10601a7"",
+ ""path"": ""/leftStick/down"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": "";Gamepad"",
+ ""action"": ""Move"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": true
+ },
+ {
+ ""name"": ""left"",
+ ""id"": ""1ce4a07f-43af-4e82-a631-dbb43c8191d3"",
+ ""path"": ""/leftShoulder"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": "";Gamepad"",
+ ""action"": ""Move"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": true
+ },
+ {
+ ""name"": ""right"",
+ ""id"": ""bd1aed7e-b80b-4341-a550-4ef10bacf4b4"",
+ ""path"": ""/rightShoulder"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": "";Gamepad"",
+ ""action"": ""Move"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": true
+ },
+ {
+ ""name"": ""W S Q E"",
""id"": ""00ca640b-d935-4593-8157-c05846ea39b3"",
""path"": ""Dpad(mode=1)"",
""interactions"": """",
@@ -291,7 +365,7 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
{
""name"": ""left"",
""id"": ""d2581a9b-1d11-4566-b27d-b92aff5fabbc"",
- ""path"": ""/a"",
+ ""path"": ""/q"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
@@ -302,7 +376,7 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
{
""name"": ""right"",
""id"": ""fcfe95b8-67b9-4526-84b5-5d0bc98d6400"",
- ""path"": ""/d"",
+ ""path"": ""/e"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
@@ -409,6 +483,17 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
""isComposite"": false,
""isPartOfComposite"": false
},
+ {
+ ""name"": """",
+ ""id"": ""8c2d5e77-4b18-4f0b-9a2e-6d3f7c1a5e90"",
+ ""path"": ""/j"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": ""Keyboard&Mouse"",
+ ""action"": ""Cycle Target Item"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": false
+ },
{
""name"": """",
""id"": ""71ac6088-1e18-4810-86be-1179918dd4a2"",
@@ -500,7 +585,7 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
{
""name"": ""negative"",
""id"": ""8536ca60-1fed-4f29-8060-04d46cfffcab"",
- ""path"": ""/q"",
+ ""path"": ""/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
@@ -511,13 +596,57 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
{
""name"": ""positive"",
""id"": ""19c175bf-d4e6-4626-8bee-91e0c473a94b"",
- ""path"": ""/e"",
+ ""path"": ""/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Turn"",
""isComposite"": false,
""isPartOfComposite"": true
+ },
+ {
+ ""name"": """",
+ ""id"": ""fdff8f1f-0824-49bd-b09a-c1b792f16299"",
+ ""path"": ""/leftStick/x"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": "";Gamepad"",
+ ""action"": ""Turn"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": false
+ },
+ {
+ ""name"": """",
+ ""id"": ""1ee2fadd-3db4-45e6-8fa4-7a621ef7d165"",
+ ""path"": ""/leftShift"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": ""Keyboard&Mouse"",
+ ""action"": ""Face Aim"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": false
+ },
+ {
+ ""name"": """",
+ ""id"": ""e9520d95-0458-439b-a37c-84c45237e110"",
+ ""path"": ""/capsLock"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": ""Keyboard&Mouse"",
+ ""action"": ""Toggle Face Aim"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": false
+ },
+ {
+ ""name"": """",
+ ""id"": ""596ed367-be34-4951-9aac-d8caa57b411f"",
+ ""path"": ""/leftStickPress"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": "";Gamepad"",
+ ""action"": ""Toggle Face Aim"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": false
}
]
},
@@ -1178,6 +1307,7 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
m_Player_TargetPrevious = m_Player.FindAction("Target Previous", throwIfNotFound: true);
m_Player_TargetNext = m_Player.FindAction("Target Next", throwIfNotFound: true);
m_Player_TargetNearest = m_Player.FindAction("Target Nearest", throwIfNotFound: true);
+ m_Player_CycleTargetItem = m_Player.FindAction("Cycle Target Item", throwIfNotFound: true);
m_Player_ToggleHeatsinks = m_Player.FindAction("Toggle Heatsinks", throwIfNotFound: true);
m_Player_ToggleShield = m_Player.FindAction("Toggle Shield", throwIfNotFound: true);
m_Player_ToggleStance = m_Player.FindAction("Toggle Stance", throwIfNotFound: true);
@@ -1186,6 +1316,8 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
m_Player_HideUI = m_Player.FindAction("Hide UI", throwIfNotFound: true);
m_Player_TractorBeam = m_Player.FindAction("Tractor Beam", throwIfNotFound: true);
m_Player_Turn = m_Player.FindAction("Turn", throwIfNotFound: true);
+ m_Player_FaceAim = m_Player.FindAction("Face Aim", throwIfNotFound: true);
+ m_Player_ToggleFaceAim = m_Player.FindAction("Toggle Face Aim", throwIfNotFound: true);
// UI
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
@@ -1294,6 +1426,7 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_TargetPrevious;
private readonly InputAction m_Player_TargetNext;
private readonly InputAction m_Player_TargetNearest;
+ private readonly InputAction m_Player_CycleTargetItem;
private readonly InputAction m_Player_ToggleHeatsinks;
private readonly InputAction m_Player_ToggleShield;
private readonly InputAction m_Player_ToggleStance;
@@ -1302,6 +1435,8 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_HideUI;
private readonly InputAction m_Player_TractorBeam;
private readonly InputAction m_Player_Turn;
+ private readonly InputAction m_Player_FaceAim;
+ private readonly InputAction m_Player_ToggleFaceAim;
///
/// Provides access to input actions defined in input action map "Player".
///
@@ -1342,6 +1477,10 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
///
public InputAction @TargetNearest => m_Wrapper.m_Player_TargetNearest;
///
+ /// Provides access to the underlying input action "Player/CycleTargetItem".
+ ///
+ public InputAction @CycleTargetItem => m_Wrapper.m_Player_CycleTargetItem;
+ ///
/// Provides access to the underlying input action "Player/ToggleHeatsinks".
///
public InputAction @ToggleHeatsinks => m_Wrapper.m_Player_ToggleHeatsinks;
@@ -1374,6 +1513,14 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
///
public InputAction @Turn => m_Wrapper.m_Player_Turn;
///
+ /// Provides access to the underlying input action "Player/FaceAim".
+ ///
+ public InputAction @FaceAim => m_Wrapper.m_Player_FaceAim;
+ ///
+ /// Provides access to the underlying input action "Player/ToggleFaceAim".
+ ///
+ public InputAction @ToggleFaceAim => m_Wrapper.m_Player_ToggleFaceAim;
+ ///
/// Provides access to the underlying input action map instance.
///
public InputActionMap Get() { return m_Wrapper.m_Player; }
@@ -1420,6 +1567,9 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
@TargetNearest.started += instance.OnTargetNearest;
@TargetNearest.performed += instance.OnTargetNearest;
@TargetNearest.canceled += instance.OnTargetNearest;
+ @CycleTargetItem.started += instance.OnCycleTargetItem;
+ @CycleTargetItem.performed += instance.OnCycleTargetItem;
+ @CycleTargetItem.canceled += instance.OnCycleTargetItem;
@ToggleHeatsinks.started += instance.OnToggleHeatsinks;
@ToggleHeatsinks.performed += instance.OnToggleHeatsinks;
@ToggleHeatsinks.canceled += instance.OnToggleHeatsinks;
@@ -1444,6 +1594,12 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
@Turn.started += instance.OnTurn;
@Turn.performed += instance.OnTurn;
@Turn.canceled += instance.OnTurn;
+ @FaceAim.started += instance.OnFaceAim;
+ @FaceAim.performed += instance.OnFaceAim;
+ @FaceAim.canceled += instance.OnFaceAim;
+ @ToggleFaceAim.started += instance.OnToggleFaceAim;
+ @ToggleFaceAim.performed += instance.OnToggleFaceAim;
+ @ToggleFaceAim.canceled += instance.OnToggleFaceAim;
}
///
@@ -1476,6 +1632,9 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
@TargetNearest.started -= instance.OnTargetNearest;
@TargetNearest.performed -= instance.OnTargetNearest;
@TargetNearest.canceled -= instance.OnTargetNearest;
+ @CycleTargetItem.started -= instance.OnCycleTargetItem;
+ @CycleTargetItem.performed -= instance.OnCycleTargetItem;
+ @CycleTargetItem.canceled -= instance.OnCycleTargetItem;
@ToggleHeatsinks.started -= instance.OnToggleHeatsinks;
@ToggleHeatsinks.performed -= instance.OnToggleHeatsinks;
@ToggleHeatsinks.canceled -= instance.OnToggleHeatsinks;
@@ -1500,6 +1659,12 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
@Turn.started -= instance.OnTurn;
@Turn.performed -= instance.OnTurn;
@Turn.canceled -= instance.OnTurn;
+ @FaceAim.started -= instance.OnFaceAim;
+ @FaceAim.performed -= instance.OnFaceAim;
+ @FaceAim.canceled -= instance.OnFaceAim;
+ @ToggleFaceAim.started -= instance.OnToggleFaceAim;
+ @ToggleFaceAim.performed -= instance.OnToggleFaceAim;
+ @ToggleFaceAim.canceled -= instance.OnToggleFaceAim;
}
///
@@ -1964,6 +2129,13 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
///
void OnTargetNearest(InputAction.CallbackContext context);
///
+ /// Method invoked when associated input action "Cycle Target Item" is either , or .
+ ///
+ ///
+ ///
+ ///
+ void OnCycleTargetItem(InputAction.CallbackContext context);
+ ///
/// Method invoked when associated input action "Toggle Heatsinks" is either , or .
///
///
@@ -2019,6 +2191,20 @@ public partial class @AetheriaInput: IInputActionCollection2, IDisposable
///
///
void OnTurn(InputAction.CallbackContext context);
+ ///
+ /// Method invoked when associated input action "Face Aim" is either , or .
+ ///
+ ///
+ ///
+ ///
+ void OnFaceAim(InputAction.CallbackContext context);
+ ///
+ /// Method invoked when associated input action "Toggle Face Aim" is either , or .
+ ///
+ ///
+ ///
+ ///
+ void OnToggleFaceAim(InputAction.CallbackContext context);
}
///
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.
diff --git a/Assets/Scripts/Editor/AmbientEdgeVerify.cs b/Assets/Scripts/Editor/AmbientEdgeVerify.cs
new file mode 100644
index 000000000..4a56b6ea9
--- /dev/null
+++ b/Assets/Scripts/Editor/AmbientEdgeVerify.cs
@@ -0,0 +1,244 @@
+using System;
+using System.IO;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.Experimental.Rendering;
+using UnityEngine.Rendering;
+
+namespace Aetheria.EditorTools
+{
+ ///
+ /// Batchmode check for campaign aetheria-gravity, cut ambient-follows-populated-area: the ambient tint falls softly to
+ /// dark and never hits an edge (ruling dark-beyond-populated-area). It opens ARPG.unity, takes the Ambient Fog Light the
+ /// scene wires into ZoneRenderer, sizes it for a generated zone with ZoneRenderer.FitAmbientLight (the call LoadZone
+ /// makes, not a copy), renders it through an orthographic camera that culls its layer into a target built from the descriptor of the production
+ /// Fog Tint render texture (B10G11R11_UFloatPack32, the format the Tint cameras write), and checks the
+ /// radial profile against exp(-(r/P)^2 ln(1/_EdgeBrightness)) times the centre, to within what that format stores (a
+ /// 5-bit mantissa) wherever the gaussian is at least a few ZoneRenderer.AmbientFloor (P is Zone.PopulatedRadius), that it
+ /// is lit at Pack.Radius, that the quad's rim and every lit texel beside a dark one are
+ /// at most two floors, and that no two lit texels are more than half a decade apart.
+ ///
+ /// Renders, so it needs a graphics device: run WITHOUT -nographics.
+ /// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.AmbientEdgeVerify.Run -logFile <path>
+ /// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+ ///
+ public static class AmbientEdgeVerify
+ {
+ const string Tag = "[AmbientEdgeVerify]";
+ const int Size = 512;
+ const int AmbientLayer = 13;
+ const string FogTintPath = "Assets/Resources/Fog Tint.renderTexture";
+ // A float with a 5-bit mantissa (Fog Tint's blue) steps by 2^-5 of its value, and the target truncates to a step.
+ const float FormatRelativeError = 1f / 32f;
+ // The profile is held to the gaussian where it is at least this many floors; below that the format's tail is measured, not held.
+ const float FaithfulFloors = 8f;
+ // The rim and every lit texel beside a dark one hold at most this many floors, 2^-14 (the smallest normal of the format's
+ // floats): the one step to dark is the format's last value. Measured on the Fog Tint format it is 1.5 floors at most.
+ const float StepToDarkFloors = 2f;
+ static bool _ok = true;
+
+ static void OnLog(string message, string stack, LogType type)
+ {
+ if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
+ Fail("logged-error", message.Split('\n')[0]);
+ }
+
+ static void Fail(string check, string detail)
+ {
+ Debug.LogError($"{Tag} FAIL {check}: {detail}");
+ _ok = false;
+ }
+
+ public static void Run()
+ {
+ if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
+ {
+ Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
+ EditorApplication.Exit(1);
+ return;
+ }
+ Application.logMessageReceived += OnLog;
+ var work = Path.Combine(Path.GetTempPath(), "ambient-edge-" + Guid.NewGuid().ToString("N"));
+ Directory.CreateDirectory(Path.Combine(work, "probe"));
+ try
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ // Generated zones have the populated radius at about .78 of the pack radius (p50 over 1500 zones): this one's
+ // pack radius is set so, which puts Pack.Radius where it sits in play, inside the quad's reach.
+ var probe = GravityFieldParityVerify.BuildZone(settings, Path.Combine(work, "probe"), out _);
+ var zone = GravityFieldParityVerify.BuildZone(settings, work, out _, probe.PopulatedRadius / .78f);
+ EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
+ try
+ {
+ var renderer = UnityEngine.Object.FindFirstObjectByType(FindObjectsInactive.Include);
+ if (renderer == null || renderer.AmbientLight == null) throw new InvalidOperationException("ARPG.unity wires no ZoneRenderer.AmbientLight.");
+ Check(renderer, zone);
+ }
+ finally
+ {
+ EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
+ }
+ Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"{Tag} FAIL exception: {e}");
+ _ok = false;
+ }
+ finally
+ {
+ Application.logMessageReceived -= OnLog;
+ try { Directory.Delete(work, true); } catch { }
+ }
+ EditorApplication.Exit(_ok ? 0 : 1);
+ }
+
+ // A bare ambient quad for the verifies that run LoadZone on a renderer built in code: the scene's material, no scene.
+ public static Transform NewAmbientLight()
+ {
+ var quad = new GameObject("Ambient Fog Light") { layer = AmbientLayer };
+ quad.AddComponent().sharedMesh = Resources.GetBuiltinResource("Quad.fbx");
+ quad.AddComponent().sharedMaterial = AssetDatabase.LoadAssetAtPath("Assets/Materials/Brushes/Sector Tint.mat");
+ return quad.transform;
+ }
+
+ static void Check(ZoneRenderer renderer, Zone zone)
+ {
+ var production = AssetDatabase.LoadAssetAtPath(FogTintPath);
+ if (production == null || production.graphicsFormat != GraphicsFormat.B10G11R11_UFloatPack32)
+ Fail("format", $"Fog Tint is {(production == null ? "missing" : production.graphicsFormat.ToString())}, not the B10G11R11_UFloatPack32 that AmbientFloor and FormatRelativeError describe");
+ var light = renderer.AmbientLight;
+ if (light.parent != null) Fail("wiring", $"the ambient quad sits under {light.parent.name}, whose scale is the pack radius's");
+ if (light.gameObject.layer != AmbientLayer) Fail("wiring", $"the ambient quad is on layer {light.gameObject.layer}, not {AmbientLayer}");
+
+ ZoneRenderer.FitAmbientLight(light, zone);
+ var meshRenderer = light.GetComponent();
+ var material = meshRenderer.sharedMaterial;
+ var edge = material.GetFloat("_EdgeBrightness");
+ var tint = material.GetColor("_Color").linear;
+ var centre = material.GetFloat("_Depth") * Mathf.Max(tint.r, Mathf.Max(tint.g, tint.b));
+ var populated = zone.PopulatedRadius;
+ var half = light.localScale.x / 2f;
+ Debug.Log($"{Tag} populated radius {populated:F1} u, pack radius {zone.Pack.Radius:F1} u, quad half-extent {half:F1} u, edge brightness {edge:G3}, centre {centre:G4}");
+ if (!(populated > 0f) || !(half > populated)) { Fail("sizing", $"the quad half-extent {half:F1} u does not reach beyond the populated radius {populated:F1} u"); return; }
+
+ Render(light, half * 1.05f, out var value, out var world);
+ var floor = ZoneRenderer.AmbientFloor;
+ Debug.Log($"{Tag} format floor {floor:E2} = {floor / centre:E2} of the centre; tail (drawn / floor): "
+ + string.Join(" ", System.Linq.Enumerable.Select(new[] { 1.5f, 1.75f, 1.9f, 2f, 2.05f, 2.1f, 2.15f, 2.2f },
+ k => $"{k}P:{Sample(value, world, new Vector2(k * populated, 0f)) / floor:G3}")));
+ var logFall = Mathf.Log(1f / edge);
+ foreach (var k in new[] { 0f, .5f, 1f, 1.5f, 2f })
+ {
+ var drawn = Sample(value, world, new Vector2(k * populated, 0f));
+ Debug.Log($"{Tag} r = {k} P: drawn {drawn:G5}, expected {centre * Mathf.Exp(-k * k * logFall):G5}");
+ }
+ var worstProfile = 0f;
+ var compared = 0;
+ var rim = 0f;
+ for (var i = 0; i < value.Length; i++)
+ {
+ if (float.IsNaN(value[i])) { Fail("texels", $"texel {i}: NaN"); return; }
+ var r = world[i].magnitude;
+ var expected = centre * Mathf.Exp(-(r / populated) * (r / populated) * logFall);
+ if (r <= half && expected >= FaithfulFloors * floor)
+ {
+ var error = Mathf.Abs(value[i] - expected) / (FormatRelativeError * expected);
+ worstProfile = Mathf.Max(worstProfile, error);
+ compared++;
+ if (error > 1f) { Fail("profile", $"at r = {r / populated:F3} P: expected {expected:G5}, drawn {value[i]:G5}, off by {error:F2} times the format's step"); return; }
+ }
+ // The rim: the texels in the quad's outermost ring (within two texels of its edge).
+ var edgeDistance = half - Mathf.Max(Mathf.Abs(world[i].x), Mathf.Abs(world[i].y));
+ if (edgeDistance >= 0f && edgeDistance < 2f * (half * 1.05f * 2f / Size)) rim = Mathf.Max(rim, value[i]);
+ }
+ Debug.Log($"{Tag} profile: {compared} texels held to the gaussian, worst error {worstProfile:F3} of the format's step; rim {rim / centre:E2} of the centre");
+ if (compared < Size * Size / 16) Fail("profile", $"only {compared} texels were held to the gaussian; the check is vacuous");
+ if (rim > floor * StepToDarkFloors) Fail("rim", $"the quad's rim is {rim / floor:G3} times the format floor");
+
+ var atPack = Sample(value, world, new Vector2(zone.Pack.Radius, 0f));
+ Debug.Log($"{Tag} at Pack.Radius: {atPack / centre:E2} of the centre");
+ if (!(atPack > 0f)) Fail("pack-radius", "the ambient is zero at Pack.Radius");
+
+ var worstJump = 0f;
+ for (var y = 0; y < Size; y++)
+ for (var x = 0; x < Size; x++)
+ {
+ var here = value[y * Size + x];
+ if (here <= 0f) continue;
+ foreach (var next in new[] { x + 1 < Size ? value[y * Size + x + 1] : 0f, y + 1 < Size ? value[(y + 1) * Size + x] : 0f })
+ {
+ if (next <= 0f) { if (here > floor * StepToDarkFloors) Fail("last-step", $"a lit texel of {here / floor:G3} floors sits beside a dark one"); continue; }
+ worstJump = Mathf.Max(worstJump, Mathf.Abs(Mathf.Log10(here / next)));
+ }
+ }
+ Debug.Log($"{Tag} largest jump between neighbouring lit texels: {worstJump:F3} decades (limit 0.5)");
+ if (worstJump > .5f) Fail("jump", $"neighbouring texels differ by {worstJump:F2} decades");
+ var lit = 0;
+ foreach (var v in value) if (v > 0f) lit++;
+ if (lit < Size * Size / 2) Fail("jump", $"only {lit} texels are lit; the check is vacuous");
+ }
+
+ static float Sample(float[] value, Vector2[] world, Vector2 at)
+ {
+ var best = 0;
+ for (var i = 1; i < world.Length; i++)
+ if ((world[i] - at).sqrMagnitude < (world[best] - at).sqrMagnitude) best = i;
+ return value[best];
+ }
+
+ // Renders the ambient layer through a downward orthographic camera centred on the origin, as the Tint cameras see it,
+ // and returns the brightest channel of every texel with the world xz of its centre, which is asked of the camera.
+ static void Render(Transform light, float half, out float[] value, out Vector2[] world)
+ {
+ var production = AssetDatabase.LoadAssetAtPath(FogTintPath) ?? throw new InvalidOperationException("No Fog Tint render texture.");
+ var rt = new RenderTexture(production.descriptor) { filterMode = FilterMode.Point };
+ var cameraObject = new GameObject("Ambient Edge Camera");
+ var read = new Texture2D(Size, Size, TextureFormat.RGBAFloat, false);
+ var previous = RenderTexture.active;
+ try
+ {
+ var camera = cameraObject.AddComponent();
+ camera.orthographic = true;
+ camera.orthographicSize = half;
+ camera.aspect = 1f;
+ camera.nearClipPlane = .3f;
+ camera.farClipPlane = 1000f;
+ camera.cullingMask = 1 << light.gameObject.layer;
+ camera.clearFlags = CameraClearFlags.SolidColor;
+ camera.backgroundColor = Color.black;
+ camera.allowHDR = false;
+ camera.allowMSAA = false;
+ camera.targetTexture = rt;
+ cameraObject.transform.SetPositionAndRotation(new Vector3(0f, 100f, 0f), Quaternion.Euler(90f, 0f, 0f));
+ camera.Render();
+
+ RenderTexture.active = rt;
+ read.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
+ read.Apply();
+ var pixels = read.GetPixelData(0);
+ value = new float[Size * Size];
+ for (var i = 0; i < value.Length; i++)
+ value[i] = Mathf.Max(pixels[4 * i], Mathf.Max(pixels[4 * i + 1], pixels[4 * i + 2]));
+ world = new Vector2[Size * Size];
+ for (var y = 0; y < Size; y++)
+ for (var x = 0; x < Size; x++)
+ {
+ var p = camera.ViewportToWorldPoint(new Vector3((x + .5f) / Size, (y + .5f) / Size, 100f));
+ world[y * Size + x] = new Vector2(p.x, p.z);
+ }
+ }
+ finally
+ {
+ RenderTexture.active = previous;
+ UnityEngine.Object.DestroyImmediate(cameraObject);
+ UnityEngine.Object.DestroyImmediate(read);
+ rt.Release();
+ UnityEngine.Object.DestroyImmediate(rt);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/AmbientEdgeVerify.cs.meta b/Assets/Scripts/Editor/AmbientEdgeVerify.cs.meta
new file mode 100644
index 000000000..0962854de
--- /dev/null
+++ b/Assets/Scripts/Editor/AmbientEdgeVerify.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 63b03af05dfdae44c89e21ca7ebec892
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/BeltFloaterLayerVerify.cs b/Assets/Scripts/Editor/BeltFloaterLayerVerify.cs
new file mode 100644
index 000000000..500ae1cea
--- /dev/null
+++ b/Assets/Scripts/Editor/BeltFloaterLayerVerify.cs
@@ -0,0 +1,265 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using float2 = CultMath.float2;
+using float4 = CultMath.float4;
+
+// End-to-end proof of the belt draw (rulings asteroid-tops-at-layer, rock-meshes-by-size), measured where it fails: two belts are loaded
+// into a ZoneRenderer carrying ARPG.unity's real AsteroidMeshes (meshes, stored radii) and Settings.asset, over a zone whose wells make the
+// field differ rock to rock, and ZoneRenderer.DrawBelts runs as Update runs it. Every instanced matrix it hands to the GPU is read back with the
+// mesh it is drawn with (ZoneRenderer.DrawInstanced), and for each drawn rock the verify measures, from the mesh's real vertices:
+// - the farthest vertex from the rock's centre after the matrix (the reach, a bound on the rock's top under any rotation) is the rock's
+// gameplay radius, and centre y + reach is the floater layer over the field at the rock's xz and the drawn time;
+// - the rock is drawn exactly once, on exactly one matrix of a real pose (no spare instance in a batch);
+// - within a belt a bigger rock never takes a smaller mesh (by the mesh's own farthest vertex), and the belt keeps min(AsteroidMeshCount, meshes) meshes.
+// The arguments the renderer hands the draw list (radius field, belt, batch size, kept count) are not inspected: their consequence is.
+//
+// Reached: ZoneRenderer.LoadPlanet for each belt, DrawBelts. Not reached: LoadZone's other planets (their prefabs), the GPU draw itself.
+// Needs a GPU device for MapPresenter's belt buffer: run without -nographics.
+//
+// Unity -batchmode -projectPath -executeMethod Aetheria.EditorTools.BeltFloaterLayerVerify.Run -logFile
+//
+// Do not pass -quit: Run enters play mode (a domain reload), the check runs there, and the Editor exits itself, 0 on success and 1 on any failure.
+namespace Aetheria.EditorTools
+{
+ [InitializeOnLoad]
+ public static class BeltFloaterLayerVerify
+ {
+ private const string Tag = "[BeltFloaterLayerVerify]";
+ private const string Flag = "BeltFloaterLayerVerify.running";
+ private const string Wiring = "BeltFloaterLayerVerify.wiring";
+ private const double Budget = 300; // real seconds
+ private const float Lead = .008f, Layer = -1.5f, Tolerance = .02f;
+ private static IEnumerator _check;
+ private static double _started;
+ private static string _work;
+
+ static BeltFloaterLayerVerify()
+ {
+ if (SessionState.GetBool(Flag, false)) EditorApplication.playModeStateChanged += OnPlayMode;
+ }
+
+ public static void Run()
+ {
+ try
+ {
+ SessionState.SetString(Wiring, ReadWiring());
+ SessionState.SetBool(Flag, true);
+ EditorApplication.EnterPlaymode();
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ private static void OnPlayMode(PlayModeStateChange change)
+ {
+ if (change != PlayModeStateChange.EnteredPlayMode) return;
+ _work = Path.Combine(Path.GetTempPath(), $"belt-floater-{Guid.NewGuid():N}");
+ Directory.CreateDirectory(_work);
+ _started = Time.realtimeSinceStartupAsDouble;
+ _check = Check();
+ EditorApplication.update += Step;
+ }
+
+ private static void Step()
+ {
+ try
+ {
+ if (Time.realtimeSinceStartupAsDouble - _started > Budget) throw new InvalidOperationException($"The check did not finish in {Budget} seconds.");
+ if (_check.MoveNext()) return;
+ Finish(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ Finish(1);
+ }
+ }
+
+ private static void Finish(int code)
+ {
+ EditorApplication.update -= Step;
+ SessionState.SetBool(Flag, false);
+ try { if (Directory.Exists(_work)) Directory.Delete(_work, true); } catch (Exception) { /* a temp directory */ }
+ EditorApplication.Exit(code);
+ }
+
+ private static void Require(bool condition, string what)
+ {
+ if (!condition) throw new InvalidOperationException(what);
+ }
+
+ // A belt of rocks of every size, its sizes in the given order, round an orbit about the planet.
+ private static Asteroid[] Rocks(int count, Func size, float start) => Enumerable.Range(0, count).Select(i => new Asteroid
+ {
+ Distance = start + i * 9.7f, Phase = Mathf.Repeat(i * .6180339887f, 1f), Size = size(i), RotationSpeed = .1f + i * .013f
+ }).ToArray();
+
+ private static IEnumerator Check()
+ {
+ var game = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset") ?? throw new InvalidOperationException("No Settings.asset.");
+ var settings = game.GameplaySettings;
+ settings.FloaterLayerHeight = Layer; // in memory, never saved back to the asset: a draw that drops the layer fails
+
+ var meshes = SessionState.GetString(Wiring, "").Split('|').Select(entry => entry.Split('~')).Select(p => new InstancedMesh
+ {
+ Mesh = AssetDatabase.LoadAllAssetsAtPath(p[0]).OfType().First(m => m.name == p[1]),
+ Material = p[2] == "" ? null : AssetDatabase.LoadAssetAtPath(p[2]),
+ Radius = float.Parse(p[3], System.Globalization.CultureInfo.InvariantCulture)
+ }).ToArray();
+ Require(meshes.Length > game.AsteroidMeshCount, $"ARPG.unity has {meshes.Length} rock meshes for a kept count of {game.AsteroidMeshCount}: nothing to prune.");
+
+ var cache = AetheriaStores.Open(Path.Combine(_work, "belts.cc"), Path.Combine(_work, "belts-run.cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ cache.FlushAsync().Wait();
+ var items = new ItemManager(1u, cache, new ProvenanceLedger(), settings, _ => { });
+
+ CultRecordKey Orbit(CultRecordKey parent, float distance, float phase, float2 fixedPosition = default)
+ {
+ var data = new OrbitData { Distance = distance, Phase = phase, FixedPosition = fixedPosition };
+ if (parent.IsSet()) data.Parent = new CultRecordRef(parent);
+ return cache.Upsert(data).Key;
+ }
+
+ // A heavy sun and a planet on a moving rail, the belts round the planet: the field under a rock differs from rock to rock.
+ var sunOrbit = Orbit(default, 0f, 0f, new float2(700f, -300f));
+ var planetOrbit = Orbit(sunOrbit, 600f, .3f);
+ var beltOrbitA = Orbit(planetOrbit, 150f, .1f);
+ var beltOrbitB = Orbit(planetOrbit, 300f, .6f);
+ var beltA = cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef(beltOrbitA), Asteroids = Rocks(24, i => (i * 7 % 24) / 23f, 40f) }).Key;
+ var beltB = cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef(beltOrbitB), Asteroids = Rocks(24, i => (i * 5 % 24) / 23f, 60f) }).Key;
+ var pack = new ZonePack { Radius = 5000f, Mass = 10000f };
+ foreach (var orbit in new[] { sunOrbit, planetOrbit, beltOrbitA, beltOrbitB }) pack.Orbits.Add(new CultRecordRef(orbit));
+ pack.Planets.Add(new CultRecordRef(cache.Upsert(new PlanetData { Name = "Belt Sun", Orbit = new CultRecordRef(sunOrbit), Mass = 400f }).Key));
+ pack.Planets.Add(new CultRecordRef(cache.Upsert(new PlanetData { Name = "Belt Planet", Orbit = new CultRecordRef(planetOrbit), Mass = 400f }).Key));
+ pack.Planets.Add(new CultRecordRef(beltA));
+ pack.Planets.Add(new CultRecordRef(beltB));
+ var curves = new PlanetSettings
+ {
+ BodyRadius = new ExponentialCurve(),
+ WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
+ RocheLimit = new ExponentialCurve { Constant = 10f },
+ AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
+ AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f },
+ AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f }
+ };
+ var zone = new Zone(items, curves, pack, null, null);
+ zone.Update(.5f);
+
+ // The renderer, configured as the scene configures it for belts: Awake builds the map, LoadPlanet reads Zone, Settings and AsteroidMeshes.
+ var rendererObject = new GameObject("Belt Zone Renderer");
+ rendererObject.SetActive(false);
+ var renderer = rendererObject.AddComponent();
+ renderer.Settings = game;
+ renderer.AsteroidMeshes = meshes;
+ renderer.ItemManager = items;
+ renderer.LODHandler = new GameObject("Belt LOD").AddComponent();
+ const BindingFlags Any = BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public;
+ typeof(ZoneRenderer).GetProperty("Zone").GetSetMethod(true).Invoke(renderer, new object[] { zone });
+ typeof(ZoneRenderer).GetMethod("Awake", Any).Invoke(renderer, null);
+ var load = typeof(ZoneRenderer).GetMethod("LoadPlanet", Any);
+ foreach (var belt in new[] { beltA, beltB }) load.Invoke(renderer, new object[] { belt, zone.Planets[belt] });
+
+ var planetAt = DrawAhead.Orbit(zone, planetOrbit, Lead);
+ var camera = new GameObject("Belt Camera").AddComponent();
+ camera.transform.position = new Vector3(planetAt.x, 4000f, planetAt.y);
+ camera.transform.rotation = Quaternion.Euler(90, 0, 0);
+ camera.farClipPlane = 20000f;
+ renderer.MainCamera = camera;
+ yield return null;
+
+ ActionGameManager.Clock.Reset();
+ ActionGameManager.Clock.Advance(Lead, _ => throw new InvalidOperationException("a step ran"));
+ var lead = ActionGameManager.Clock.Lead;
+ Require(Mathf.Abs(lead - Lead) < 1e-6f, $"The clock's lead is {lead}, not {Lead}.");
+
+ var drawn = new List<(Mesh mesh, Matrix4x4[] matrices)>();
+ renderer.DrawInstanced = (mesh, _, matrices) => drawn.Add((mesh, (Matrix4x4[]) matrices.Clone()));
+ renderer.DrawBelts(lead);
+
+ // The poses the sim defines at the drawn time: every rock of both belts.
+ var rocks = new List<(CultRecordKey belt, int index, float4 pose)>();
+ foreach (var belt in new[] { beltA, beltB })
+ {
+ var poses = new float4[((AsteroidBeltData) zone.Planets[belt]).Asteroids.Length];
+ zone.EvaluateBelt(belt, poses, DrawAhead.Time(zone, lead));
+ for (var i = 0; i < poses.Length; i++) rocks.Add((belt, i, poses[i]));
+ }
+ Require(drawn.Count > 0, "DrawBelts drew nothing: the belts are out of the camera or have no rocks.");
+
+ // The field differs between rocks, so a draw that drops it or samples it at the wrong place fails.
+ var layers = rocks.Select(r => DrawAhead.FloaterHeight(zone, settings, r.pose.xy, lead)).ToArray();
+ Require(layers.Max() - layers.Min() > 1f, $"The fixture's field is flat under the rocks: layer heights span {layers.Max() - layers.Min()}.");
+
+ var seen = new Dictionary<(CultRecordKey, int), float>(); // rock -> its mesh's own farthest vertex
+ var vertices = new Dictionary();
+ foreach (var (mesh, matrices) in drawn)
+ {
+ if (!vertices.TryGetValue(mesh, out var v)) vertices[mesh] = v = mesh.vertices;
+ var own = Mathf.Sqrt(v.Max(x => x.sqrMagnitude));
+ foreach (var matrix in matrices)
+ {
+ var centre = (Vector3) matrix.GetColumn(3);
+ var at = rocks.Where(r => Mathf.Abs(r.pose.x - centre.x) < .01f && Mathf.Abs(r.pose.y - centre.z) < .01f).ToArray();
+ Require(at.Length == 1, $"An instance of {mesh.name} sits at {centre.x},{centre.z}, where {at.Length} rocks are (a spare or misplaced instance).");
+ var rock = at[0];
+ Require(seen.TryAdd((rock.belt, rock.index), own), $"Rock {rock.index} of {rock.belt} is drawn twice.");
+ var reach = v.Max(x => (matrix.MultiplyPoint3x4(x) - centre).magnitude);
+ Require(Mathf.Abs(reach - rock.pose.w) < Tolerance * Mathf.Max(1f, rock.pose.w),
+ $"Rock {rock.index} of {rock.belt} on {mesh.name}: its farthest vertex is {reach} from its centre, its gameplay radius {rock.pose.w}.");
+ var top = centre.y + reach;
+ var want = DrawAhead.FloaterHeight(zone, settings, rock.pose.xy, lead);
+ Require(Mathf.Abs(top - want) < Tolerance,
+ $"Rock {rock.index} of {rock.belt} on {mesh.name}: its top is {top}, the floater layer over the field there {want}.");
+ }
+ }
+ Require(seen.Count == rocks.Count, $"{seen.Count} of {rocks.Count} rocks were drawn.");
+
+ foreach (var belt in new[] { beltA, beltB })
+ {
+ var mine = rocks.Where(r => r.belt.Equals(belt)).ToArray();
+ var radii = mine.Select(r => seen[(belt, r.index)]).Distinct().OrderBy(x => x).ToArray();
+ Require(radii.Length >= 2, $"Belt {belt} is drawn on {radii.Length} distinct mesh radii: the size match is not exercised.");
+ var kept = drawn.Where(d => d.matrices.Any(m => mine.Any(r => Mathf.Abs(r.pose.x - m.m03) < .01f && Mathf.Abs(r.pose.y - m.m23) < .01f))).Select(d => d.mesh).Distinct().Count();
+ Require(kept == Mathf.Min(game.AsteroidMeshCount, meshes.Length), $"Belt {belt} is drawn on {kept} meshes, not the kept count {game.AsteroidMeshCount}.");
+ var size = mine.ToDictionary(r => r.index, r => zone.AsteroidBelts[belt].UndamagedSize(r.index, zone.Settings));
+ foreach (var a in mine)
+ foreach (var b in mine)
+ if (size[a.index] < size[b.index])
+ Require(seen[(belt, a.index)] <= seen[(belt, b.index)],
+ $"Belt {belt}: rock {a.index} (size {size[a.index]}) is smaller than rock {b.index} ({size[b.index]}) and takes a bigger mesh ({seen[(belt, a.index)]} against {seen[(belt, b.index)]}).");
+ var biggest = mine.OrderByDescending(r => size[r.index]).First();
+ Require(Mathf.Approximately(seen[(belt, biggest.index)], radii[^1]), $"Belt {belt}: its biggest rock is not on its biggest mesh.");
+ }
+ ActionGameManager.Clock.Reset();
+ Debug.Log($"{Tag} ok: {rocks.Count} rocks of 2 belts drawn at the floater layer, big rocks on big meshes ({drawn.Count} batches)");
+ }
+
+ // The AsteroidMeshes ARPG.unity's ZoneRenderer names, read before the play session (a scene cannot be opened inside one) and carried across the
+ // domain reload as asset paths: mesh path, mesh name, material path, stored radius.
+ private static string ReadWiring()
+ {
+ var scene = EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Additive);
+ try
+ {
+ var found = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)
+ .Where(r => r.gameObject.scene == scene).ToArray();
+ Require(found.Length == 1, $"ARPG.unity has {found.Length} ZoneRenderers.");
+ var meshes = found[0].AsteroidMeshes ?? throw new InvalidOperationException("ARPG.unity's ZoneRenderer has no AsteroidMeshes.");
+ return string.Join("|", meshes.Select(m => string.Join("~", AssetDatabase.GetAssetPath(m.Mesh), m.Mesh.name,
+ m.Material == null ? "" : AssetDatabase.GetAssetPath(m.Material), m.Radius.ToString("R", System.Globalization.CultureInfo.InvariantCulture))));
+ }
+ finally { EditorSceneManager.CloseScene(scene, true); }
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/BeltFloaterLayerVerify.cs.meta b/Assets/Scripts/Editor/BeltFloaterLayerVerify.cs.meta
new file mode 100644
index 000000000..a383593c7
--- /dev/null
+++ b/Assets/Scripts/Editor/BeltFloaterLayerVerify.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7d25a93db1972324fa5460b2415c1e4a
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs b/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs
new file mode 100644
index 000000000..135163e24
--- /dev/null
+++ b/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs
@@ -0,0 +1,217 @@
+using System;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEngine;
+using CultMath;
+using static CultMath.math;
+
+// Batch proof of the capability presenters' wiring, without a scene: a zone ship is bound to an EntityInstance through the
+// game's own SetEntity, and impacts and grabs are published on the ship's Capabilities exactly as the simulation does. A hull absorb spawns
+// one hull effect under the instance and, for the player's ship at ScreenShake 1, raises one camera impulse; ScreenShake 0
+// or another ship raises none; a shield absorb spawns no hull effect. The shield ripple itself (ShieldManager.ShowHit
+// needs a shield material and a rig) is looked at in the editor, not here. Grabs: a Tractor Beam prefab under the instance
+// is bound by the same SetEntity and presents a grab from events alone (emission at Power and the aim at the held point
+// from Started to Completed or Cancelled, nothing otherwise, nothing for another entity's grab).
+//
+// Unity -batchmode -nographics -projectPath -executeMethod CapabilityPresentationSmoke.Run -logFile
+//
+// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+public static class CapabilityPresentationSmoke
+{
+ private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
+
+ public static void Run()
+ {
+ var work = Path.Combine(Path.GetTempPath(), $"capability-presentation-smoke-{Guid.NewGuid():N}");
+ GameObject[] objects = null;
+ try
+ {
+ Directory.CreateDirectory(work);
+ objects = Check(work);
+ Clean(objects, work);
+ EditorApplication.Exit(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ Clean(objects, work);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ // Edit mode runs no Awake or Start; the smoke runs the ones the game's scene would have.
+ private static void Awaken(Component component) => component.GetType().GetMethod("Awake", Any)?.Invoke(component, null);
+
+ private static GameObject[] Check(string work)
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")?.GameplaySettings
+ ?? throw new InvalidOperationException("No Settings.asset.");
+
+ var shape = new Shape(5, 4);
+ foreach (var cell in shape.AllCoordinates) shape[cell] = true;
+ var hullData = new HullData
+ {
+ Name = "Smoke Hull", HullType = HullType.Ship, Shape = shape, Durability = 1000, Mass = 1000, Armor = 0
+ };
+ var cache = AetheriaStores.Open(Path.Combine(work, "smoke.cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ cache.Upsert(hullData);
+ cache.FlushAsync().Wait();
+ var ledger = new ProvenanceLedger();
+ for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
+ var items = new ItemManager(1u, cache, ledger, settings, _ => { });
+ var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Smoke", Owner = null }, null);
+ var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Smoke Hull"));
+ var ship = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings());
+ var other = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 2 }, new EntitySettings());
+ zone.Admit(ship, piloted: false);
+ zone.Admit(other, piloted: false);
+
+ // The scene's side: the tuning object with a pooled effect, and the game manager that names the player's ship.
+ var feedbackObject = new GameObject("Smoke Impact Feedback");
+ var feedback = feedbackObject.AddComponent();
+ Awaken(feedback);
+ var effectObject = new GameObject("Smoke Hull Effect");
+ feedback.HullEffect = effectObject.AddComponent();
+ var managerObject = new GameObject("Smoke Game Manager");
+ var manager = managerObject.AddComponent();
+ typeof(ActionGameManager).GetProperty("Instance", Any).SetValue(null, manager);
+ manager.CurrentEntity = ship;
+
+ var beamPrefab = AssetDatabase.LoadAssetAtPath("Assets/Content/Prefabs/Tractor Beam.prefab")
+ ?? throw new InvalidOperationException("No Tractor Beam prefab.");
+ // An entity's instance as the game builds it: the beam is a child before SetEntity on both ship paths, so the
+ // binder finds it as the game does.
+ // The scene's map: an entity registers its icon with the ZoneRenderer's presenter, so each instance carries a quad.
+ var mapRenderer = new GameObject("Smoke Zone Renderer").AddComponent();
+ mapRenderer.Settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset");
+ mapRenderer.MapGravityMaterials = new Material[0];
+ Awaken(mapRenderer);
+ (GameObject Object, EntityInstance Instance, TractorBeam Beam) Bound(string name, Entity entity)
+ {
+ var go = new GameObject(name);
+ var bound = go.AddComponent();
+ Awaken(bound);
+ bound.HullColliders = new HullCollider[0];
+ bound.RadiatorHardpoints = new RadiatorHardpoint[0];
+ bound.ThrusterHardpoints = new ThrusterHardpoint[0];
+ bound.WeaponHardpoints = new WeaponHardpoint[0];
+ bound.ArticulationPoints = new ArticulationPoint[0];
+ var tractor = ((GameObject)PrefabUtility.InstantiatePrefab(beamPrefab, go.transform)).GetComponent();
+ tractor.Power = .8f;
+ tractor.Direction = Vector3.forward;
+ var icon = GameObject.CreatePrimitive(PrimitiveType.Quad);
+ icon.transform.SetParent(go.transform);
+ bound.MapIcon = icon.GetComponent();
+ bound.MapIcon.sharedMaterial = new Material(Shader.Find("Unlit/Color"));
+ bound.SetEntity(mapRenderer, entity);
+ return (go, bound, tractor);
+ }
+ var (instanceObject, instance, beam) = Bound("Smoke Entity Instance", ship);
+ var (otherObject, _, otherBeam) = Bound("Smoke Other Instance", other);
+
+ int Effects() => instance.GetComponentsInChildren(true).Count(p => p != null && !p.isOriginalPrototype);
+ void Expect(string what, int effects, int kicks)
+ {
+ if (Effects() != effects || feedback.KicksRaised != kicks)
+ throw new InvalidOperationException($"{what}: {Effects()} hull effects (want {effects}), {feedback.KicksRaised} impulses (want {kicks}).");
+ }
+ AbsorbEvent Hit(AbsorbLayer layer) => new AbsorbEvent(float3(1f, 0f, 2f), float3(0f, 0f, 1f), 100f, DamageType.Kinetic, layer);
+
+ ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
+ ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
+ Expect("player's hull hit", 1, 1);
+ var effect = instance.GetComponentsInChildren(true).Single(p => !p.isOriginalPrototype);
+ var drawn = DrawAhead.Carried(ship, float3(1f, 0f, 2f), ActionGameManager.Clock.Lead);
+ if (abs(effect.transform.position.x - drawn.x) > 1e-3f || abs(effect.transform.position.z - drawn.z) > 1e-3f)
+ throw new InvalidOperationException("The hull effect is not at the drawn impact point.");
+
+ ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 0f;
+ ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
+ Expect("hull hit at ScreenShake 0", 2, 1);
+
+ ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
+ manager.CurrentEntity = other;
+ ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
+ // An untracked ship is not drawn at (ActionGameManager.DrawsAt, since contact-hud): no hull effect, no impulse.
+ Expect("hull hit on an untracked ship", 2, 1);
+
+ // Once the player's instruments track it, the same hit is drawn.
+ other.VisibleEntities.Add(ship);
+ ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
+ Expect("hull hit on a tracked ship", 3, 1);
+ other.VisibleEntities.Remove(ship);
+
+ manager.CurrentEntity = ship;
+ ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Shield));
+ Expect("player's shield hit", 3, 2);
+
+ // Grabs: the beam presents the simulation's events and nothing else.
+ float Emission() => beam.ParticleSystem.emission.rateOverTimeMultiplier;
+ void ExpectBeam(string what, float emission, bool towardHeld)
+ {
+ beam.Update();
+ var forward = beam.transform.forward;
+ var aimed = towardHeld ? forward.x > .999f : forward.z > .999f;
+ if (abs(Emission() - emission) > 1e-4f || !aimed)
+ throw new InvalidOperationException($"{what}: emission {Emission()} (want {emission}), forward {forward} (want {(towardHeld ? "+x" : "+z")}).");
+ }
+ GrabEvent Grab(GrabPhase phase, float3 at) => new GrabEvent(new FloatingBodyId(7), phase, at, 1f);
+
+ ExpectBeam("idle beam", 0f, false);
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
+ ExpectBeam("grab started", .8f, true);
+ foreach (var phase in new[] { GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull })
+ {
+ ship.Capabilities.PublishGrab(Grab(phase, float3(20f, 0f, 0f)));
+ ExpectBeam($"grab {phase}", .8f, true);
+ }
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, float3(20f, 0f, 0f)));
+ ExpectBeam("grab completed", 0f, false);
+
+ // A grab cancelled after its item vanished carries no position: the beam goes dark and never turns toward it.
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
+ ExpectBeam("second grab started", .8f, true);
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Cancelled, float3(0f, 0f, 0f)));
+ ExpectBeam("grab cancelled", 0f, false);
+
+ // Aim is on the ground plane: a beam above the held point does not pitch toward it.
+ var beamHome = beam.transform.position;
+ beam.transform.position = beamHome + new Vector3(0f, 10f, 0f);
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 7f, 0f)));
+ ExpectBeam("grab from above", .8f, true);
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, float3(20f, 7f, 0f)));
+ beam.transform.position = beamHome;
+
+ // A grab held at the beam's own position has no direction to take: the beam keeps the aim it had.
+ beam.Direction = Vector3.right;
+ var atBeam = float3(beam.transform.position.x, 0f, beam.transform.position.z);
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, atBeam));
+ ExpectBeam("grab at the beam", .8f, true);
+ ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, atBeam));
+ beam.Direction = Vector3.forward;
+ ExpectBeam("after the grab at the beam", 0f, false);
+
+ // The beam belongs to the ship's entity: another entity's grab, with its own beam bound, moves only that beam.
+ other.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
+ ExpectBeam("another entity's grab", 0f, false);
+ otherBeam.Update();
+ if (abs(otherBeam.ParticleSystem.emission.rateOverTimeMultiplier - .8f) > 1e-4f)
+ throw new InvalidOperationException("The other entity's own beam did not present its grab.");
+
+ Debug.Log("CAPABILITY_PRESENTATION_SMOKE ok effects=3 impulses=2 grabs=ok");
+ return new[] { feedbackObject, effectObject, managerObject, instanceObject, otherObject };
+ }
+
+ private static void Clean(GameObject[] objects, string work)
+ {
+ if (objects != null)
+ foreach (var go in objects)
+ if (go != null) UnityEngine.Object.DestroyImmediate(go);
+ try { if (Directory.Exists(work)) Directory.Delete(work, true); }
+ catch (Exception error) { Debug.LogWarning($"Impact presenter smoke left {work}: {error.Message}"); }
+ }
+}
diff --git a/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs.meta b/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs.meta
new file mode 100644
index 000000000..05df104cd
--- /dev/null
+++ b/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: b1b27e4493b2cfe48805c786a5090cd3
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/CultCacheDrawers.cs b/Assets/Scripts/Editor/CultCacheDrawers.cs
index c446212db..27d21afec 100644
--- a/Assets/Scripts/Editor/CultCacheDrawers.cs
+++ b/Assets/Scripts/Editor/CultCacheDrawers.cs
@@ -1,3 +1,4 @@
+using System.Collections.Generic;
using System;
using System.Linq;
using System.Reflection;
@@ -87,14 +88,13 @@ public sealed class InspectableTemperatureDrawer : ICultInspectorDrawer
}
}
-// A size and a toggle per cell. When the owning item has a schematic texture, the texture lies under the grid and the
-// height follows its aspect; a hull's hardpoint cells are tinted. Both read the owning record through
+// A size and a toggle per cell. The underlay (the item's schematic texture, or a hull's line art stretched to the Shape's
+// Width x Height) is drawn by HullUnderlay; the height follows a texture's aspect. A hull's hardpoint cells are tinted.
+// Both read the owning record through
// inspector.Record, which is a read-only copy: nothing here writes to it.
[CultInspectorDrawer(typeof(InspectableSchematicShapeAttribute))]
public sealed class InspectableSchematicShapeDrawer : ICultInspectorDrawer
{
- private static Material _schematicMaterial;
-
public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
{
if (type != typeof(Shape)) return inspector.DrawDefault(label, type, value, member);
@@ -122,18 +122,13 @@ public sealed class InspectableSchematicShapeDrawer : ICultInspectorDrawer
{
using (var grid = new EditorGUILayout.VerticalScope())
{
- if (schematic != null && Event.current.type == EventType.Repaint)
- {
- _schematicMaterial ??= new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
- EditorGUI.DrawPreviewTexture(grid.rect, schematic, _schematicMaterial);
- }
+ HullUnderlay.Draw(grid.rect, item, inspector.Records);
for (var y = shape.Height - 1; y >= 0; y--)
using (new EditorGUILayout.HorizontalScope())
for (var x = 0; x < shape.Width; x++)
{
- var hardpoint = hull?.Hardpoints.FirstOrDefault(hp => hp.Shape.Coordinates
- .Any(v => v.x + hp.Position.x == x && v.y + hp.Position.y == y));
+ var hardpoint = hull?.Hardpoints.FirstOrDefault(hp => HullFootprint.Cells(hp).Contains(int2(x, y)));
var previous = GUI.backgroundColor;
if (hardpoint != null) GUI.backgroundColor = hardpoint.TintColor.ToColor();
shape[int2(x, y)] = GUILayout.Toggle(shape[int2(x, y)], GUIContent.none, GUILayout.Width(16));
@@ -145,3 +140,93 @@ public sealed class InspectableSchematicShapeDrawer : ICultInspectorDrawer
return shape;
}
}
+
+// The underlay under a hull's cell grids, drawn on Repaint only. A shipped hull's schematic texture is stretched over
+// the grid rect; a mod hull's line art (its ShipAuthoring, found in the open cache at hull.Visual) is placed by
+// SchematicUnderlay.Fit in cell units and mapped to the rect here, the one site that maps cells to a grid's screen
+// rect. The hull Shape grid and the footprint painter both draw through it. No lookup found: no line underlay.
+public static class HullUnderlay
+{
+ private static Material _schematicMaterial;
+
+ public static void Draw(Rect grid, EquippableItemData item, IReadOnlyList records)
+ {
+ if (item == null || Event.current.type != EventType.Repaint) return;
+ var texture = string.IsNullOrEmpty(item.Schematic) ? null : AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(item.Schematic));
+ if (texture != null)
+ {
+ _schematicMaterial ??= new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
+ EditorGUI.DrawPreviewTexture(grid, texture, _schematicMaterial);
+ }
+
+ if (!(item is HullData hull) || hull.Shape == null || hull.Shape.Width == 0 || hull.Shape.Height == 0) return;
+ var key = CultInspectorModel.RecordKey(hull.Visual);
+ var authoring = records?.FirstOrDefault(record => record.Key.Value == key && record.Document is ShipAuthoring)?.Document as ShipAuthoring;
+ if (authoring == null) return;
+
+ var lines = authoring.SchematicLines;
+ var fit = SchematicUnderlay.Fit(lines, hull.Shape);
+ for (var i = 0; i < fit.Length; i++)
+ {
+ var rgba = lines[i].Color;
+ var color = rgba == null ? Color.white : new Color(rgba[0], rgba[1], rgba[2], rgba[3]);
+ var points = fit[i].Select(p => new Vector3(
+ grid.x + p.x / hull.Shape.Width * grid.width,
+ grid.yMax - p.y / hull.Shape.Height * grid.height)).ToList();
+ if (lines[i].Cyclic && points.Count > 2) points.Add(points[0]);
+ using (new Handles.DrawingScope(color)) Handles.DrawAAPolyLine(2f, points.ToArray());
+ }
+ }
+}
+
+// A hardpoint's schematic footprint over its hull's cells: the hull's occupied cells shaded, this hardpoint's cells lit
+// in its tint, other hardpoints' cells tinted and disabled. A click edits Position and Shape together through
+// HullFootprint.Toggle, which owns the rule so a Thing host reads the same one. The footprint is authored for gameplay,
+// never derived from the model. Read-only on inspector.Record; only the HardpointData it is given changes.
+[CultInspectorDrawer(typeof(HardpointData))]
+public sealed class HardpointFootprintDrawer : ICultInspectorDrawer
+{
+ public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
+ {
+ var hardpoint = value as HardpointData;
+ if (type != typeof(HardpointData) || hardpoint == null) return inspector.DrawDefault(label, type, value, member);
+ var hull = inspector.Record as HullData;
+ var own = hull?.Hardpoints.FirstOrDefault(hp => hp.Type == hardpoint.Type && hp.Position.Equals(hardpoint.Position)
+ && HullFootprint.Cells(hp).SequenceEqual(HullFootprint.Cells(hardpoint)));
+ var drawn = (HardpointData) inspector.DrawDefault(label, type, value, member);
+ if (hull?.Shape == null) return drawn;
+
+ var others = hull.Hardpoints.Where(hp => hp != own).ToArray();
+ EditorGUILayout.LabelField("Footprint");
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ using (var grid = new EditorGUILayout.VerticalScope())
+ {
+ HullUnderlay.Draw(grid.rect, hull, inspector.Records);
+ for (var y = hull.Shape.Height - 1; y >= 0; y--)
+ using (new EditorGUILayout.HorizontalScope())
+ for (var x = 0; x < hull.Shape.Width; x++)
+ {
+ var cell = int2(x, y);
+ var other = others.FirstOrDefault(hp => HullFootprint.Cells(hp).Contains(cell));
+ var on = HullFootprint.Cells(drawn).Contains(cell);
+ var previous = GUI.backgroundColor;
+ GUI.backgroundColor = on ? drawn.TintColor.ToColor() : other != null ? other.TintColor.ToColor()
+ : hull.Shape[cell] ? Color.gray : previous;
+ EditorGUI.BeginChangeCheck();
+ using (new EditorGUI.DisabledScope(other != null && !on))
+ GUILayout.Toggle(on || other != null, GUIContent.none, GUILayout.Width(16));
+ if (EditorGUI.EndChangeCheck() && HullFootprint.Toggle(drawn.Shape, drawn.Position, cell, out var shape, out var position))
+ {
+ drawn.Shape = shape;
+ drawn.Position = position;
+ GUI.changed = true;
+ }
+ GUI.backgroundColor = previous;
+ }
+ }
+ GUILayout.FlexibleSpace();
+ }
+ return drawn;
+ }
+}
diff --git a/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs
new file mode 100644
index 000000000..69109a622
--- /dev/null
+++ b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs
@@ -0,0 +1,232 @@
+using System;
+using System.Collections;
+using System.IO;
+using System.Linq;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using float2 = CultMath.float2;
+using float3 = CultMath.float3;
+
+// Batch proof that the presenters read the drawn pose through the clock: DrawnPoseTests pins the pose maths headlessly,
+// and this is what pins that each presenter passes ActionGameManager.Clock.Lead into it. A zone with a sun and a planet on a moving rail
+// is built and the pickup and mine prefabs ARPG.unity's ZoneRenderer names are bound to it as the renderer binds them; a loose Projectile is launched on the
+// zone. The zone is stepped once, then the clock is set to leads 0, 0.008 and 0.015 s with no step, and each presenter's
+// own Update places its transform. A body is drawn at its last step plus its step velocity times the lead, spelled here
+// from the body's fields, so a presenter that reads lead 0 (or half the lead) sits on the step and fails.
+//
+// Reached: ItemPickup, MineInstance, Projectile.Draw. Not reached: ZoneRenderer.Update (Lower needs a ComputeBuffer, a
+// GPU device) and the ActionGameManager markers (they need the ARPG scene running); a Lower split so its record fill is
+// pure, or a run with a GPU and ARPG.unity in play mode, would reach them.
+//
+// Unity -batchmode -nographics -projectPath -executeMethod Aetheria.EditorTools.DrawnPoseWiringVerify.Run -logFile
+//
+// Do not pass -quit: Run enters play mode (a domain reload), the check runs there, and the Editor exits itself, 0 on
+// success and 1 on any failure.
+namespace Aetheria.EditorTools
+{
+ [InitializeOnLoad]
+ public static class DrawnPoseWiringVerify
+ {
+ private const string Tag = "[DrawnPoseWiringVerify]";
+ private const string Flag = "DrawnPoseWiringVerify.running";
+ private const string Wiring = "DrawnPoseWiringVerify.wiring";
+ private const double Budget = 300; // real seconds
+ private const float RoundSpeed = 100f, Tolerance = 1e-3f;
+ private static IEnumerator _check;
+ private static double _started;
+ private static string _work;
+
+ static DrawnPoseWiringVerify()
+ {
+ if (SessionState.GetBool(Flag, false)) EditorApplication.playModeStateChanged += OnPlayMode;
+ }
+
+ public static void Run()
+ {
+ try
+ {
+ SessionState.SetString(Wiring, ReadWiring());
+ SessionState.SetBool(Flag, true);
+ EditorApplication.EnterPlaymode();
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ private static void OnPlayMode(PlayModeStateChange change)
+ {
+ if (change != PlayModeStateChange.EnteredPlayMode) return;
+ _work = Path.Combine(Path.GetTempPath(), $"drawn-pose-wiring-{Guid.NewGuid():N}");
+ Directory.CreateDirectory(_work);
+ _started = Time.realtimeSinceStartupAsDouble;
+ _check = Check();
+ EditorApplication.update += Step;
+ }
+
+ private static void Step()
+ {
+ try
+ {
+ if (Time.realtimeSinceStartupAsDouble - _started > Budget) throw new InvalidOperationException($"The check did not finish in {Budget} seconds.");
+ if (_check.MoveNext()) return;
+ Finish(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ Finish(1);
+ }
+ }
+
+ private static void Finish(int code)
+ {
+ EditorApplication.update -= Step;
+ SessionState.SetBool(Flag, false);
+ try { if (Directory.Exists(_work)) Directory.Delete(_work, true); } catch (Exception) { /* a temp directory */ }
+ EditorApplication.Exit(code);
+ }
+
+ private static void Require(bool condition, string what)
+ {
+ if (!condition) throw new InvalidOperationException(what);
+ }
+
+ private static IEnumerator Check()
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")?.GameplaySettings
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ settings.FloaterLayerHeight = -1.5f; // nonzero, so a presenter that drops the floater layer fails
+
+ var wired = SessionState.GetString(Wiring, "").Split('|').Select(entry => entry.Split('=')).ToDictionary(pair => pair[0], pair => pair[1]);
+ var pickupPrefab = AssetDatabase.LoadAssetAtPath(wired["SimpleCommodityPickup"])?.GetComponent();
+ var minePrefab = AssetDatabase.LoadAssetAtPath(wired["MinePrefab"])?.GetComponent();
+ Require(pickupPrefab != null, "ZoneRenderer.SimpleCommodityPickup is not an ItemPickup in ARPG.unity.");
+ Require(minePrefab != null, "ZoneRenderer.MinePrefab is not a MineInstance in ARPG.unity.");
+
+ var oneCell = new Shape(1, 1);
+ oneCell[new CultMath.int2(0, 0)] = true;
+ var cache = AetheriaStores.Open(Path.Combine(_work, "wiring.cc"), Path.Combine(_work, "wiring-run.cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ cache.Upsert(new SimpleCommodityData { Name = "Wiring Ore", Shape = oneCell, MaxStack = 100 });
+ cache.FlushAsync().Wait();
+ var ledger = new ProvenanceLedger();
+ var items = new ItemManager(1u, cache, ledger, settings, _ => { });
+
+ // A sun and a planet on a moving rail round it, both near the bodies below: the field under a floater changes with the
+ // drawn time, so a presenter that samples it at the step's time, drops it, or reads lead 0 for the height draws a different y.
+ var sunOrbit = cache.Upsert(new OrbitData { FixedPosition = new float2(-55, -.5f) }).Key;
+ var planetOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(sunOrbit), Distance = 40f, Phase = 0f }).Key;
+ var pack = new ZonePack { Radius = 5000f, Mass = 10000f };
+ pack.Orbits.Add(new CultRecordRef(sunOrbit));
+ pack.Orbits.Add(new CultRecordRef(planetOrbit));
+ pack.Planets.Add(new CultRecordRef(cache.Upsert(new PlanetData { Name = "Wiring Sun", Orbit = new CultRecordRef(sunOrbit), Mass = 400f }).Key));
+ pack.Planets.Add(new CultRecordRef(cache.Upsert(new PlanetData { Name = "Wiring Planet", Orbit = new CultRecordRef(planetOrbit), Mass = 400f }).Key));
+ var curves = new PlanetSettings
+ {
+ BodyRadius = new ExponentialCurve(),
+ WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
+ RocheLimit = new ExponentialCurve { Constant = 10f }
+ };
+ var zone = new Zone(items, curves, pack, null, null);
+
+ var rootObject = new GameObject("Wiring Zone Root");
+
+ var ore = new SimpleCommodity { Data = items.ItemData.RefOf(items.ItemData.GetByName("Wiring Ore")), Quantity = 7 };
+ var floating = zone.Release(ore, new float2(-17, 4), new float2(10, 0));
+ var mine = new Mine
+ {
+ Body = new KinematicBody { Position = new float2(-20, 8), Velocity = new float2(0, 14) },
+ ArmingDelay = 1e6f, FuseDelay = 1f, Lifetime = 1e6f, BlastRadius = 1f
+ };
+ zone.Lay(mine);
+
+ // Bound the way ZoneRenderer.LoadFloatingItem and LoadMine bind them: the prefab ARPG.unity names, Bind(zone, body, settings).
+ // (A ZoneRenderer would load this zone's sun and planet too, and that needs the planet prefab, the map and a GPU.)
+ var pickup = UnityEngine.Object.Instantiate(pickupPrefab, rootObject.transform);
+ pickup.Bind(zone, floating, settings);
+ var mineInstance = UnityEngine.Object.Instantiate(minePrefab, rootObject.transform);
+ mineInstance.Bind(zone, mine, settings);
+
+ // A round on its frozen line, no target and no outcome known: drawn at FireOrigin + direction * speed * (T - FireTime).
+ var shot = new PendingShot
+ {
+ ShotId = 1, FireOrigin = new float3(0, 0, 0), FireTime = 0f, TravelDirection = new float2(1, 0), Speed = RoundSpeed,
+ MaxRange = 1e6f, FireRange = 1e6f, CommitTime = 1e5f, ArrivalTime = 2e5f
+ };
+ var projectile = new GameObject("Wiring Round").AddComponent();
+ projectile.Launch(null, zone, shot, new Vector3(0, 0, 0));
+ yield return null;
+
+ zone.Update(.5f);
+
+
+ var pickupVelocity = floating.Body.TotalVelocity;
+ var mineVelocity = mine.Body.TotalVelocity;
+ Require(Mathf.Abs(pickupVelocity.x) > 1f && Mathf.Abs(mineVelocity.y) > 1f, "The fixture's bodies stopped: a lead would not move them.");
+
+ // The field under each floater really is a function of the drawn time here, by more than the tolerance at the largest lead.
+ const float LargestLead = .015f;
+ foreach (var at in new[] { floating.Body.Position + pickupVelocity * LargestLead, mine.Body.Position + mineVelocity * LargestLead })
+ Require(Mathf.Abs(DrawAhead.Height(zone, at, LargestLead) - zone.GetHeight(at, zone.ExactTime)) > 5 * Tolerance,
+ $"The fixture's field is flat under a floater: height {DrawAhead.Height(zone, at, LargestLead)} at the drawn time, {zone.GetHeight(at, zone.ExactTime)} at the step, planet at {zone.OrbitPositionAt(planetOrbit, zone.ExactTime)}, floater at {at}.");
+
+ Vector2 baseline = default;
+ foreach (var leadSeconds in new[] { 0f, .008f, .015f })
+ {
+ ActionGameManager.Clock.Reset();
+ if (leadSeconds > 0) ActionGameManager.Clock.Advance(leadSeconds, _ => throw new InvalidOperationException("a step ran"));
+ var lead = ActionGameManager.Clock.Lead;
+ Require(Mathf.Abs(lead - leadSeconds) < 1e-6f, $"The clock's lead is {lead}, not {leadSeconds}.");
+ yield return null;
+
+ var seen = pickup.transform.position;
+ var want = floating.Body.Position + pickupVelocity * lead;
+ Require(Mathf.Abs(seen.x - want.x) < Tolerance && Mathf.Abs(seen.z - want.y) < Tolerance,
+ $"ItemPickup at lead {lead}: drawn x/z {seen.x},{seen.z}, the step plus velocity times lead {want.x},{want.y}.");
+
+ Require(Mathf.Abs(seen.y - DrawAhead.FloaterHeight(zone, settings, new float2(want.x, want.y), lead)) < Tolerance,
+ $"ItemPickup y {seen.y} is not on the floater layer.");
+
+ seen = mineInstance.transform.position;
+ want = mine.Body.Position + mineVelocity * lead;
+ Require(Mathf.Abs(seen.x - want.x) < Tolerance && Mathf.Abs(seen.z - want.y) < Tolerance,
+ $"MineInstance at lead {lead}: drawn x/z {seen.x},{seen.z}, the step plus velocity times lead {want.x},{want.y}.");
+ Require(Mathf.Abs(seen.y - DrawAhead.FloaterHeight(zone, settings, new float2(want.x, want.y), lead)) < Tolerance,
+ $"MineInstance y {seen.y} is not on the floater layer.");
+
+ // The round's line is a function of the drawn time: it moves RoundSpeed * lead along its direction between leads.
+ seen = projectile.transform.position;
+ if (leadSeconds == 0f) baseline = new Vector2(seen.x, seen.z);
+ var moved = new Vector2(seen.x, seen.z) - baseline;
+ Require(Mathf.Abs(moved.x - RoundSpeed * lead) < Tolerance && Mathf.Abs(moved.y) < Tolerance,
+ $"Projectile at lead {lead}: drawn {moved.x},{moved.y} past its lead-0 pose, expected {RoundSpeed * lead},0.");
+ }
+ ActionGameManager.Clock.Reset();
+ Debug.Log($"{Tag} ok: ItemPickup, MineInstance and Projectile draw at the clock's lead (0, 0.008, 0.015 s)");
+ }
+
+ // What ARPG.unity's ZoneRenderer names in the pickup and mine fields, read from the saved scene before the play session
+ // (a scene cannot be opened inside one) and carried across the domain reload as asset paths.
+ private static string ReadWiring()
+ {
+ var scene = EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Additive);
+ try
+ {
+ var found = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)
+ .Where(r => r.gameObject.scene == scene).ToArray();
+ Require(found.Length == 1, $"ARPG.unity has {found.Length} ZoneRenderers.");
+ var wired = found[0];
+ return string.Join("|", new (string, UnityEngine.Object)[]
+ {
+ ("SimpleCommodityPickup", wired.SimpleCommodityPickup), ("MinePrefab", wired.MinePrefab)
+ }.Select(f => f.Item1 + "=" + (f.Item2 == null ? "" : AssetDatabase.GetAssetPath(f.Item2))));
+ }
+ finally { EditorSceneManager.CloseScene(scene, true); }
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs.meta b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs.meta
new file mode 100644
index 000000000..534bebdb6
--- /dev/null
+++ b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c2270cf68a4af384eb715c8b5a55f5e8
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/EmojiCheck.cs b/Assets/Scripts/Editor/EmojiCheck.cs
new file mode 100644
index 000000000..1f464fd9f
--- /dev/null
+++ b/Assets/Scripts/Editor/EmojiCheck.cs
@@ -0,0 +1,222 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using TMPro;
+using UnityEditor;
+using UnityEngine;
+
+// Every single-code-point emoji of the pinned Unicode Emoji version that Twemoji draws, and the Pirates product
+// names read from the shipped catalog, render through an ordinary TMP text on the game's body font with no
+// missing code point, no blank glyph, ink in the emoji atlas, and each glyph served by the emoji asset or by the
+// body font itself, never by a third font. TMP Settings must route emoji by two named routes (operator ruling
+// emoji-fallback-route): the global fallback names Emoji.asset and the emoji fallback list is exactly Emoji.asset,
+// so dropping either fails.
+// Run as -executeMethod EmojiCheck.Run (exit 1 on failure in batchmode, as EngineAssetCheck). Corpus:
+// tools/emoji/emoji-singles.txt (from emoji-test.txt); the emoji Twemoji lacks are listed in
+// tools/emoji/emoji-unsupported.txt and reported, not rendered; -emojiLimit N spreads N entries evenly for a spike.
+// Every fully-qualified multi-code-point sequence (tools/emoji/emoji-sequences.txt: ZWJ, skin tone, flag, keycap,
+// tag) must also render as exactly one visible character, which needs `liga` on the rendering component: every
+// TMP text in every prefab and scene must have it, and so must one added at runtime (as ActionGameManager's
+// FACE AIM mark is), or a family or flag would show as its pieces.
+public static class EmojiCheck
+{
+ const string BodyFontPath = "Assets/Fonts/Ubuntu/Ubuntu-L Small SDF.asset";
+ const string PiratesFaction = "Pirates";
+ const int Chunk = 64;
+
+ [MenuItem("Aetheria/Text/Check Emoji Rendering")]
+ public static void Run()
+ {
+ var failures = new List();
+ var summary = RunCheck(failures);
+ foreach (var failure in failures.Take(20)) Debug.LogError(failure);
+ Debug.Log($"EmojiCheck: {summary}; {failures.Count} failure(s).");
+ if (Application.isBatchMode) EditorApplication.Exit(failures.Count == 0 ? 0 : 1);
+ }
+
+ // Public so a scratch driver can mutate TMP Settings in memory and watch this fail; adds to failures.
+ public static string RunCheck(List failures)
+ {
+ var emoji = AssetDatabase.LoadAssetAtPath(EmojiFont.AssetPath);
+ var body = AssetDatabase.LoadAssetAtPath(BodyFontPath);
+ if (emoji == null || body == null)
+ {
+ failures.Add("EmojiCheck: Emoji.asset or the body font is missing; run EmojiFont.Build first.");
+ return "nothing checked";
+ }
+
+ // Two routes (operator ruling emoji-fallback-route): the emoji fallback list is exactly Emoji.asset, and the global list below names it.
+ if (TMP_Settings.emojiFallbackTextAssets == null || TMP_Settings.emojiFallbackTextAssets.Count != 1 || TMP_Settings.emojiFallbackTextAssets[0] != emoji)
+ failures.Add("TMP Settings' emoji fallback list is not exactly Emoji.asset: FE0F-followed bases the body font draws will not reach Twemoji.");
+ if (TMP_Settings.fallbackFontAssets == null || !TMP_Settings.fallbackFontAssets.Contains(emoji))
+ failures.Add("TMP Settings' global fallback list does not name Emoji.asset: the route for every single code point is gone.");
+
+ var unsupported = new HashSet(LoadCodePoints("emoji-unsupported.txt"));
+ var corpus = LoadSingles().Where(cp => !unsupported.Contains(cp)).ToList();
+ var sequences = LoadSequences();
+ var missing = new HashSet();
+ TMP_Text.MissingCharacterEventCallback onMissing = (unicode, index, source, asset, component) => missing.Add(unicode);
+ TMP_Text.OnMissingCharacter += onMissing;
+
+ var canvas = new GameObject("EmojiCheck", typeof(Canvas));
+ var text = new GameObject("Text", typeof(RectTransform)).AddComponent();
+ text.transform.SetParent(canvas.transform, false);
+ text.font = body;
+ text.textWrappingMode = TextWrappingModes.NoWrap;
+ text.rectTransform.sizeDelta = new Vector2(100000, 100000);
+
+ int viaEmoji = 0, viaBody = 0, blank = 0, pirateNames = 0, notOne = 0, runtimeLiga = 0;
+ var strays = new HashSet();
+ try
+ {
+ void Render(string content, string label)
+ {
+ text.text = content;
+ text.ForceMeshUpdate();
+ for (var i = 0; i < text.textInfo.characterCount; i++)
+ {
+ var info = text.textInfo.characterInfo[i];
+ if (info.character == ' ' || info.elementType != TMP_TextElementType.Character) continue;
+ if (info.fontAsset == emoji) viaEmoji++;
+ else if (info.fontAsset == body) viaBody++;
+ else if (strays.Add($"{info.fontAsset.name}:{(int)info.character:X}"))
+ failures.Add($"U+{(int)info.character:X4} in {label} was served by {info.fontAsset.name}, not Emoji.asset or the body font");
+ if (info.fontAsset == emoji && info.textElement.glyph.glyphRect.width <= 0)
+ {
+ blank++;
+ failures.Add($"blank glyph U+{(int)info.character:X4} in {label}");
+ }
+ }
+ }
+
+ for (var i = 0; i < corpus.Count; i += Chunk)
+ {
+ var slice = corpus.Skip(i).Take(Chunk).ToList();
+ Render(string.Join(" ", slice.Select(char.ConvertFromUtf32)), $"chunk {i}");
+ }
+
+ // A text created at runtime inherits liga from TMP Settings, with no wiring of its own.
+ var runtime = new GameObject("Runtime", typeof(RectTransform));
+ runtime.transform.SetParent(canvas.transform, false);
+ runtimeLiga = runtime.AddComponent().fontFeatures
+ .Contains(UnityEngine.TextCore.OTL_FeatureTag.liga) ? 1 : 0;
+ if (runtimeLiga == 0) failures.Add("a TextMeshProUGUI added at runtime does not have liga: TMP Settings' features are not inherited");
+
+ // Sequences: space-separated groups, each of which must end as one visible character.
+ for (var i = 0; i < sequences.Count; i += Chunk)
+ {
+ var slice = sequences.Skip(i).Take(Chunk).ToList();
+ text.text = string.Join(" ", slice.Select(ToText));
+ text.ForceMeshUpdate();
+ var visible = new List { 0 };
+ var shown = new List { "" };
+ for (var c = 0; c < text.textInfo.characterCount; c++)
+ {
+ var info = text.textInfo.characterInfo[c];
+ if (info.character == ' ') { visible.Add(0); shown.Add(""); }
+ else if (info.isVisible)
+ {
+ visible[visible.Count - 1]++;
+ shown[shown.Count - 1] += $" U+{(int)info.character:X}:{info.fontAsset.name}";
+ }
+ }
+ if (visible.Count != slice.Count) failures.Add($"sequence chunk {i}: {visible.Count} groups rendered for {slice.Count} sequences");
+ for (var g = 0; g < Math.Min(visible.Count, slice.Count); g++)
+ if (visible[g] != 1)
+ {
+ notOne++;
+ failures.Add($"sequence {slice[g]} rendered {visible[g]} visible characters, not one:{shown[g]}");
+ }
+ }
+
+ // The Pirates names as the shipped catalog stores them, through the game's own catalog reader.
+ var catalogPath = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "GameData", "Aetheria.cc");
+ using (var catalog = AetheriaStores.Open(catalogPath))
+ {
+ var pirates = catalog.GetAll().SingleOrDefault(faction => faction.Name == PiratesFaction);
+ if (pirates == null) failures.Add($"the catalog has no {PiratesFaction} faction");
+ else
+ {
+ var key = catalog.RefOf(pirates);
+ foreach (var product in catalog.GetAll().Where(product => product.Manufacturer.Equals(key)))
+ {
+ pirateNames++;
+ Render(product.Name, $"Pirates product name \"{product.Name}\"");
+ }
+ if (pirateNames == 0) failures.Add($"the catalog has no {PiratesFaction} products");
+ }
+ }
+ }
+ finally
+ {
+ TMP_Text.OnMissingCharacter -= onMissing;
+ UnityEngine.Object.DestroyImmediate(canvas);
+ }
+
+ foreach (var cp in missing.OrderBy(c => c)) failures.Add($"missing code point U+{cp:X4}");
+
+ // Every serialized TMP text has liga (an instance inherits it from its prefab, so this reads the effective value).
+ int texts = 0, withoutLiga = 0;
+ EmojiFont.VisitSerializedTexts(component =>
+ {
+ texts++;
+ if (!component.fontFeatures.Contains(UnityEngine.TextCore.OTL_FeatureTag.liga))
+ {
+ withoutLiga++;
+ failures.Add($"TMP text {component.name} has no liga: {GetPath(component)}");
+ }
+ return false;
+ });
+
+ // TMP over-allocates atlasTextures by doubling its capacity when a page is added, so entries past
+ // atlasTextureCount are null by design (3 pages in a 4-slot array). Only the used pages count.
+ long ink = 0, colour = 0;
+ for (var i = 0; i < emoji.atlasTextureCount; i++)
+ {
+ var page = emoji.atlasTextures[i];
+ if (page == null) { failures.Add($"emoji atlas page {i} of {emoji.atlasTextureCount} is null"); continue; }
+ var pixels = page.GetPixels32();
+ ink += pixels.LongCount(p => p.a != 0);
+ colour += pixels.LongCount(p => p.a != 0 && (p.r != p.g || p.g != p.b));
+ }
+ if (ink == 0) failures.Add("the emoji atlas holds no ink after rendering");
+ else if (colour == 0) failures.Add("the emoji atlas holds no coloured pixel: the glyphs rendered monochrome");
+
+ var pages = emoji.atlasTextureCount;
+ // Dynamic atlas content is cache: drop it so this check leaves the asset as Build wrote it.
+ emoji.ClearFontAssetData(true);
+ if (unsupported.Count > 0)
+ Debug.LogWarning($"EmojiCheck: Twemoji lacks {unsupported.Count} single-code-point emoji of the Emoji version: " +
+ string.Join(" ", unsupported.OrderBy(c => c).Select(c => $"U+{c:X4}")));
+ return $"{sequences.Count} sequences ({notOne} not one visible character), {texts} serialized TMP texts ({withoutLiga} without liga), runtime text liga {runtimeLiga}; " +
+ $"checked {corpus.Count} single code points ({unsupported.Count} not drawn by Twemoji, listed in the warning) + {pirateNames} Pirates product names, " +
+ $"{missing.Count} missing, {viaEmoji} glyphs via the emoji asset, {viaBody} via the body font, {strays.Count} via other fonts, {blank} blank, " +
+ $"{ink} atlas ink pixels of which {colour} coloured, {pages} atlas pages";
+ }
+
+ static string GetPath(Component component) =>
+ component.gameObject.scene.IsValid() ? component.gameObject.scene.path : AssetDatabase.GetAssetPath(component);
+
+ static string ToText(string sequence) => string.Concat(sequence.Split(' ').Select(cp => char.ConvertFromUtf32(Convert.ToInt32(cp, 16))));
+
+ static List LoadSequences() =>
+ File.ReadAllLines(Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", "emoji-sequences.txt"))
+ .Where(l => l.Length > 0).ToList();
+
+ static List LoadSingles()
+ {
+ var all = LoadCodePoints("emoji-singles.txt");
+ var args = Environment.GetCommandLineArgs();
+ var at = Array.IndexOf(args, "-emojiLimit");
+ if (at < 0 || at + 1 >= args.Length) return all;
+ var limit = int.Parse(args[at + 1]);
+ return Enumerable.Range(0, limit).Select(i => all[i * all.Count / limit]).ToList();
+ }
+
+ static List LoadCodePoints(string file)
+ {
+ var path = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", file);
+ return File.ReadAllLines(path).Where(l => l.Length > 0).Select(l => Convert.ToInt32(l, 16)).ToList();
+ }
+}
diff --git a/Assets/Scripts/Editor/EmojiCheck.cs.meta b/Assets/Scripts/Editor/EmojiCheck.cs.meta
new file mode 100644
index 000000000..945280e85
--- /dev/null
+++ b/Assets/Scripts/Editor/EmojiCheck.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c6f940add256a754daac8460fc79480d
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/EmojiFont.cs b/Assets/Scripts/Editor/EmojiFont.cs
new file mode 100644
index 000000000..9d50b95c1
--- /dev/null
+++ b/Assets/Scripts/Editor/EmojiFont.cs
@@ -0,0 +1,167 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using TMPro;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.TextCore;
+using UnityEngine.TextCore.LowLevel;
+
+// The one writer of the emoji font asset and of TMP Settings' emoji routing. The font file is the
+// output of tools/emoji/fetch_emoji_font.py; the asset is a dynamic COLOR font asset whose atlas pages
+// are cache, filled on first use at runtime and cleared here. Every TMP text reaches emoji through TMP
+// Settings alone (no component names an emoji font), by two routes that both name only Emoji.asset (operator ruling
+// emoji-fallback-route): the global fallback serves every code point, including the 200 text-presentation emoji the
+// emoji list alone leaves unresolved; the emoji fallback list is what TMP tries first when FE0F follows, so a keycap
+// or FE0F/ZWJ sequence whose first code point the body font also draws reaches Twemoji, whose ligatures collapse it.
+// Sequences (ZWJ, skin tone, flag, keycap) resolve only through the emoji font's GSUB ligatures, and TMP applies
+// them per component, gated by that component's font features: EnableLigatures writes `liga` into every
+// serialized TMP text and into TMP Settings (so a text created later inherits it); there is no global switch.
+public static class EmojiFont
+{
+ public const string FontPath = "Assets/Fonts/Emoji/Twemoji.ttf";
+ public const string AssetPath = "Assets/Fonts/Emoji/Emoji.asset";
+
+ // Colour outlines (COLRv0) are rasterised at one size; 109 is the strike size a CBDT set needs.
+ const int SamplingPointSize = 64;
+ const int AtlasPadding = 4;
+ const int AtlasSize = 2048;
+
+ // Menu entry for interactive use; -executeMethod EmojiFont.Build for batchmode, exit 1 on failure.
+ [MenuItem("Aetheria/Text/Build Emoji Font")]
+ public static void Build()
+ {
+ var ok = TryBuild(out var message);
+ if (ok) Debug.Log(message); else Debug.LogError(message);
+ if (Application.isBatchMode) EditorApplication.Exit(ok ? 0 : 1);
+ }
+
+ static bool TryBuild(out string message)
+ {
+ var font = AssetDatabase.LoadAssetAtPath(FontPath);
+ if (font == null)
+ {
+ message = $"EmojiFont: {FontPath} is missing; run tools/emoji/fetch_emoji_font.py.";
+ return false;
+ }
+
+ // An existing asset keeps its GUID, so a second Build changes nothing the settings point at.
+ var asset = AssetDatabase.LoadAssetAtPath(AssetPath);
+ if (asset == null)
+ {
+ asset = TMP_FontAsset.CreateFontAsset(font, SamplingPointSize, AtlasPadding, GlyphRenderMode.COLOR,
+ AtlasSize, AtlasSize, AtlasPopulationMode.Dynamic, enableMultiAtlasSupport: true);
+ if (asset == null)
+ {
+ message = $"EmojiFont: TMP could not create a font asset from {FontPath}.";
+ return false;
+ }
+ asset.name = "Emoji";
+ AssetDatabase.CreateAsset(asset, AssetPath);
+ foreach (var page in asset.atlasTextures)
+ {
+ page.name = "Emoji Atlas";
+ AssetDatabase.AddObjectToAsset(page, asset);
+ }
+ asset.material.name = "Emoji Atlas Material";
+ AssetDatabase.AddObjectToAsset(asset.material, asset);
+ }
+
+ // The atlas pages are cache: Build leaves them empty, the same state EmojiCheck restores.
+ asset.ClearFontAssetData(true);
+
+ // Two routes: the global fallback serves every code point (text-presentation emoji too, U+263A without FE0F);
+ // the emoji list is tried first when FE0F follows.
+ TMP_Settings.emojiFallbackTextAssets = new List { asset };
+ TMP_Settings.fallbackFontAssets = new List { asset };
+ TMP_Settings.defaultSpriteAsset = null;
+
+ EditorUtility.SetDirty(asset);
+ EditorUtility.SetDirty(TMP_Settings.instance);
+ AssetDatabase.SaveAssets();
+ message = "EmojiFont: built " + AssetPath + " and named it in both of TMP Settings' emoji routes (the global fallback and the emoji fallback list).";
+ return true;
+ }
+
+ // Menu entry for interactive use; -executeMethod EmojiFont.EnableLigatures for batchmode, exit 1 on failure.
+ // Idempotent: a second run changes nothing and saves nothing.
+ [MenuItem("Aetheria/Text/Enable Ligatures")]
+ public static void EnableLigatures()
+ {
+ try
+ {
+ var settings = TMP_Settings.fontFeatures;
+ var settingsChanged = Enable(settings);
+ if (settingsChanged) EditorUtility.SetDirty(TMP_Settings.instance);
+ var (files, components) = VisitSerializedTexts(text =>
+ {
+ var features = text.fontFeatures.ToList();
+ if (!Enable(features, new SerializedObject(text).FindProperty("m_enableKerning").boolValue)) return false;
+ text.fontFeatures = features;
+ EditorUtility.SetDirty(text);
+ return true;
+ });
+ AssetDatabase.SaveAssets();
+ Debug.Log($"EmojiFont: liga added to {components} TMP component(s) in {files} file(s)" +
+ (settingsChanged ? " and to TMP Settings." : "; TMP Settings already had it."));
+ if (Application.isBatchMode) EditorApplication.Exit(0);
+ }
+ catch (Exception e)
+ {
+ Debug.LogError("EmojiFont.EnableLigatures failed: " + e);
+ if (Application.isBatchMode) EditorApplication.Exit(1);
+ }
+ }
+
+ // A legacy list ([0], no feature serialized) is first converted to [kern] when kerning is on, as TMP does on load.
+ static bool Enable(List features, bool kerning = true)
+ {
+ if (features.Contains(OTL_FeatureTag.liga)) return false;
+ features.RemoveAll(tag => tag == 0);
+ if (kerning && !features.Contains(OTL_FeatureTag.kern)) features.Add(OTL_FeatureTag.kern);
+ features.Add(OTL_FeatureTag.liga);
+ return true;
+ }
+
+ // The one walk over every TMP text a serialized asset owns: each prefab and each scene under Assets/, skipping a
+ // component that belongs to a prefab instance unless that instance overrides its font features (otherwise it
+ // inherits from its source prefab, which is walked itself). `visit` returns whether it changed the component;
+ // an asset that changed is saved. Returns the files and components changed.
+ public static (int files, int components) VisitSerializedTexts(Func visit)
+ {
+ int files = 0, components = 0;
+ bool Owns(TMP_Text text) =>
+ !PrefabUtility.IsPartOfPrefabInstance(text) ||
+ new SerializedObject(text).FindProperty("m_ActiveFontFeatures")?.prefabOverride == true;
+ int Visit(IEnumerable texts) => texts.Where(Owns).Count(visit);
+
+ foreach (var path in AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" }).Select(AssetDatabase.GUIDToAssetPath))
+ {
+ var root = PrefabUtility.LoadPrefabContents(path);
+ try
+ {
+ var changed = Visit(root.GetComponentsInChildren(true));
+ if (changed == 0) continue;
+ PrefabUtility.SaveAsPrefabAsset(root, path);
+ files++;
+ components += changed;
+ }
+ finally { PrefabUtility.UnloadPrefabContents(root); }
+ }
+ foreach (var path in AssetDatabase.FindAssets("t:Scene", new[] { "Assets" }).Select(AssetDatabase.GUIDToAssetPath))
+ {
+ var scene = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
+ try
+ {
+ var changed = Visit(scene.GetRootGameObjects().SelectMany(root => root.GetComponentsInChildren(true)));
+ if (changed == 0) continue;
+ EditorSceneManager.SaveScene(scene);
+ files++;
+ components += changed;
+ }
+ finally { EditorSceneManager.CloseScene(scene, true); }
+ }
+ return (files, components);
+ }
+}
diff --git a/Assets/Scripts/Editor/EmojiFont.cs.meta b/Assets/Scripts/Editor/EmojiFont.cs.meta
new file mode 100644
index 000000000..5888665c0
--- /dev/null
+++ b/Assets/Scripts/Editor/EmojiFont.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: bd3a902defe23f14fbe821ca9fb26a08
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs b/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs
new file mode 100644
index 000000000..742e8aa9d
--- /dev/null
+++ b/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs
@@ -0,0 +1,262 @@
+using System;
+using System.Collections;
+using System.IO;
+using System.Linq;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using float2 = CultMath.float2;
+
+// Batch proof that ZoneRenderer draws Zone.FloatingItems and nothing else, in a play session with no scene of its own:
+// the pickup prefabs are the ones ARPG.unity's ZoneRenderer names (so the wiring is read here too), a zone is loaded
+// into a fresh ZoneRenderer, and the zone's own Release, step, expiry and TryPickUp are what move and remove the
+// pickups. Zone.Release adds exactly one ItemPickup, placed at the body's position; stepping the zone moves it with the
+// body; expiry and TryPickUp each destroy it; an item already in the zone when the renderer loads it is drawn too.
+//
+// Unity -batchmode -nographics -projectPath -executeMethod FloatingItemsDrawnSmoke.Run -logFile
+//
+// Do not pass -quit: Run enters play mode (a domain reload), the check runs there, and the Editor exits itself, 0 on
+// success and 1 on any failure. Destroy only takes effect in a play session, which is why this is not an edit-mode check.
+[InitializeOnLoad]
+public static class FloatingItemsDrawnSmoke
+{
+ private const string Flag = "FloatingItemsDrawnSmoke.running";
+ private const string Wiring = "FloatingItemsDrawnSmoke.wiring";
+ private static IEnumerator _check;
+ private const double Budget = 300; // real seconds: batch frames can be far shorter than a game second
+ private static double _started;
+ private static string _work;
+
+ static FloatingItemsDrawnSmoke()
+ {
+ if (SessionState.GetBool(Flag, false)) EditorApplication.playModeStateChanged += OnPlayMode;
+ }
+
+ public static void Run()
+ {
+ try
+ {
+ SessionState.SetString(Wiring, ReadWiring());
+ SessionState.SetBool(Flag, true);
+ EditorApplication.EnterPlaymode();
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ private static void OnPlayMode(PlayModeStateChange change)
+ {
+ if (change != PlayModeStateChange.EnteredPlayMode) return;
+ _work = Path.Combine(Path.GetTempPath(), $"floating-items-smoke-{Guid.NewGuid():N}");
+ Directory.CreateDirectory(_work);
+ _started = Time.realtimeSinceStartupAsDouble;
+ _check = Check();
+ EditorApplication.update += Step;
+ }
+
+ private static void Step()
+ {
+ try
+ {
+ if (Time.realtimeSinceStartupAsDouble - _started > Budget) throw new InvalidOperationException($"The check did not finish in {Budget} seconds.");
+ if (_check.MoveNext()) return;
+ Finish(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ Finish(1);
+ }
+ }
+
+ private static void Finish(int code)
+ {
+ EditorApplication.update -= Step;
+ SessionState.SetBool(Flag, false);
+ try { if (Directory.Exists(_work)) Directory.Delete(_work, true); } catch (Exception) { /* a temp directory */ }
+ EditorApplication.Exit(code);
+ }
+
+ private static void Require(bool condition, string what)
+ {
+ if (!condition) throw new InvalidOperationException(what);
+ }
+
+ private static IEnumerator Check()
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")?.GameplaySettings
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ // A floater rides its own layer: a nonzero one (never saved back to the asset), so a presenter that drops it fails.
+ settings.FloaterLayerHeight = -1.5f;
+
+ // The wiring: the scene's ZoneRenderer names an ItemPickup prefab in each of the four fields, and none of those
+ // prefabs keeps a script that no longer exists.
+ var wired = SessionState.GetString(Wiring, "").Split('|').Select(entry => entry.Split('=')).Select(pair =>
+ (Field: pair[0], Pickup: pair[1] == "" ? null : AssetDatabase.LoadAssetAtPath(pair[1])?.GetComponent())).ToArray();
+ Require(wired.Length == 4, "The wiring was not carried into the play session.");
+ foreach (var (name, pickup) in wired)
+ {
+ Require(pickup != null, $"ZoneRenderer.{name} is not an ItemPickup in ARPG.unity.");
+ Require(pickup.ScanLabel != null && pickup.ScanLabelContainer != null, $"{name}'s prefab has no scan label.");
+ Require(!pickup.GetComponentsInChildren(true).Any(c => c == null), $"{name}'s prefab has a missing script.");
+ }
+
+ var shape = new Shape(5, 5);
+ foreach (var cell in shape.AllCoordinates) shape[cell] = true;
+ var cargoShape = new Shape(4, 4);
+ foreach (var cell in cargoShape.AllCoordinates) cargoShape[cell] = true;
+ var oneCell = new Shape(1, 1);
+ oneCell[new CultMath.int2(0, 0)] = true;
+ var cache = AetheriaStores.Open(Path.Combine(_work, "smoke.cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ cache.Upsert(new HullData { Name = "Smoke Hub", HullType = HullType.Station, Shape = shape, Durability = 1000, Mass = 1000 });
+ cache.Upsert(new CargoBayData { Name = "Smoke Crate", Shape = new Shape(), InteriorShape = cargoShape, Durability = 4 });
+ cache.Upsert(new GearData
+ {
+ Name = "Smoke Spare", Hardpoint = HardpointType.Tool, Shape = oneCell, Durability = 1,
+ MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
+ });
+ cache.Upsert(new SimpleCommodityData { Name = "Smoke Ore", Shape = oneCell, MaxStack = 100 });
+ cache.FlushAsync().Wait();
+ var ledger = new ProvenanceLedger();
+ for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
+ var items = new ItemManager(1u, cache, ledger, settings, _ => { });
+ var zone = new Zone(items, new PlanetSettings(), new ZonePack(), null, null);
+ EquippableItem Make(string name, int lot) => new EquippableItem
+ {
+ Data = items.ItemData.RefOf(items.ItemData.GetByName(name)), Durability = 1, Lot = lot
+ };
+
+ // A station with a crate takes the picked-up stack. It is not admitted: the zone holds no entity for the renderer to draw.
+ var hubRef = items.ItemData.RefOf(items.ItemData.GetByName("Smoke Hub"));
+ var taker = new OrbitalEntity(items, zone, new EquippableItem { Data = hubRef, Durability = 1000, Lot = 1 }, default, new EntitySettings());
+ Require(taker.TryEquip(Make("Smoke Crate", 2), new CultMath.int2(1, 1)), "The smoke station took no crate.");
+
+ // An item already in the zone when the renderer loads it: drawn from the load, not only from the add.
+ var early = zone.Release(Make("Smoke Spare", 3), new float2(5, 6), float2.zero);
+
+ // The renderer's side. Inactive while it is configured, so it runs no Awake or Start of the scene's own.
+ var rootObject = new GameObject("Smoke Zone Root");
+ var rendererObject = new GameObject("Smoke Zone Renderer");
+ rendererObject.SetActive(false);
+ var renderer = rendererObject.AddComponent();
+ renderer.ZoneRoot = rootObject.transform;
+ foreach (var (name, pickup) in wired)
+ typeof(ZoneRenderer).GetField(name).SetValue(renderer, pickup);
+ renderer.ItemManager = items;
+ renderer.SectorBrushes = new GameObject("Smoke Brushes").transform;
+ renderer.AmbientLight = Aetheria.EditorTools.AmbientEdgeVerify.NewAmbientLight();
+ renderer.SlimeGravityCamera = new GameObject("Smoke Gravity Camera").AddComponent();
+ var slimeObject = new GameObject("Smoke Slime");
+ slimeObject.SetActive(false); // the real Slime needs its compute shader; LoadZone only sets its radius
+ renderer.SlimeRenderer = slimeObject.AddComponent();
+ renderer.LoadZone(zone);
+ yield return null;
+
+ ItemPickup[] Pickups() => rootObject.GetComponentsInChildren(true).Where(p => p != null).ToArray();
+ void At(ItemPickup pickup, FloatingItem floating, string what)
+ {
+ var lead = ActionGameManager.Clock.Lead;
+ var at = DrawAhead.Position(floating.Body, lead);
+ var want = new Vector3(at.x, DrawAhead.FloaterHeight(zone, settings, at, lead), at.y);
+ Require(Vector3.Distance(pickup.transform.position, want) < 1e-3f,
+ $"{what}: the pickup is at {pickup.transform.position}, the body at {want}.");
+ }
+
+ Require(Pickups().Length == 1, $"load: {Pickups().Length} pickups for one existing floating item.");
+ At(Pickups()[0], early, "load");
+
+ // Release adds exactly one pickup, at the body's position, bound to its item.
+ var ore = new SimpleCommodity { Data = items.ItemData.RefOf(items.ItemData.GetByName("Smoke Ore")), Quantity = 7 };
+ var released = zone.Release(ore, new float2(3, 4), new float2(10, 0));
+ yield return null;
+ Require(Pickups().Length == 2, $"release: {Pickups().Length} pickups for two floating items.");
+ var drawn = Pickups().Single(p => p.Item == ore);
+ At(drawn, released, "release");
+
+ // Stepping the zone moves the sim body; the pickup follows it on its next update, with nothing of its own.
+ var before = drawn.transform.position;
+ zone.Update(.5f);
+ yield return null;
+ Require(released.Body.Position.x > 3.5f, "the sim body did not drift.");
+ At(drawn, released, "step");
+ Require(drawn.transform.position != before, "the pickup did not move with the body.");
+
+ // A held item keeps its label lit, so a pull is read as it happens. The label is let go dark first (nothing views
+ // it), then the zone holds the item through its own TryHold and the label must come up.
+ var earlyPickup = Pickups().Single(p => p.Item == early.Item);
+ earlyPickup.LabelPersistDuration = 1;
+ earlyPickup.LabelFadeDuration = .2f;
+ // Game time, not frames: batch frames can be far shorter than a game second, so a frame count can run out before the fade.
+ var labelUntil = Time.time + earlyPickup.LabelPersistDuration + earlyPickup.LabelFadeDuration + 1f;
+ while (Time.time < labelUntil && earlyPickup.ScanLabel.color.a > .05f) yield return null;
+ Require(earlyPickup.ScanLabel.color.a <= .05f, "label: an unviewed, unheld label did not go dark.");
+ Require(zone.TryHold(taker, early.Id), "label: the zone refused to hold the item.");
+ labelUntil = Time.time + earlyPickup.LabelPersistDuration + earlyPickup.LabelFadeDuration + 1f;
+ while (Time.time < labelUntil && earlyPickup.ScanLabel.color.a < .95f) yield return null;
+ Require(earlyPickup.ScanLabel.color.a >= .95f, "label: a held item's label is not lit.");
+
+ // The test scene's stand-in sim and tendril ride the zone's own held-pose curve: its pose at each point of a grab
+ // is where the zone puts a held item at the same progress.
+ var (extend, envelop, pull) = (1.5f, .75f, 1.5f);
+ var holderAt = new CultMath.float3(taker.Position.x, 0f, taker.Position.z);
+ var claimedAt = new CultMath.float3(early.HeldFrom.x, 0f, early.HeldFrom.y);
+ foreach (var elapsed in new[] { 0f, extend + envelop - .01f, extend + envelop + .3f, extend + envelop + .75f, extend + envelop + pull })
+ {
+ zone.SetHeldProgress(early.Id, Mathf.Clamp01((elapsed - extend - envelop) / pull)); // the pull starts after Extend and Envelop
+ zone.Update(.01f);
+ var want = FieldTester.PulledPosition(claimedAt, holderAt, elapsed, extend, envelop, pull);
+ Require(Mathf.Abs(early.Body.Position.x - want.x) < 1e-3f && Mathf.Abs(early.Body.Position.y - want.z) < 1e-3f,
+ $"stand-in pose at {elapsed}s is {want}, the zone holds the item at {early.Body.Position}.");
+ }
+ zone.Free(early.Id);
+
+ // Pickup destroys exactly the picked-up item's pickup.
+ Require(zone.TryPickUp(taker, released.Id), "the station refused a one-cell stack.");
+ yield return null;
+ yield return null;
+ Require(drawn == null, "pickup: the pickup is still there.");
+ Require(Pickups().Length == 1 && Pickups()[0].Item == early.Item, "pickup: the wrong pickup went.");
+
+ // Expiry destroys the pickup of an item nobody took.
+ zone.Update(3600f); // far past any lifetime
+ yield return null;
+ yield return null;
+ Require(zone.FloatingItems.Count == 0, "expiry: the item did not expire.");
+ Require(Pickups().Length == 0, $"expiry: {Pickups().Length} pickups left.");
+
+ // A later release is drawn again, and clearing the renderer takes what is left.
+ zone.Release(Make("Smoke Spare", 4), new float2(1, 1), float2.zero);
+ yield return null;
+ Require(Pickups().Length == 1, "re-release: not drawn.");
+ renderer.ClearZone();
+ yield return null;
+ yield return null;
+ Require(Pickups().Length == 0, "clear: pickups left after ClearZone.");
+ Debug.Log("FLOATING_ITEMS_SMOKE ok");
+ }
+
+ // What ARPG.unity's ZoneRenderer names in each pickup field, read from the saved scene before the play session (a
+ // scene cannot be opened inside one) and carried across the domain reload as the prefabs' asset paths.
+ private static string ReadWiring()
+ {
+ var scene = EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Additive);
+ try
+ {
+ var found = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)
+ .Where(r => r.gameObject.scene == scene).ToArray();
+ Require(found.Length == 1, $"ARPG.unity has {found.Length} ZoneRenderers.");
+ var wired = found[0];
+ return string.Join("|", new[]
+ {
+ ("SimpleCommodityPickup", wired.SimpleCommodityPickup), ("CompoundCommodityPickup", wired.CompoundCommodityPickup),
+ ("GearPickup", wired.GearPickup), ("WeaponPickup", wired.WeaponPickup)
+ }.Select(f => f.Item1 + "=" + (f.Item2 == null ? "" : AssetDatabase.GetAssetPath(f.Item2))));
+ }
+ finally { EditorSceneManager.CloseScene(scene, true); }
+ }
+}
diff --git a/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs.meta b/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs.meta
new file mode 100644
index 000000000..51e4b34a7
--- /dev/null
+++ b/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 67544a932f794a2458741c731ef04d11
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/FlowFieldParityVerify.cs b/Assets/Scripts/Editor/FlowFieldParityVerify.cs
new file mode 100644
index 000000000..2fa3e5fda
--- /dev/null
+++ b/Assets/Scripts/Editor/FlowFieldParityVerify.cs
@@ -0,0 +1,302 @@
+using System;
+using System.IO;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEngine;
+
+namespace Aetheria.EditorTools
+{
+ ///
+ /// Batchmode check for flow-shader-parity (campaign aetheria-fauna, cut fauna-flow-field): the HLSL globalFlow and
+ /// slopeFlow of Assets/Shaders/Volumetric.cginc give the values of FlowField (ServerShared) for the same position,
+ /// scroll, settings and gradient. It drives the real lowering: a Zone is stepped, VolumeSampling.LowerFlow sets the
+ /// shader globals from the zone's Settings.Flow and FlowScroll, FlowParity.compute reads those globals, and the
+ /// results are compared with FlowField. It also checks that Settings.asset carries the authored flow under
+ /// PlanetSettings and that the shader got the zone's scroll (speed times zone time).
+ ///
+ /// Dispatches a compute kernel, so it needs a graphics device: run WITHOUT -nographics (as ShieldPanelCut3Verify).
+ /// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.FlowFieldParityVerify.Run -logFile <path>
+ /// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+ ///
+ public static class FlowFieldParityVerify
+ {
+ const string Tag = "[FlowFieldParityVerify]";
+ // Measured disagreement between the HLSL and the C# on this tree (float32 on both sides, positions to 10000,
+ // scrolls to 100, through the keyword-gated flow()): max 2.9e-5 of amplitude (the "max error" line this run
+ // prints). The tolerance is 5x that noise, so constant errors of 0.05% (y factor .501, swirl or amplitude
+ // x1.0005: 4e-4 to 8e-4) fail; a 0.01% error is at the noise floor and unresolvable.
+ const float RelativeTolerance = 1.5e-4f;
+ static float _maxError;
+ static bool _ok = true;
+
+ static void OnLog(string message, string stack, LogType type)
+ {
+ if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
+ Fail("logged-error", message.Split('\n')[0]);
+ }
+
+ static void Fail(string check, string detail)
+ {
+ Debug.LogError($"{Tag} FAIL {check}: {detail}");
+ _ok = false;
+ }
+
+ public static void Run()
+ {
+ if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Null)
+ {
+ Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
+ EditorApplication.Exit(1);
+ return;
+ }
+
+ // The flow's error lines (a shader keyword that does not exist, a missing property) fail the check.
+ Application.logMessageReceived += OnLog;
+ var work = Path.Combine(Path.GetTempPath(), "flow-parity-" + Guid.NewGuid().ToString("N"));
+ Directory.CreateDirectory(work);
+ try
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ var compute = AssetDatabase.LoadAssetAtPath("Assets/Shaders/Compute/FlowParity.compute")
+ ?? throw new InvalidOperationException("No FlowParity.compute.");
+
+ CheckAuthoredFlow(settings.PlanetSettings.Flow);
+
+ // The authored flow (global term only: its slope amplitudes are authored zero), then a flow with every
+ // term live and a scroll speed that reaches scrolls up to 100.
+ var authored = settings.PlanetSettings.Flow;
+ CheckParity("authored", settings, work, compute, authored, new[] { 0.0, 3.1, 40.0, 100.0 });
+ var wide = new FlowSettings
+ {
+ GlobalScale = authored.GlobalScale, GlobalAmplitude = authored.GlobalAmplitude, Period = authored.Period,
+ GlobalScrollSpeed = 1f, SlopeAmplitude = 3f, SwirlAmplitude = 5f
+ };
+ CheckParity("wide", settings, work, compute, wide, new[] { 0.0, 1.0, 17.0, 60.0, 100.0 });
+ CheckNoiseClock(compute);
+
+ Debug.Log($"{Tag} max error {_maxError:G4} of amplitude (tolerance {RelativeTolerance:G4})");
+ Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"{Tag} FAIL exception: {e}");
+ _ok = false;
+ }
+ finally
+ {
+ Application.logMessageReceived -= OnLog;
+ try { Directory.Delete(work, true); } catch { }
+ }
+ EditorApplication.Exit(_ok ? 0 : 1);
+ }
+
+ // Settings.asset carries the authored flow under PlanetSettings (it moved from DefaultEnvironment unchanged).
+ static void CheckAuthoredFlow(FlowSettings flow)
+ {
+ if (flow == null) { Fail("authored-flow", "PlanetSettings.Flow is null"); return; }
+ if (flow.GlobalScale != 512f || flow.GlobalAmplitude != 15f || flow.GlobalScrollSpeed != .025f ||
+ flow.Period != 8f || flow.SlopeAmplitude != 0f || flow.SwirlAmplitude != 0f)
+ Fail("authored-flow", $"PlanetSettings.Flow is {flow.GlobalScale}/{flow.GlobalAmplitude}/{flow.GlobalScrollSpeed}/" +
+ $"{flow.Period}/{flow.SlopeAmplitude}/{flow.SwirlAmplitude}, authored 512/15/0.025/8/0/0");
+ }
+
+ internal static Zone BuildZone(GameSettings settings, string work, FlowSettings flow, double time = 0)
+ {
+ var cache = AetheriaStores.Open(Path.Combine(work, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ cache.FlushAsync().Wait();
+ var items = new ItemManager(1u, cache, new ProvenanceLedger(), settings.GameplaySettings, _ => { });
+ return new Zone(items, new PlanetSettings { Flow = flow }, new ZonePack { Time = time }, new GalaxyZone { Name = "Parity", Owner = null }, null);
+ }
+
+ static void CheckParity(string label, GameSettings settings, string work, ComputeShader compute, FlowSettings flow,
+ double[] zoneTimes)
+ {
+ var zone = BuildZone(settings, work, flow);
+ var kernel = compute.FindKernel("Evaluate");
+ var rng = new System.Random(label.Length * 7919);
+ const int positionCount = 256, gradientCount = 64;
+ const int count = positionCount;
+
+ var positions = new Vector3[count];
+ for (var i = 0; i < positionCount; i++)
+ positions[i] = new Vector3((float) (rng.NextDouble() * 20000 - 10000), (float) (rng.NextDouble() * 200 - 100),
+ (float) (rng.NextDouble() * 20000 - 10000));
+ // Gradients of any direction and magnitude, plus one zero gradient.
+ var gradients = new Vector2[count];
+ for (var i = 1; i < gradientCount; i++)
+ {
+ var angle = rng.NextDouble() * Math.PI * 2;
+ var magnitude = (float) Math.Exp(rng.NextDouble() * 8 - 4);
+ gradients[i] = new Vector2((float) Math.Cos(angle) * magnitude, (float) Math.Sin(angle) * magnitude);
+ }
+ gradients[0] = Vector2.zero;
+
+ var positionBuffer = new ComputeBuffer(count, 12);
+ var gradientBuffer = new ComputeBuffer(count, 8);
+ var globalBuffer = new ComputeBuffer(count, 12);
+ var slopeBuffer = new ComputeBuffer(count, 12);
+ var gatedBuffer = new ComputeBuffer(count, 12);
+ ComputeBuffer noiseBuffer = null;
+ // flow() reads the nebula's gravity height under FLOW_SLOPE. A ramp rising along the texture's x gives every
+ // position inside the grid the gradient direction (1, 0), so the slope term is live where a flat height
+ // would zero it (and the FLOW_SLOPE keyword and its pragma would not matter).
+ const int rampSize = 64;
+ var height = new Texture2D(rampSize, rampSize, TextureFormat.RFloat, false)
+ { filterMode = FilterMode.Point, wrapMode = TextureWrapMode.Clamp };
+ var ramp = new float[rampSize * rampSize];
+ for (var i = 0; i < ramp.Length; i++) ramp[i] = (i % rampSize) / (float) (rampSize - 1);
+ height.SetPixelData(ramp, 0);
+ height.Apply();
+ var rampGradient = new CultMath.float2(1f, 0f);
+ try
+ {
+ positionBuffer.SetData(positions);
+ gradientBuffer.SetData(gradients);
+ compute.SetBuffer(kernel, "positions", positionBuffer);
+ compute.SetBuffer(kernel, "gradients", gradientBuffer);
+ compute.SetBuffer(kernel, "globalOut", globalBuffer);
+ compute.SetBuffer(kernel, "slopeOut", slopeBuffer);
+ compute.SetBuffer(kernel, "gatedOut", gatedBuffer);
+ compute.SetTexture(kernel, "_NebulaSurfaceHeight", height);
+ compute.SetVector("_NebulaSurfaceHeight_TexelSize", new Vector4(1f / rampSize, 1f / rampSize, rampSize, rampSize));
+ // The grid spans 40000: every sampled position (|xz| to 10000) is inside the ramp's uv range.
+ Shader.SetGlobalVector("_GridTransform", new Vector4(0f, 0f, 40000f, 0f));
+ noiseBuffer = new ComputeBuffer(count, 4);
+ compute.SetBuffer(kernel, "noiseOut", noiseBuffer);
+ compute.SetInt("count", count);
+
+ var elapsed = 0.0;
+ foreach (var target in zoneTimes)
+ {
+ // Step the zone to the target by an awkward step; the sum is the zone's time.
+ while (elapsed < target - 1e-9)
+ {
+ var dt = (float) Math.Min(0.37, target - elapsed);
+ zone.Update(dt);
+ elapsed += dt;
+ }
+ VolumeSampling.LowerFlow(zone.Settings.Flow, zone.ExactTime);
+
+ // The shader got the zone's scroll and cycle: the same zone time Zone.Flow evaluates at.
+ var zoneScroll = zone.FlowScroll;
+ var lowered = Shader.GetGlobalVector("_FlowScroll");
+ if (Math.Abs(lowered.x - zoneScroll.x) > 1e-6 || Math.Abs(lowered.y - zoneScroll.y) > 1e-6)
+ Fail($"{label}-lowered-scroll", $"at zone time {elapsed:F3} the shader got _FlowScroll ({lowered.x}, {lowered.y}), the zone's is ({zoneScroll.x}, {zoneScroll.y})");
+ if (Math.Abs(Shader.GetGlobalFloat("_FlowCycle") - zone.CyclePhase(flow.Period)) > 1e-6)
+ Fail($"{label}-lowered-cycle", $"at zone time {elapsed:F3} the shader got _FlowCycle {Shader.GetGlobalFloat("_FlowCycle")}, the zone's phase is {zone.CyclePhase(flow.Period)}");
+ if (Shader.GetGlobalFloat("_FlowScale") != flow.GlobalScale || Shader.GetGlobalFloat("_FlowAmplitude") != flow.GlobalAmplitude ||
+ Shader.GetGlobalFloat("_FlowSlopeAmplitude") != flow.SlopeAmplitude ||
+ Shader.GetGlobalFloat("_FlowSwirlAmplitude") != flow.SwirlAmplitude || Shader.GetGlobalFloat("_FlowPeriod") != flow.Period)
+ Fail($"{label}-lowered-settings", "a flow uniform does not equal the zone's FlowSettings");
+
+ compute.Dispatch(kernel, (count + 63) / 64, 1, 1);
+ var globalOut = new Vector3[count];
+ var slopeOut = new Vector3[count];
+ var gatedOut = new Vector3[count];
+ globalBuffer.GetData(globalOut);
+ slopeBuffer.GetData(slopeOut);
+ gatedBuffer.GetData(gatedOut);
+
+ var at = $"{label} zone time {elapsed:F2} scroll {zoneScroll.x:F4}";
+ for (var i = 0; i < positionCount; i++)
+ {
+ var p = positions[i];
+ var expected = FlowField.Global(flow, new CultMath.float3(p.x, p.y, p.z), zoneScroll);
+ Compare($"{label}-global", at, i, new Vector3(expected.x, expected.y, expected.z), globalOut[i], flow.GlobalAmplitude);
+ }
+ // flow() is the keyword-gated function the nebula and stardust call: the global term plus, under
+ // FLOW_SLOPE, the slope term of the ramp's gradient. A flow that is live must not read zero.
+ var live = 0;
+ var gatedScale = Math.Max(Math.Abs(flow.GlobalAmplitude), Math.Max(Math.Abs(flow.SlopeAmplitude), Math.Abs(flow.SwirlAmplitude)));
+ for (var i = 0; i < positionCount; i++)
+ {
+ var p = positions[i];
+ var expected = FlowField.At(flow, new CultMath.float3(p.x, p.y, p.z), zoneScroll, rampGradient);
+ var e = new Vector3(expected.x, expected.y, expected.z);
+ if (e.magnitude > .1f * gatedScale) live++;
+ Compare($"{label}-flow-keywords", at, i, e, gatedOut[i], gatedScale);
+ }
+ if (gatedScale != 0f && live < positionCount / 4)
+ Fail($"{label}-flow-keywords", $"{at}: only {live} of {positionCount} zone flows are live; the check is vacuous");
+ var slopeScale = Math.Max(Math.Abs(flow.SlopeAmplitude), Math.Abs(flow.SwirlAmplitude));
+ for (var i = 0; i < gradientCount; i++)
+ {
+ var g = gradients[i];
+ var expected = FlowField.Slope(flow, new CultMath.float2(g.x, g.y));
+ Compare($"{label}-slope", at, i, new Vector3(expected.x, expected.y, expected.z), slopeOut[i], slopeScale);
+ }
+ }
+ }
+ finally
+ {
+ positionBuffer.Release(); gradientBuffer.Release(); globalBuffer.Release(); slopeBuffer.Release(); gatedBuffer.Release(); noiseBuffer?.Release(); UnityEngine.Object.DestroyImmediate(height);
+ }
+ }
+
+ // The nebula noise the flow advects evolves on the flow clock VolumeSampling lowers as _NebulaNoiseTime, never on
+ // _Time: with the speed non-zero, the noise changes when _NebulaNoiseTime does and not otherwise (a frame clock
+ // would not follow the global set here).
+ static void CheckNoiseClock(ComputeShader compute)
+ {
+ const int count = 64;
+ var kernel = compute.FindKernel("Evaluate");
+ var rng = new System.Random(4217);
+ var positions = new Vector3[count];
+ for (var i = 0; i < count; i++)
+ positions[i] = new Vector3((float) (rng.NextDouble() * 4000 - 2000), (float) (rng.NextDouble() * 100 - 50), (float) (rng.NextDouble() * 4000 - 2000));
+ var buffers = new[] { new ComputeBuffer(count, 12), new ComputeBuffer(count, 8), new ComputeBuffer(count, 12), new ComputeBuffer(count, 12), new ComputeBuffer(count, 12), new ComputeBuffer(count, 4) };
+ var height = new Texture2D(1, 1, TextureFormat.RFloat, false);
+ try
+ {
+ buffers[0].SetData(positions);
+ buffers[1].SetData(new Vector2[count]);
+ compute.SetBuffer(kernel, "positions", buffers[0]);
+ compute.SetBuffer(kernel, "gradients", buffers[1]);
+ compute.SetBuffer(kernel, "globalOut", buffers[2]);
+ compute.SetBuffer(kernel, "slopeOut", buffers[3]);
+ compute.SetBuffer(kernel, "gatedOut", buffers[4]);
+ compute.SetBuffer(kernel, "noiseOut", buffers[5]);
+ compute.SetTexture(kernel, "_NebulaSurfaceHeight", height);
+ compute.SetInt("count", count);
+ Shader.SetGlobalFloat("_NebulaNoiseSpeed", 1f);
+ float[] Noise(float noiseTime)
+ {
+ Shader.SetGlobalFloat("_NebulaNoiseTime", noiseTime);
+ compute.Dispatch(kernel, 1, 1, 1);
+ var result = new float[count];
+ buffers[5].GetData(result);
+ return result;
+ }
+ var a = Noise(0f);
+ var b = Noise(3f);
+ var again = Noise(3f);
+ int moved = 0, repeated = 0;
+ for (var i = 0; i < count; i++)
+ {
+ if (Math.Abs(a[i] - b[i]) > 1e-4f) moved++;
+ if (b[i] == again[i]) repeated++;
+ }
+ if (moved < count / 2) Fail("nebula-noise-clock", $"only {moved} of {count} noise samples follow _NebulaNoiseTime");
+ if (repeated != count) Fail("nebula-noise-clock", $"{count - repeated} of {count} noise samples changed with _NebulaNoiseTime held");
+ }
+ finally
+ {
+ foreach (var buffer in buffers) buffer.Release();
+ UnityEngine.Object.DestroyImmediate(height);
+ }
+ }
+
+ // Error is measured against the term's amplitude; a term with no amplitude must be exactly zero and never NaN.
+ static void Compare(string check, string at, int index, Vector3 expected, Vector3 actual, float amplitude)
+ {
+ var error = (expected - actual).magnitude;
+ if (float.IsNaN(error)) { Fail(check, $"{at} sample {index}: NaN (expected {expected}, shader {actual})"); return; }
+ if (amplitude != 0f) _maxError = Math.Max(_maxError, error / Math.Abs(amplitude));
+ var tolerance = RelativeTolerance * Math.Abs(amplitude);
+ if (error > tolerance)
+ Fail(check, $"{at} sample {index}: expected {expected}, shader {actual}, error {error:G4} > {tolerance:G4}");
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/FlowFieldParityVerify.cs.meta b/Assets/Scripts/Editor/FlowFieldParityVerify.cs.meta
new file mode 100644
index 000000000..50248c5f3
--- /dev/null
+++ b/Assets/Scripts/Editor/FlowFieldParityVerify.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 8fae18f5f32f10f43ba892a097f18caa
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/FlowFieldSceneVerify.cs b/Assets/Scripts/Editor/FlowFieldSceneVerify.cs
new file mode 100644
index 000000000..d39874f33
--- /dev/null
+++ b/Assets/Scripts/Editor/FlowFieldSceneVerify.cs
@@ -0,0 +1,392 @@
+using System;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.Rendering;
+
+namespace Aetheria.EditorTools
+{
+ ///
+ /// Batchmode check for the flow as the scene runs it (campaign aetheria-fauna, cut fauna-flow-field; target
+ /// invariants flow-one-owner and flow-shader-parity). FlowFieldParityVerify proves the HLSL against FlowField with
+ /// no scene loaded; this opens ARPG.unity, lets VolumeSampling and Stardust initialise as the game does, drives
+ /// their own Start and Update with a zone attached, and asserts what the presenters did:
+ /// - nothing threw and nothing logged an error (a type that cannot initialise in a scene, as VolumeSampling once
+ /// could when it created its keywords in a static field initializer, throws on its first use);
+ /// - FLOW_GLOBAL and FLOW_SLOPE are enabled, _FlowAmplitude is the zone's, and the nebula noise clock is the zone's;
+ /// - the stardust particle buffer changes with the flow and freezes when the zone pauses;
+ /// - CloudShader pass 0 carries the FLOW_* keywords.
+ /// The scene is opened before any Aetheria type is touched: run this method alone in its own Unity session, never
+ /// after FlowFieldParityVerify (which would initialise VolumeSampling outside a MonoBehaviour constructor).
+ /// Dispatches compute and renders, so it needs a graphics device: run WITHOUT -nographics.
+ /// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.FlowFieldSceneVerify.Run -logFile <path>
+ /// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+ ///
+ public static class FlowFieldSceneVerify
+ {
+ const string Tag = "[FlowFieldSceneVerify]";
+ static bool _ok = true;
+
+ static void OnLog(string message, string stack, LogType type)
+ {
+ if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
+ Fail("logged-error", message.Split('\n')[0]);
+ }
+
+ static void Fail(string check, string detail)
+ {
+ Debug.LogError($"{Tag} FAIL {check}: {detail}");
+ _ok = false;
+ }
+
+ public static void Run()
+ {
+ if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
+ {
+ Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
+ EditorApplication.Exit(1);
+ return;
+ }
+
+ Application.logMessageReceived += OnLog;
+ try
+ {
+ // Before anything else touches the project's types: the scene constructs its MonoBehaviours here.
+ EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
+ Check();
+ Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"{Tag} FAIL exception: {e}");
+ _ok = false;
+ }
+ finally
+ {
+ Application.logMessageReceived -= OnLog;
+ }
+ EditorApplication.Exit(_ok ? 0 : 1);
+ }
+
+ static void Check()
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ var agm = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
+ var volume = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
+ var dust = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
+ if (agm == null || volume == null || dust == null)
+ {
+ Fail("scene-objects", $"ARPG.unity has ActionGameManager={agm != null}, VolumeSampling={volume != null}, Stardust={dust != null}");
+ return;
+ }
+
+ // Every flow term live, so FLOW_SLOPE is on; and the same flow with every amplitude zero.
+ var on = new FlowSettings
+ {
+ GlobalScale = 512f, GlobalAmplitude = 15f, GlobalScrollSpeed = .025f, Period = 8f, SlopeAmplitude = 3f, SwirlAmplitude = 5f
+ };
+ var off = new FlowSettings { GlobalScale = on.GlobalScale, GlobalScrollSpeed = on.GlobalScrollSpeed, Period = on.Period };
+ var work = Path.Combine(Path.GetTempPath(), "flow-scene-" + Guid.NewGuid().ToString("N"));
+ Directory.CreateDirectory(work);
+ try
+ {
+ var zone = FlowFieldParityVerify.BuildZone(settings, work, on, 86400.0 * 3 + 12.3);
+ typeof(ActionGameManager).GetProperty("Instance").GetSetMethod(true).Invoke(null, new object[] { agm });
+ typeof(ActionGameManager).GetProperty("Zone").GetSetMethod(true).Invoke(agm, new object[] { zone });
+ if (agm.Settings == null) agm.Settings = settings;
+
+ Call(volume, "Start");
+ Call(volume, "Update");
+ if (!Shader.IsKeywordEnabled("FLOW_GLOBAL")) Fail("scene-keywords", "FLOW_GLOBAL is not enabled after VolumeSampling.Update");
+ if (!Shader.IsKeywordEnabled("FLOW_SLOPE")) Fail("scene-keywords", "FLOW_SLOPE is not enabled after VolumeSampling.Update");
+ if (Shader.GetGlobalFloat("_FlowAmplitude") != on.GlobalAmplitude)
+ Fail("scene-amplitude", $"_FlowAmplitude is {Shader.GetGlobalFloat("_FlowAmplitude")}, the zone's flow has {on.GlobalAmplitude}");
+ var scroll = Shader.GetGlobalVector("_FlowScroll");
+ if (scroll.x != zone.FlowScroll.x || scroll.y != zone.FlowScroll.y)
+ Fail("scene-scroll", $"_FlowScroll ({scroll.x}, {scroll.y}) is not the zone's ({zone.FlowScroll.x}, {zone.FlowScroll.y})");
+ var noiseTime = Shader.GetGlobalFloat("_NebulaNoiseTime");
+ if (noiseTime != (float) zone.ExactTime)
+ Fail("scene-noise-clock", $"_NebulaNoiseTime is {noiseTime}, the zone's time is {(float) zone.ExactTime}");
+
+ CheckCloudKeywords();
+
+ // Stardust follows the flow through its own dispatch: the particle buffer read back each frame.
+ Call(dust, "Start");
+ var bufferField = typeof(Stardust).GetField("_particlesBuffer", BindingFlags.NonPublic | BindingFlags.Instance);
+ float[] Frame()
+ {
+ Call(dust, "Update");
+ var buffer = (ComputeBuffer) bufferField.GetValue(dust);
+ var data = new float[buffer.count * 7];
+ buffer.GetData(data);
+ return data;
+ }
+ var flowing = Frame();
+ VolumeSampling.LowerFlow(off, VolumeSampling.FlowClock);
+ var still = Frame();
+ if (Differing(flowing, still) == 0) Fail("scene-stardust", "the particle buffer is the same with the zone's flow and with no flow");
+
+ // A paused zone freezes the particles and the nebula noise clock; a running one moves both.
+ Call(volume, "Update");
+ zone.Update(0f);
+ Call(volume, "Update");
+ if (Differing(flowing, Frame()) != 0) Fail("scene-stardust-pause", "the particle buffer moved while the zone was paused");
+ if (Shader.GetGlobalFloat("_NebulaNoiseTime") != noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime moved while the zone was paused");
+ zone.Update(.05f);
+ Call(volume, "Update");
+ if (Differing(flowing, Frame()) == 0) Fail("scene-stardust-run", "the particle buffer did not move while the zone ran");
+ if (Shader.GetGlobalFloat("_NebulaNoiseTime") == noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime did not move while the zone ran");
+
+ CheckStardustUncullable(dust, bufferField);
+ CheckStardustUnderFog(dust, bufferField);
+ }
+ finally
+ {
+ try { Directory.Delete(work, true); } catch { }
+ }
+ }
+
+ // The event Stardust itself attaches its draw at, read from the class so the verifier cannot agree with a copy of it.
+ static CameraEvent DrawEvent() =>
+ (CameraEvent) typeof(Stardust).GetField("DrawEvent", BindingFlags.NonPublic | BindingFlags.Static).GetRawConstantValue();
+
+ // The dust is a command buffer on the target camera, which no culling sees: with every particle 10000 below the
+ // camera (far past any box a hand could inflate round it) a render still shows dust, and shows none when the
+ // same particles have no size.
+ static void CheckStardustUncullable(Stardust dust, FieldInfo bufferField)
+ {
+ var camera = dust.TargetCamera;
+ if (camera == null) { Fail("scene-stardust-uncullable", "Stardust has no TargetCamera"); return; }
+ var drawEvent = DrawEvent();
+ var attached = camera.GetCommandBuffers(drawEvent).Count(buffer => buffer.name == "Stardust");
+ if (attached != 1) Fail("scene-stardust-uncullable", $"{attached} Stardust command buffers at {drawEvent} on the target camera, expected 1");
+ foreach (var other in Enum.GetValues(typeof(CameraEvent)).Cast().Where(other => other != drawEvent))
+ {
+ var stray = camera.GetCommandBuffers(other).Count(buffer => buffer.name == "Stardust");
+ if (stray != 0) Fail("scene-stardust-uncullable", $"{stray} Stardust command buffers at {other}, expected 0");
+ }
+
+ var particles = (ComputeBuffer) bufferField.GetValue(dust);
+ float[] Layout(float size, Vector3 centre, float below) => DustLayout(particles.count, size, centre, below);
+
+ var transform = camera.transform;
+ var (position, rotation) = (transform.position, transform.rotation);
+ var (far, flags, background, mask, target) = (camera.farClipPlane, camera.clearFlags, camera.backgroundColor, camera.cullingMask, camera.targetTexture);
+ var texture = RenderTexture.GetTemporary(64, 64, 24, RenderTextureFormat.ARGB32);
+ var readback = new Texture2D(64, 64, TextureFormat.RGBA32, false);
+ var previous = RenderTexture.active;
+ // Image effects on the camera would write their own frame over the dust; only the dust draw is under test.
+ var effects = camera.GetComponents().Where(behaviour => behaviour.enabled).ToArray();
+ Color32[] Render(float size, Vector3 centre, float below)
+ {
+ Call(dust, "Update"); // on a bounded draw this queues the draw for the camera; here it dispatches the compute
+ particles.SetData(Layout(size, centre, below));
+ camera.Render();
+ RenderTexture.active = texture;
+ readback.ReadPixels(new Rect(0, 0, 64, 64), 0, 0);
+ readback.Apply();
+ return readback.GetPixels32();
+ }
+ try
+ {
+ foreach (var effect in effects) effect.enabled = false;
+ camera.clearFlags = CameraClearFlags.SolidColor;
+ camera.backgroundColor = Color.black;
+ camera.cullingMask = 1;
+ camera.targetTexture = texture;
+ // control: the camera where the scene put it, dust 100 below, inside any box a hand-set extent would give
+ transform.SetPositionAndRotation(position, Quaternion.Euler(90f, 0f, 0f));
+ camera.farClipPlane = 1000f;
+ var nearWith = Render(5f, position, 100f); var nearWithout = Render(0f, position, 100f);
+ var nearDiff = 0; for (var i = 0; i < nearWith.Length; i++) if (!nearWith[i].Equals(nearWithout[i])) nearDiff++;
+ Debug.Log($"{Tag} stardust near-control differing pixels={nearDiff}");
+ if (nearDiff == 0) Fail("scene-stardust-uncullable", "control: dust 100 below the camera drew no pixels");
+ transform.SetPositionAndRotation(new Vector3(0f, -40000f, 0f), Quaternion.Euler(90f, 0f, 0f));
+ camera.farClipPlane = 30000f;
+ var withDust = Render(400f, transform.position, 10000f); // the material scales a quad by distance^.33, so at this range it needs this size to cover pixels
+ var without = Render(0f, transform.position, 10000f);
+ var differing = 0;
+ for (var i = 0; i < withDust.Length; i++)
+ if (!withDust[i].Equals(without[i])) differing++;
+ if (differing == 0) Fail("scene-stardust-uncullable", "the dust 10000 below the camera drew no pixels");
+ }
+ finally
+ {
+ RenderTexture.active = previous;
+ foreach (var effect in effects) effect.enabled = true;
+ camera.targetTexture = target;
+ camera.cullingMask = mask;
+ camera.backgroundColor = background;
+ camera.clearFlags = flags;
+ camera.farClipPlane = far;
+ transform.SetPositionAndRotation(position, rotation);
+ RenderTexture.ReleaseTemporary(texture);
+ UnityEngine.Object.DestroyImmediate(readback);
+ }
+ }
+
+ // The nebula is an [ImageEffectOpaque] that fogs the whole ray to a depth the dust never writes (B49): dust drawn
+ // before it is attenuated by the fog, dust drawn after it sits on top at full strength. The dust's contribution to a
+ // pixel (render with dust minus render without) is read with the cloud renderer off and on, in an HDR target.
+ static void CheckStardustUnderFog(Stardust dust, FieldInfo bufferField)
+ {
+ const int Size = 128;
+ var camera = dust.TargetCamera;
+ var cloud = camera == null ? null : camera.GetComponent();
+ if (cloud == null) { Fail("scene-stardust-under-fog", "the target camera has no VolumeCloudRenderer"); return; }
+ var particles = (ComputeBuffer) bufferField.GetValue(dust);
+
+ var transform = camera.transform;
+ var (position, rotation) = (transform.position, transform.rotation);
+ var (far, flags, background, mask, target, hdr) = (camera.farClipPlane, camera.clearFlags, camera.backgroundColor, camera.cullingMask, camera.targetTexture, camera.allowHDR);
+ var texture = RenderTexture.GetTemporary(Size, Size, 24, RenderTextureFormat.ARGBHalf);
+ var readback = new Texture2D(Size, Size, TextureFormat.RGBAHalf, false);
+ var previous = RenderTexture.active;
+ var effects = camera.GetComponents().Where(behaviour => behaviour.enabled).ToArray();
+ var fields = new System.Collections.Generic.List();
+ GameObject floor = null;
+ float[] Render(bool fog, float size)
+ {
+ cloud.enabled = fog;
+ for (var frame = 0; frame < 2; frame++) // the cloud's first frame forces ULTRA and fills its history; the second is the settled one
+ {
+ Call(dust, "Update");
+ particles.SetData(DustLayout(particles.count, size, position, 100f));
+ camera.Render();
+ }
+ RenderTexture.active = texture;
+ readback.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
+ readback.Apply();
+ return readback.GetPixels().Select(pixel => pixel.r * .2126f + pixel.g * .7152f + pixel.b * .0722f).ToArray();
+ }
+ try
+ {
+ foreach (var effect in effects) effect.enabled = false;
+ camera.allowHDR = true;
+ camera.clearFlags = CameraClearFlags.SolidColor;
+ camera.backgroundColor = Color.black;
+ camera.cullingMask = 1;
+ camera.targetTexture = texture;
+ camera.farClipPlane = 1000f;
+ transform.SetPositionAndRotation(position, Quaternion.Euler(90f, 0f, 0f));
+ // The fog only measures a partial density where depth is written: a pixel with no depth is fogged whole (CloudShader sets
+ // density 1 past the far plane). A floor under the dust gives the march a finite ray.
+ floor = GameObject.CreatePrimitive(PrimitiveType.Plane);
+ floor.transform.position = position + Vector3.down * 200f;
+ floor.transform.localScale = Vector3.one * 100f;
+ UnityEngine.Object.DestroyImmediate(floor.GetComponent());
+
+ // The scene's own nebula fields are textures the game renders; here a uniform fill of white fog stands in for them.
+ foreach (var (name, format) in new[] { ("_NebulaSurfaceHeight", TextureFormat.RFloat), ("_NebulaPatchHeight", TextureFormat.RHalf), ("_NebulaPatch", TextureFormat.RHalf) })
+ Shader.SetGlobalTexture(name, Uniform(format, Color.black, fields));
+ Shader.SetGlobalTexture("_NebulaTint", Uniform(TextureFormat.RGBA32, Color.white, fields));
+ Shader.DisableKeyword("NOISE_SLOPE");
+ Shader.SetGlobalFloat("_NebulaFillDensity", .01f);
+ Shader.SetGlobalFloat("_NebulaFillDistance", 120f);
+ Shader.SetGlobalFloat("_NebulaFillExponent", 0f);
+ Shader.SetGlobalFloat("_NebulaFillOffset", 0f);
+ Shader.SetGlobalFloat("_NebulaPatchDensity", 0f);
+ Shader.SetGlobalFloat("_NebulaLuminance", .01f); // a fog dimmer than the dust: dust drawn over it would otherwise read as a negative contribution
+ Shader.SetGlobalFloat("_ExtinctionCoefficient", .25f); // with the fill density, about 40% of the light to the floor is fogged away
+ Shader.SetGlobalFloat("_SafetyDistance", -1e6f); // below every sample: only the uniform fill, none of the zone's noise
+ Shader.SetGlobalFloat("_TintLodExponent", 0f);
+
+ var clearBare = Render(false, 0f);
+ var clearDust = Render(false, 5f);
+ var fogBare = Render(true, 0f);
+ var fogDust = Render(true, 5f);
+
+ var fogShown = 0f;
+ var (clearSum, fogSum, drawn) = (0f, 0f, 0);
+ for (var i = 0; i < clearBare.Length; i++)
+ {
+ fogShown += Mathf.Abs(fogBare[i] - clearBare[i]) / clearBare.Length;
+ if (clearDust[i] == clearBare[i]) continue;
+ drawn++; clearSum += clearDust[i] - clearBare[i]; fogSum += fogDust[i] - fogBare[i];
+ }
+ var (clearMean, fogMean) = (drawn == 0 ? 0f : clearSum / drawn, drawn == 0 ? 0f : fogSum / drawn);
+ Debug.Log($"{Tag} stardust under fog: fog control mean |difference|={fogShown}, dust pixels={drawn}, dust contribution cloud off={clearMean}, cloud on={fogMean}, ratio={(clearMean == 0f ? 0f : fogMean / clearMean)}");
+ if (drawn == 0 || clearMean <= 0f) Fail("scene-stardust-under-fog", "control: the dust drew no pixels with the cloud renderer off");
+ else if (fogShown < 1e-3f) Fail("scene-stardust-under-fog", "control: the cloud renderer changed no pixels, so no fog is in view");
+ else if (fogMean > .9f * clearMean) Fail("scene-stardust-under-fog", "the dust is not attenuated by the fog in front of it: it was drawn after the nebula composites");
+ else if (fogMean < .1f * clearMean) Fail("scene-stardust-under-fog", "the dust is erased, not dimmed, by a partial fog");
+ }
+ finally
+ {
+ RenderTexture.active = previous;
+ foreach (var effect in effects) effect.enabled = true;
+ camera.allowHDR = hdr;
+ camera.targetTexture = target;
+ camera.cullingMask = mask;
+ camera.backgroundColor = background;
+ camera.clearFlags = flags;
+ camera.farClipPlane = far;
+ transform.SetPositionAndRotation(position, rotation);
+ RenderTexture.ReleaseTemporary(texture);
+ UnityEngine.Object.DestroyImmediate(readback);
+ foreach (var field in fields) UnityEngine.Object.DestroyImmediate(field);
+ if (floor != null) UnityEngine.Object.DestroyImmediate(floor);
+ }
+ }
+
+ static Texture2D Uniform(TextureFormat format, Color colour, System.Collections.Generic.List owner)
+ {
+ var texture = new Texture2D(1, 1, format, false) { wrapMode = TextureWrapMode.Clamp };
+ texture.SetPixel(0, 0, colour);
+ texture.Apply();
+ owner.Add(texture);
+ return texture;
+ }
+
+ // A square patch of particles 4 apart, `below` under `centre`.
+ static float[] DustLayout(int count, float size, Vector3 centre, float below)
+ {
+ var side = Mathf.RoundToInt(Mathf.Sqrt(count));
+ var data = new float[count * 7];
+ for (var i = 0; i < count; i++)
+ {
+ data[i * 7 + 0] = centre.x + ((i % side) - side / 2f) * 4f;
+ data[i * 7 + 1] = centre.y - below;
+ data[i * 7 + 2] = centre.z + ((i / side) - side / 2f) * 4f;
+ data[i * 7 + 3] = data[i * 7 + 4] = data[i * 7 + 5] = 1f;
+ data[i * 7 + 6] = size;
+ }
+ return data;
+ }
+
+ // CloudShader's pass 0 compiles with the flow keywords (it must #include_with_pragmas the shared include).
+ static void CheckCloudKeywords()
+ {
+ var shader = AssetDatabase.LoadAssetAtPath("Assets/Shaders/Raymarching/CloudShader.shader");
+ if (shader == null) { Fail("scene-cloud-keywords", "No CloudShader.shader."); return; }
+ var keywords = ShaderUtil.GetPassKeywords(shader, new PassIdentifier(0, 0), UnityEditor.Rendering.ShaderType.Fragment)
+ .Select(keyword => keyword.name).ToArray();
+ foreach (var name in new[] { "FLOW_GLOBAL", "FLOW_SLOPE" })
+ if (!keywords.Contains(name)) Fail("scene-cloud-keywords", $"CloudShader pass 0 does not carry {name}");
+ }
+
+ static int Differing(float[] a, float[] b)
+ {
+ var count = 0;
+ for (var i = 0; i < a.Length; i++)
+ if (Math.Abs(a[i] - b[i]) > 1e-4f) count++;
+ return count;
+ }
+
+ // The presenters' own Start and Update, as the game calls them; an exception is a failure that names the type.
+ static void Call(object target, string method)
+ {
+ var info = target.GetType().GetMethod(method, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
+ if (info == null) { Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} not found"); return; }
+ try { info.Invoke(target, null); }
+ catch (TargetInvocationException e)
+ {
+ Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} threw {e.InnerException?.GetType().Name}");
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/FlowFieldSceneVerify.cs.meta b/Assets/Scripts/Editor/FlowFieldSceneVerify.cs.meta
new file mode 100644
index 000000000..77339880b
--- /dev/null
+++ b/Assets/Scripts/Editor/FlowFieldSceneVerify.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 25fbd79fca1de49498c3bebf9f63243b
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/GravityFieldParityVerify.cs b/Assets/Scripts/Editor/GravityFieldParityVerify.cs
new file mode 100644
index 000000000..d996d3227
--- /dev/null
+++ b/Assets/Scripts/Editor/GravityFieldParityVerify.cs
@@ -0,0 +1,428 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.Rendering;
+using CultMath;
+
+namespace Aetheria.EditorTools
+{
+ ///
+ /// Batchmode check for campaign aetheria-gravity, cut grid-lowering: what the Gravity Field pass draws is the sim's
+ /// height. It builds a zone from Settings.asset's PlanetSettings with three bodies, runs the real lowering
+ /// (GravityLowering.Lower and CreateField), renders the field through an orthographic camera that culls layer 9 into
+ /// a float target, and compares every texel with -Zone.GetHeight at the texel centre's world position. It then checks
+ /// that the texture's gradient points where Zone.GetForce does, and that ARPG.unity and the body prefabs are wired
+ /// the way the cut leaves them (the gravity cameras cull layer 9 alone, nothing but the run-time field sits on it).
+ ///
+ /// Renders, so it needs a graphics device: run WITHOUT -nographics (as FlowFieldParityVerify).
+ /// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.GravityFieldParityVerify.Run -logFile <path>
+ /// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+ ///
+ public static class GravityFieldParityVerify
+ {
+ const string Tag = "[GravityFieldParityVerify]";
+ const int Size = 256;
+ // Measured on this tree (the "max error" line this run prints): the largest |texel + GetHeight| over the windows of the three
+ // frames is 0.0103 u, in the moved-again frame's sun window (float32 on both sides, the GPU's log and the closed form's
+ // single-precision floor of 1.5e-5 per unit strength against the CPU's, the quad's interpolated world position). The
+ // tolerance is 2.9x that. A band whose terms were drawn from the wrong edge (reference, inner or outer) moves the
+ // drawn height by whole units.
+ const float Tolerance = 0.03f;
+ // The worst angle between the texture's central difference and GetForce (B28: 1.0 degrees median zone, 2.9 worst).
+ const float GradientDegrees = 3f;
+ // Below this force (u/s^2) the drawn height differs between neighbouring texels by less than float32 resolves.
+ const float FlatForce = 1e-3f;
+ static float _maxError, _maxAngle, _maxTau;
+ static bool _ok = true;
+
+ static void OnLog(string message, string stack, LogType type)
+ {
+ if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
+ Fail("logged-error", message.Split('\n')[0]);
+ }
+
+ static void Fail(string check, string detail)
+ {
+ Debug.LogError($"{Tag} FAIL {check}: {detail}");
+ _ok = false;
+ }
+
+ public static void Run()
+ {
+ if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
+ {
+ Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
+ EditorApplication.Exit(1);
+ return;
+ }
+
+ Application.logMessageReceived += OnLog;
+ var work = Path.Combine(Path.GetTempPath(), "gravity-parity-" + Guid.NewGuid().ToString("N"));
+ Directory.CreateDirectory(work);
+ ComputeBuffer wells = null;
+ GameObject field = null;
+ try
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ var material = AssetDatabase.LoadAssetAtPath("Assets/Materials/Brushes/Gravity Field.mat")
+ ?? throw new InvalidOperationException("No Gravity Field.mat.");
+
+ var zone = BuildZone(settings, work, out var orbits, multiRoot: true);
+ GravityLowering.Lower(zone, 0f, ref wells);
+ field = GravityLowering.CreateField(material);
+
+ // Three frames through the one buffer, as ZoneRenderer.Update runs it: the bodies as built, then two moves (an
+ // orbit's Position is what Zone.GetHeight reads). A move keeps the tree's geometry, since a rail never leaves
+ // its parent's distance and the walk skips a subtree outside its reach: the sun is the root, the planet is
+ // its Distance from the sun, the planetoid its Distance from the planet. A lowering that mirrors an axis or
+ // stops refreshing the upload agrees with the sim in the first frame only where it is symmetric.
+ CheckFrame("built", zone, orbits);
+ orbits[1].Position = Around(orbits[0], orbits[1], .31f);
+ orbits[2].Position = Around(orbits[1], orbits[2], .77f);
+ orbits[5].Position = Around(orbits[1], orbits[5], .41f);
+ GravityLowering.Lower(zone, 0f, ref wells);
+ CheckFrame("moved", zone, orbits);
+ orbits[0].Position = new float2(210f, -95f);
+ orbits[1].Position = Around(orbits[0], orbits[1], .52f);
+ orbits[2].Position = Around(orbits[1], orbits[2], .05f);
+ orbits[5].Position = Around(orbits[1], orbits[5], .93f);
+ GravityLowering.Lower(zone, 0f, ref wells);
+ CheckFrame("moved-again", zone, orbits);
+ if (_maxTau <= 1f) Fail("series-branch", $"the largest tau over the drawn bounded terms is {_maxTau:G4}; no window draws the series branch");
+ Debug.Log($"{Tag} largest drawn tau {_maxTau:G4}");
+ Debug.Log($"{Tag} max error {_maxError:G4} u (tolerance {Tolerance:G4}); max gradient angle {_maxAngle:F2} degrees (limit {GradientDegrees:F0})");
+
+ CheckWiring(settings);
+ Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"{Tag} FAIL exception: {e}");
+ _ok = false;
+ }
+ finally
+ {
+ Application.logMessageReceived -= OnLog;
+ if (field != null) UnityEngine.Object.DestroyImmediate(field);
+ wells?.Release();
+ try { Directory.Delete(work, true); } catch { }
+ }
+ EditorApplication.Exit(_ok ? 0 : 1);
+ }
+
+ static float Core(Zone zone, float mass) => zone.Settings.RocheLimit.Evaluate(mass);
+
+ // Where an orbit lies when it stands `turns` round its parent at its Distance.
+ static float2 Around(Orbit parent, Orbit child, float turns) => parent.Position + child.Data.Distance * OrbitData.Evaluate(turns);
+
+ static Vector2 At(Orbit orbit) => new Vector2(orbit.Position.x, orbit.Position.y);
+
+ // Orbits 0-2 are the sun, the planet and the planetoid, each window centred where the body is now; orbit 3 is the
+ // body of no strength, orbit 4 the second sun and orbit 5 the planet's moon inside its Roche limit (whose band has
+ // tau above 1: the series branch of the shader). The zone window holds all of them; the far window is centred on the
+ // zone node, so its band (nothing inside A, the zone's mass beyond Beta A) is drawn. A window draws a term when
+ // the term's disc reaches it; the largest tau over the drawn terms must exceed 1 or the series branch went unchecked.
+ static void CheckFrame(string frame, Zone zone, Orbit[] orbits)
+ {
+ CheckTexels(frame + "-planetoid", zone, At(orbits[2]), 4f * Core(zone, 29.2f));
+ CheckTexels(frame + "-planet", zone, At(orbits[1]), 4f * Core(zone, 273.9f));
+ CheckTexels(frame + "-sun", zone, At(orbits[0]), 4f * Core(zone, 14152f));
+ CheckTexels(frame + "-zone", zone, Vector2.zero, 1.05f * zone.Pack.Radius);
+ var centre = new Vector2(zone.Wells.Centre.x, zone.Wells.Centre.y);
+ var span = 0f;
+ foreach (var root in new[] { orbits[0], orbits[4] })
+ span = Math.Max(span, (At(root) - centre).magnitude + zone.Wells.Reach(zone.Orbits.First(o => o.Value == root).Key));
+ // The wells have their own windows: out here a texel is 40 u wide, so only the ring from 0.9 A outward, where the
+ // zone node's band rises and the zone becomes one body, is measured.
+ CheckTexels(frame + "-far", zone, centre, 1.6f * span, .9f * span);
+ CheckGradient(zone, orbits.Select(At).ToArray());
+ }
+
+ // A sun (14152 at (-130, 85)), its planet (273.9, placed at (610, -240) at the pack's time), the planet's planetoid
+ // (29.2, placed at (670, -270)) and a body of mass 0, whose well has no strength (a legal body; its curves give
+ // c = 0 and R = 0), at (1700, 300): a family, so the band terms are drawn (the planet's and the sun's cusps and
+ // fades), off both axes and asymmetric, so the zone's wells sit where the verify says before any Update and a
+ // mirrored or swapped axis cannot agree with the sim. The sun and the zero-mass body are fixed roots.
+ internal static Zone BuildZone(GameSettings settings, string work, out Orbit[] orbits, float radius = 4182f, bool multiRoot = false)
+ {
+ var cache = AetheriaStores.Open(Path.Combine(work, "catalog.cc"), Path.Combine(work, "run.cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ cache.FlushAsync().Wait();
+ var items = new ItemManager(1u, cache, new ProvenanceLedger(), settings.GameplaySettings, _ => { });
+ var positions = new List { new Vector2(-130f, 85f), new Vector2(610f, -240f), new Vector2(670f, -270f), new Vector2(1700f, 300f) };
+ var masses = new List { 14152f, 273.9f, 29.2f, 0f };
+ var parents = new List { -1, 0, 1, -1 };
+ if (multiRoot)
+ {
+ // A second sun (a second subzone, so the zone node exists) and a moon of the planet 0.6 of its Roche limit away.
+ positions.Add(new Vector2(-2400f, -1900f));
+ masses.Add(3000f);
+ parents.Add(-1);
+ positions.Add(positions[1] + new Vector2(-.6f * settings.PlanetSettings.RocheLimit.Evaluate(273.9f), 0f));
+ masses.Add(1f);
+ parents.Add(1);
+ }
+ var keys = new CultRecordKey[positions.Count];
+ var pack = new ZonePack { Radius = radius };
+ for (var i = 0; i < positions.Count; i++)
+ {
+ var data = new OrbitData { FixedPosition = new float2(positions[i].x, positions[i].y) };
+ if (parents[i] >= 0)
+ {
+ var offset = positions[i] - positions[parents[i]];
+ data.Parent = new CultRecordRef(keys[parents[i]]);
+ data.Distance = offset.magnitude;
+ data.Phase = Mathf.Atan2(offset.y, offset.x) / (2f * Mathf.PI);
+ }
+ var orbit = keys[i] = cache.Upsert(data).Key;
+ var body = cache.Upsert(new PlanetData
+ { Name = "Body " + i, Orbit = new CultRecordRef(orbit), Mass = masses[i] }).Key;
+ pack.Orbits.Add(new CultRecordRef(orbit));
+ pack.Planets.Add(new CultRecordRef(body));
+ }
+ var zone = new Zone(items, settings.PlanetSettings, pack, new GalaxyZone { Name = "Gravity Parity", Owner = null }, null);
+ orbits = keys.Select(k => zone.Orbits[k]).ToArray();
+ return zone;
+ }
+
+ // Renders the field through a downward orthographic camera that culls layer 9 only, centred on `centre` with
+ // half-size `half`, and returns the depth of every texel with the world xz of the texel's centre, which is asked
+ // of the camera rather than assumed.
+ static void Render(Vector2 centre, float half, out float[] depth, out Vector2[] world)
+ {
+ var rt = new RenderTexture(Size, Size, 0, RenderTextureFormat.RFloat) { filterMode = FilterMode.Point };
+ var cameraObject = new GameObject("Gravity Parity Camera");
+ var read = new Texture2D(Size, Size, TextureFormat.RFloat, false);
+ var previous = RenderTexture.active;
+ try
+ {
+ var camera = cameraObject.AddComponent();
+ camera.orthographic = true;
+ camera.orthographicSize = half;
+ camera.aspect = 1f;
+ camera.nearClipPlane = .3f;
+ camera.farClipPlane = 1000f;
+ camera.cullingMask = 1 << GravityLowering.FieldLayer;
+ camera.clearFlags = CameraClearFlags.SolidColor;
+ camera.backgroundColor = Color.black;
+ camera.allowHDR = false;
+ camera.allowMSAA = false;
+ camera.targetTexture = rt;
+ cameraObject.transform.SetPositionAndRotation(new Vector3(centre.x, 100f, centre.y), Quaternion.Euler(90f, 0f, 0f));
+ camera.Render();
+
+ RenderTexture.active = rt;
+ read.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
+ read.Apply();
+ depth = read.GetPixelData(0).ToArray();
+ world = new Vector2[Size * Size];
+ for (var y = 0; y < Size; y++)
+ for (var x = 0; x < Size; x++)
+ {
+ var p = camera.ViewportToWorldPoint(new Vector3((x + .5f) / Size, (y + .5f) / Size, 100f));
+ world[y * Size + x] = new Vector2(p.x, p.z);
+ }
+ }
+ finally
+ {
+ RenderTexture.active = previous;
+ UnityEngine.Object.DestroyImmediate(cameraObject);
+ UnityEngine.Object.DestroyImmediate(read);
+ rt.Release();
+ UnityEngine.Object.DestroyImmediate(rt);
+ }
+ }
+
+ // The largest tau = (a^2 + eps^2) / (b^2 - a^2) over the bounded terms whose disc reaches the window's square.
+ static void NoteTau(Zone zone, Vector2 centre, float half)
+ {
+ foreach (var term in zone.Wells.Terms)
+ {
+ if (float.IsPositiveInfinity(term.Outer)) continue;
+ var at = term.Node.IsSet() ? zone.Orbits[term.Node].Position : zone.Wells.Centre;
+ if (Math.Abs(at.x - centre.x) > half + term.Outer || Math.Abs(at.y - centre.y) > half + term.Outer) continue;
+ _maxTau = Math.Max(_maxTau, (term.Inner * term.Inner + term.Softening * term.Softening) / (term.Outer * term.Outer - term.Inner * term.Inner));
+ }
+ }
+
+ static void CheckTexels(string window, Zone zone, Vector2 centre, float half, float ringFrom = 0f)
+ {
+ Render(centre, half, out var depth, out var world);
+ NoteTau(zone, centre, half);
+ var worst = 0f;
+ var live = 0;
+ var measured = 0;
+ for (var i = 0; i < depth.Length; i++)
+ {
+ if ((world[i] - centre).magnitude < ringFrom) continue;
+ measured++;
+ var expected = -zone.GetHeight(new float2(world[i].x, world[i].y));
+ if (float.IsNaN(depth[i])) { Fail($"{window}-texels", $"texel {i}: NaN"); return; }
+ var error = Math.Abs(depth[i] - expected);
+ worst = Math.Max(worst, error);
+ if (Math.Abs(expected) > 1f) live++;
+ if (error > Tolerance)
+ {
+ Fail($"{window}-texels", $"texel {i} at ({world[i].x:F2}, {world[i].y:F2}): expected {expected:G6}, drawn {depth[i]:G6}, error {error:G4} > {Tolerance:G4}");
+ return;
+ }
+ }
+ _maxError = Math.Max(_maxError, worst);
+ // A window that draws nothing agrees with a zone that is flat: the check must be live.
+ if (live < measured / 2) Fail($"{window}-texels", $"only {live} of {measured} texels are deeper than 1 u; the check is vacuous");
+ Debug.Log($"{Tag} {window}: {depth.Length} texels, max error {worst:G4} u");
+ }
+
+ // The texture's central difference (over two 4 u texels, mid-zone) points where GetForce does: depth = -h, so its
+ // gradient is the force over the exaggeration. This is what the slope readers (the shader's slopeFlow, the nebula
+ // surface normal, the drawn grid) take from the texture.
+ static void CheckGradient(Zone zone, Vector2[] bodies)
+ {
+ Render(new Vector2(1500f, 0f), 512f, out var depth, out var world);
+ var compared = 0;
+ for (var y = 1; y < Size - 1; y++)
+ for (var x = 1; x < Size - 1; x++)
+ {
+ var here = world[y * Size + x];
+ if (bodies.Any(b => (b - here).magnitude < 16f)) continue;
+ // The world step of each texel axis is read from the camera, so a flipped or rotated target is still measured.
+ var au = world[y * Size + x + 1] - world[y * Size + x - 1];
+ var av = world[(y + 1) * Size + x] - world[(y - 1) * Size + x];
+ var du = depth[y * Size + x + 1] - depth[y * Size + x - 1];
+ var dv = depth[(y + 1) * Size + x] - depth[(y - 1) * Size + x];
+ var det = au.x * av.y - au.y * av.x;
+ var g = new Vector2((du * av.y - dv * au.y) / det, (dv * au.x - du * av.x) / det);
+ var f = zone.GetForce(new float2(here.x, here.y));
+ if (CultMath.math.length(f) < FlatForce) continue; // between the subzones the ground is flat: no direction to compare
+ var angle = Vector2.Angle(g, new Vector2(f.x, f.y));
+ if (float.IsNaN(angle) || angle > GradientDegrees)
+ {
+ Fail("gradient", $"at ({here.x:F1}, {here.y:F1}) the drawn slope points {angle:F2} degrees from the force (limit {GradientDegrees:F0})");
+ return;
+ }
+ _maxAngle = Math.Max(_maxAngle, angle);
+ compared++;
+ }
+ if (compared < Size * Size / 2) Fail("gradient", $"only {compared} texels were compared");
+ }
+
+ // Main Menu.unity has no ZoneRenderer, so no Gravity Field and no lowered potential: its gravity cameras draw the
+ // menu's own brush objects (Boundary on layer 9, the Waves on layer 10) and are presentation by spec (follow-up
+ // menu-grid-brushes), not a reader of the potential. This pins that: a ZoneRenderer in the menu would make its
+ // cameras readers of the field, and they would have to cull layer 9 alone like ARPG's.
+ static void CheckTestSceneWiring()
+ {
+ EditorSceneManager.OpenScene("Assets/Scenes/TestScene.unity", OpenSceneMode.Single);
+ try
+ {
+ if (CheckPatchCameras("TestScene.unity") < 1) Fail("wiring", "no Fog Patch Displacement camera in TestScene.unity");
+ }
+ finally
+ {
+ EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
+ }
+ }
+
+ static void CheckMenuWiring()
+ {
+ var scene = EditorSceneManager.OpenScene("Assets/Scenes/Main Menu.unity", OpenSceneMode.Single);
+ try
+ {
+ if (UnityEngine.Object.FindFirstObjectByType(FindObjectsInactive.Include) != null)
+ Fail("wiring", "Main Menu.unity has a ZoneRenderer: its gravity cameras now read the Gravity Field and must cull layer 9 alone");
+ var seen = 0;
+ foreach (var camera in UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None))
+ {
+ if (camera.targetTexture == null || camera.targetTexture.name != "Fog Surface Displacement") continue;
+ seen++;
+ const int menuBrushLayers = (1 << 9) | (1 << 10);
+ if (camera.cullingMask != menuBrushLayers)
+ Fail("wiring", $"Main Menu camera {camera.name} culls mask {camera.cullingMask}, not the menu brush layers 9 and 10");
+ }
+ if (seen != 1) Fail("wiring", $"{seen} Fog Surface Displacement cameras in Main Menu.unity, expected 1");
+ if (CheckPatchCameras("Main Menu.unity") < 1) Fail("wiring", "no Fog Patch Displacement camera in Main Menu.unity");
+ }
+ finally
+ {
+ EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
+ }
+ }
+
+ // Every scene's Fog Patch Displacement camera: cloudDensity adds the R32 gravity height to the patch texture, so
+ // a patch camera that culls the gravity layer counts the field twice. Returns how many it found in the open scene.
+ static int CheckPatchCameras(string sceneName)
+ {
+ var found = 0;
+ foreach (var camera in UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None))
+ {
+ if (camera.targetTexture == null || camera.targetTexture.name != "Fog Patch Displacement") continue;
+ found++;
+ if ((camera.cullingMask & 1 << GravityLowering.FieldLayer) != 0)
+ Fail("wiring", $"camera {camera.name} (target Fog Patch Displacement) in {sceneName} culls layer {GravityLowering.FieldLayer}, the gravity layer");
+ }
+ return found;
+ }
+
+ static void CheckWiring(GameSettings settings)
+ {
+ var scene = EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
+ try
+ {
+ var gravityTargets = new[] { "Fog Surface Displacement", "Slime Gravity", "MinimapGravity" };
+ var seen = 0;
+ foreach (var camera in UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None))
+ {
+ if (camera.targetTexture == null || !gravityTargets.Contains(camera.targetTexture.name)) continue;
+ seen++;
+ if (camera.cullingMask != 1 << GravityLowering.FieldLayer)
+ Fail("wiring", $"camera {camera.name} (target {camera.targetTexture.name}) culls mask {camera.cullingMask}, not layer {GravityLowering.FieldLayer} alone");
+ }
+ if (seen < gravityTargets.Length) Fail("wiring", $"only {seen} gravity cameras found in ARPG.unity");
+
+ // The patch texture is half-float: it holds the patch layers only, the nebula reads gravity from the R32 surface.
+ if (CheckPatchCameras("ARPG.unity") != 1) Fail("wiring", "ARPG.unity does not have exactly 1 Fog Patch Displacement camera");
+
+ // The map screen's gravity camera has no target until MapRenderer gives it one at run time.
+ var map = UnityEngine.Object.FindFirstObjectByType(FindObjectsInactive.Include);
+ if (map == null || map.GravityCamera == null) Fail("wiring", "no MapRenderer.GravityCamera in ARPG.unity");
+ else if (map.GravityCamera.cullingMask != 1 << GravityLowering.FieldLayer)
+ Fail("wiring", $"MapRenderer.GravityCamera culls mask {map.GravityCamera.cullingMask}, not layer {GravityLowering.FieldLayer} alone");
+
+ var renderer = UnityEngine.Object.FindFirstObjectByType(FindObjectsInactive.Include);
+ if (renderer == null) Fail("wiring", "no ZoneRenderer in ARPG.unity");
+ else if (renderer.GravityField == null || renderer.GravityField.shader.name != "Brushes/Gravity Field")
+ Fail("wiring", "ZoneRenderer.GravityField is not a Brushes/Gravity Field material");
+
+ foreach (var r in UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None))
+ if (r.gameObject.layer == GravityLowering.FieldLayer)
+ Fail("wiring", $"renderer {r.name} in ARPG.unity sits on layer {GravityLowering.FieldLayer}");
+ }
+ finally
+ {
+ EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
+ }
+
+ CheckMenuWiring();
+ CheckTestSceneWiring();
+
+ foreach (var path in new[]
+ {
+ "Assets/Prefabs/RPG/Planets/Planet.prefab", "Assets/Prefabs/RPG/Planets/Gas Giant.prefab",
+ "Assets/Prefabs/RPG/Planets/Sun.prefab", "Assets/Prefabs/RPG/Wormhole 1.prefab"
+ })
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(path);
+ if (prefab == null) { Fail("wiring", $"no prefab at {path}"); continue; }
+ foreach (var r in prefab.GetComponentsInChildren(true))
+ if (r.gameObject.layer == GravityLowering.FieldLayer)
+ Fail("wiring", $"renderer {r.name} in {path} sits on layer {GravityLowering.FieldLayer}");
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/NameTools.cs.meta b/Assets/Scripts/Editor/GravityFieldParityVerify.cs.meta
similarity index 83%
rename from Assets/Scripts/Editor/NameTools.cs.meta
rename to Assets/Scripts/Editor/GravityFieldParityVerify.cs.meta
index e0022b308..50646bcbb 100644
--- a/Assets/Scripts/Editor/NameTools.cs.meta
+++ b/Assets/Scripts/Editor/GravityFieldParityVerify.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 88b5f578fe63a904b997331630e61416
+guid: 1ceb2bdab0804463b1998471d47e82fa
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Scripts/Editor/MapBeltPerf.cs b/Assets/Scripts/Editor/MapBeltPerf.cs
new file mode 100644
index 000000000..ea3eac5c0
--- /dev/null
+++ b/Assets/Scripts/Editor/MapBeltPerf.cs
@@ -0,0 +1,116 @@
+using System;
+using System.Diagnostics;
+using System.IO;
+using System.Linq;
+using GameCult.Caching;
+using UnityEditor;
+using CultMath;
+using UnityEngine;
+using float4 = CultMath.float4;
+using Debug = UnityEngine.Debug;
+
+// The map's belt cost per frame, CPU milliseconds and managed allocation, for belts of 1000, 2250 (the generated
+// maximum, Settings.asset) and 4000 asteroids: the base revision's AsteroidBeltUI.Update (MapBeltPerfBase, a verbatim copy)
+// and MapPresenter's belt upload and draw, each as the median and interquartile range of 21 runs of 300 frames after
+// a warm-up, in this one Unity job. CPU time only: GPU cost is not covered. Needs a GPU device.
+//
+// Unity -batchmode -projectPath -executeMethod MapBeltPerf.Run -logFile
+public static class MapBeltPerf
+{
+ private const int Warmup = 60, Frames = 300, RunCount = 21;
+
+ public static void Run()
+ {
+ var work = Path.Combine(Path.GetTempPath(), $"map-belt-perf-{Guid.NewGuid():N}");
+ try
+ {
+ Directory.CreateDirectory(work);
+ foreach (var count in new[] { 1000, 2250, 4000 }) Measure(work, count);
+ EditorApplication.Exit(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ private static void Measure(string work, int count)
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset");
+ var cache = AetheriaStores.Open(Path.Combine(work, $"c{count}.cc"), Path.Combine(work, $"r{count}.cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ var sunOrbit = cache.Upsert(new OrbitData()).Key;
+ var sunKey = cache.Upsert(new PlanetData { Name = "Sun", Orbit = new CultRecordRef(sunOrbit), Mass = 400f }).Key;
+ var beltOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(sunOrbit), Distance = 900f, Phase = .42f }).Key;
+ var asteroids = Enumerable.Range(0, count).Select(i => new Asteroid
+ { Distance = 120f + i * .01f, Phase = CultMath.math.frac(i * .618f), Size = CultMath.math.frac(i * .37f + .1f), RotationSpeed = .15f + i * 1e-4f }).ToArray();
+ var beltKey = cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef(beltOrbit), Asteroids = asteroids }).Key;
+ var pack = new ZonePack
+ {
+ Orbits = { new CultRecordRef(sunOrbit), new CultRecordRef(beltOrbit) },
+ Planets = { new CultRecordRef(sunKey), new CultRecordRef(beltKey) },
+ Radius = 5000f, Mass = 10000f, Time = 0
+ };
+ var items = new ItemManager(1u, cache, new ProvenanceLedger(), settings.GameplaySettings, _ => { });
+ var zone = new Zone(items, new PlanetSettings
+ {
+ BodyRadius = new ExponentialCurve(), WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
+ RocheLimit = new ExponentialCurve { Constant = 2f },
+ AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
+ AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f },
+ AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f }
+ }, pack, new GalaxyZone { Name = "Perf", Owner = null }, null);
+
+ var transforms = new float4[count];
+ var presenter = new MapPresenter(new Material[0], AssetDatabase.LoadAssetAtPath("Assets/Materials/UI/MapAsteroid.mat"), 4, 4, 3f);
+ presenter.RegisterBelt(beltKey, transforms);
+ var baseBelt = new MapBeltPerfBase(zone, zone.AsteroidBelts[beltKey], 4, 4, 3f);
+
+ Report("base", count, Runs(zone, beltKey, transforms, () => baseBelt.Update(transforms, 0f)));
+ Report("head", count, Runs(zone, beltKey, transforms, () => presenter.Draw(zone, 0)));
+ presenter.Clear();
+ }
+
+ // Each run is Frames frames after Warmup frames; the figure is one run's CPU ms per frame and managed bytes per frame.
+ private static (double ms, long bytes)[] Runs(Zone zone, CultRecordKey beltKey, float4[] transforms, Action frame)
+ {
+ var results = new (double, long)[RunCount];
+ var stopwatch = new Stopwatch();
+ var time = 0.0;
+ for (var run = -1; run < RunCount; run++)
+ {
+ stopwatch.Reset();
+ long allocated = 0;
+ for (var i = 0; i < Warmup + Frames; i++)
+ {
+ zone.EvaluateBelt(beltKey, transforms, time += 0.016);
+ var bytes = GC.GetAllocatedBytesForCurrentThread();
+ if (i >= Warmup) stopwatch.Start();
+ frame();
+ if (i >= Warmup) stopwatch.Stop();
+ if (i >= Warmup) allocated += GC.GetAllocatedBytesForCurrentThread() - bytes;
+ }
+ if (run >= 0) results[run] = (stopwatch.Elapsed.TotalMilliseconds / Frames, allocated / Frames);
+ }
+ return results;
+ }
+
+ private static double Quantile(double[] sorted, double q)
+ {
+ var at = q * (sorted.Length - 1);
+ var low = (int)Math.Floor(at);
+ var high = Math.Min(low + 1, sorted.Length - 1);
+ return sorted[low] + (sorted[high] - sorted[low]) * (at - low);
+ }
+
+ private static void Report(string revision, int count, (double ms, long bytes)[] runs)
+ {
+ var ms = runs.Select(r => r.ms).OrderBy(v => v).ToArray();
+ var bytes = runs.Select(r => (double)r.bytes).OrderBy(v => v).ToArray();
+ var units = Process.GetProcessesByName("Unity").Length;
+ Debug.Log($"[MapBeltPerf] revision={revision} asteroids={count} runs={runs.Length} frames_per_run={Frames} " +
+ $"cpu_ms_median={Quantile(ms, .5):F4} iqr={Quantile(ms, .25):F4}-{Quantile(ms, .75):F4} " +
+ $"gc_bytes_median={Quantile(bytes, .5):F0} unity_processes={units} cpus={Environment.ProcessorCount}");
+ }
+}
diff --git a/Assets/Scripts/Editor/MapBeltPerf.cs.meta b/Assets/Scripts/Editor/MapBeltPerf.cs.meta
new file mode 100644
index 000000000..5a06251b4
--- /dev/null
+++ b/Assets/Scripts/Editor/MapBeltPerf.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 2bf3d3dcd7e3dd940add2640db93e3fe
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/MapBeltPerfBase.cs b/Assets/Scripts/Editor/MapBeltPerfBase.cs
new file mode 100644
index 000000000..6470b9c9a
--- /dev/null
+++ b/Assets/Scripts/Editor/MapBeltPerfBase.cs
@@ -0,0 +1,88 @@
+using GameCult.Caching;
+using CultMath;
+using UnityEngine;
+using static CultMath.math;
+using float2 = CultMath.float2;
+using float4 = CultMath.float4;
+using Random = UnityEngine.Random;
+
+// The base revision's per-frame belt map path, copied from ZoneRenderer.cs at da6fe033 (class AsteroidBeltUI) so that
+// MapBeltPerf can measure it beside MapPresenter in one job. Only the lead it read from ActionGameManager.Clock is
+// fixed at zero. Not used by the game.
+public class MapBeltPerfBase
+{
+ private Vector3[] _vertices;
+ private Vector3[] _normals;
+ private Vector2[] _uvs;
+ private int[] _indices;
+ private CultRecordKey _orbitParent;
+ private Mesh _mesh;
+ private float _size;
+ private Zone _zone;
+ private AsteroidBelt _belt;
+ private float _scale;
+
+ public MapBeltPerfBase(Zone zone, AsteroidBelt belt, int spritesheetWidth, int spritesheetHeight, float scale)
+ {
+ _belt = belt;
+ _zone = zone;
+ var orbit = zone.Orbits[belt.Data.Orbit.Key];
+ _orbitParent = orbit.Data.Parent.Key;
+ _vertices = new Vector3[_belt.Data.Asteroids.Length * 4];
+ _normals = new Vector3[_belt.Data.Asteroids.Length * 4];
+ _uvs = new Vector2[_belt.Data.Asteroids.Length * 4];
+ _indices = new int[_belt.Data.Asteroids.Length * 6];
+ _scale = scale;
+
+ var maxDist = 0f;
+ var spriteSize = float2(1f / spritesheetWidth, 1f / spritesheetHeight);
+ // vertex order: bottom left, top left, top right, bottom right
+ for (var i = 0; i < belt.Data.Asteroids.Length; i++)
+ {
+ if (belt.Data.Asteroids[i].Distance > maxDist)
+ maxDist = belt.Data.Asteroids[i].Distance;
+ var spriteX = Random.Range(0, spritesheetWidth);
+ var spriteY = Random.Range(0, spritesheetHeight);
+
+ _uvs[i * 4] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y);
+ _uvs[i * 4 + 1] = new Vector2(spriteX * spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
+ _uvs[i * 4 + 2] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y + spriteSize.y);
+ _uvs[i * 4 + 3] = new Vector2(spriteX * spriteSize.x + spriteSize.x, spriteY * spriteSize.y);
+
+ _indices[i * 6] = i * 4;
+ _indices[i * 6 + 1] = i * 4 + 1;
+ _indices[i * 6 + 2] = i * 4 + 3;
+ _indices[i * 6 + 3] = i * 4 + 3;
+ _indices[i * 6 + 4] = i * 4 + 1;
+ _indices[i * 6 + 5] = i * 4 + 2;
+ }
+
+ for (var i = 0; i < _normals.Length; i++) _normals[i] = -Vector3.forward;
+
+ _mesh = new Mesh();
+ _mesh.vertices = _vertices;
+ _mesh.uv = _uvs;
+ _mesh.triangles = _indices;
+ _mesh.normals = _normals;
+ _mesh.bounds = new Bounds(Vector3.zero, Vector3.one * maxDist);
+ _size = maxDist;
+ }
+
+ public void Update(float4[] transforms, float height)
+ {
+ var parentPosition = DrawAhead.Orbit(_zone, _orbitParent, 0f);
+ for (var i = 0; i < transforms.Length; i++)
+ {
+ var transform = transforms[i];
+ var rotation = Quaternion.Euler(90, transform.z, 0);
+ var position = new Vector3(transform.x, height, transform.y);
+ _vertices[i * 4] = rotation * new Vector3(-transform.w * _scale, -transform.w * _scale, 0) + position;
+ _vertices[i * 4 + 1] = rotation * new Vector3(-transform.w * _scale, transform.w * _scale, 0) + position;
+ _vertices[i * 4 + 2] = rotation * new Vector3(transform.w * _scale, transform.w * _scale, 0) + position;
+ _vertices[i * 4 + 3] = rotation * new Vector3(transform.w * _scale, -transform.w * _scale, 0) + position;
+ }
+
+ _mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2));
+ _mesh.vertices = _vertices;
+ }
+}
diff --git a/Assets/Scripts/Editor/MapBeltPerfBase.cs.meta b/Assets/Scripts/Editor/MapBeltPerfBase.cs.meta
new file mode 100644
index 000000000..662341fb1
--- /dev/null
+++ b/Assets/Scripts/Editor/MapBeltPerfBase.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c3e6b631c94f2384c87cf1906907af9f
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/MapPresenterCapture.cs b/Assets/Scripts/Editor/MapPresenterCapture.cs
new file mode 100644
index 000000000..1e0a727f0
--- /dev/null
+++ b/Assets/Scripts/Editor/MapPresenterCapture.cs
@@ -0,0 +1,119 @@
+using System;
+using System.IO;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+
+// Proof that a planet icon and a ping tint reach the pixels of the real map cameras when the planet's well is deeper
+// than 1000 below the camera. The ARPG scene's own "Map Overlays" and "Map Tint" cameras (position, orthographic size,
+// clip planes and culling mask as authored) render into a render texture on a solid black background. For each, in
+// order: a control render with nothing drawn; a render with the thing placed 1100 below the camera (a plain quad, and the
+// PingEffect prefab), which must equal the control because the far plane clips it; then MapPresenter's draw of the sun
+// (well deeper than 2000) or the PingEffect prefab placed where EntityInstance places it, which must differ from the
+// control at its pixel. A capture that draws nothing fails the last check, and one that cannot tell drawn from clipped
+// fails the middle one.
+//
+// Unity -batchmode -projectPath -executeMethod MapPresenterCapture.Run -logFile
+//
+// Needs a GPU device; do not pass -nographics or -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+public static class MapPresenterCapture
+{
+ private const int Size = 64;
+
+ public static void Run()
+ {
+ var work = Path.Combine(Path.GetTempPath(), $"map-presenter-capture-{Guid.NewGuid():N}");
+ try
+ {
+ Directory.CreateDirectory(work);
+ Check(work);
+ Debug.Log("[MapPresenterCapture] ok");
+ EditorApplication.Exit(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ private static void Require(bool condition, string what)
+ {
+ if (!condition) throw new InvalidOperationException(what);
+ }
+
+ private static Camera SceneCamera(string name)
+ {
+ foreach (var camera in UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None))
+ if (camera.name == name) return camera;
+ throw new InvalidOperationException($"No camera named {name} in the scene.");
+ }
+
+ private static Color Render(Camera camera, RenderTexture target, Vector3 at)
+ {
+ camera.targetTexture = target;
+ camera.clearFlags = CameraClearFlags.SolidColor;
+ camera.backgroundColor = Color.black;
+ camera.Render();
+ var viewport = camera.WorldToViewportPoint(new Vector3(at.x, 0, at.z));
+ var previous = RenderTexture.active;
+ RenderTexture.active = target;
+ var read = new Texture2D(Size, Size, TextureFormat.RGBA32, false);
+ read.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
+ RenderTexture.active = previous;
+ var pixel = read.GetPixel(Mathf.Clamp((int)(viewport.x * Size), 0, Size - 1), Mathf.Clamp((int)(viewport.y * Size), 0, Size - 1));
+ UnityEngine.Object.DestroyImmediate(read);
+ return pixel;
+ }
+
+ private static float Distance(Color a, Color b) => Mathf.Abs(a.r - b.r) + Mathf.Abs(a.g - b.g) + Mathf.Abs(a.b - b.b);
+
+ private static void Check(string work)
+ {
+ EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
+ var f = MapPresenterSmoke.Build(work, flatIcons: true);
+ f.Map.SetMinimapScale(300f);
+ var target = new RenderTexture(Size, Size, 24, RenderTextureFormat.ARGB32);
+ var layer = LayerMask.NameToLayer("Minimap");
+
+ // Planet: the sun's icon through the map overlays camera.
+ var overlays = SceneCamera("Map Overlays");
+ Require((overlays.cullingMask & (1 << layer)) != 0, "The Map Overlays camera does not see the Minimap layer.");
+ var well = f.Zone.GetHeight(DrawAhead.Orbit(f.Zone, f.Zone.PlanetInstances[f.SunKey].BodyData.Orbit.Key, 0), 0);
+ Require(well < -1000f, $"The fixture sun's well is {well}, not deeper than 1000.");
+ Require(f.Map.TryDrawn(f.SunKey, out var sun), "The sun registered no icon.");
+ var sunAt = sun.GetPosition();
+ // Control: the pixel with nothing queued. Then a quad 1100 below the camera, deeper than the far plane, which must
+ // leave the pixel as it was. Then the presenter's draw, which must change it. Draws queue for the cameras that
+ // render after them, so the order is empty, deep, drawn.
+ var empty = Render(overlays, target, sunAt);
+ var quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
+ var deepMesh = quad.GetComponent().sharedMesh;
+ var deepMaterial = new Material(Shader.Find("Unlit/Color")) { color = Color.white };
+ UnityEngine.Object.DestroyImmediate(quad);
+ Graphics.RenderMesh(new RenderParams(deepMaterial) { layer = layer }, deepMesh, 0,
+ Matrix4x4.TRS(new Vector3(sunAt.x, -1100f, sunAt.z), Quaternion.Euler(90, 0, 0), Vector3.one * 300f));
+ var deep = Render(overlays, target, sunAt);
+ Require(Distance(deep, empty) < .01f, $"A mesh 1100 below the camera drew: {deep} against {empty}.");
+ f.Map.Draw(f.Zone, 0);
+ var drawn = Render(overlays, target, sunAt);
+ Require(Distance(drawn, empty) > .3f, $"The sun's icon is not in the pixels: drawn {drawn}, empty {empty}.");
+
+ // Ping tint: the PingEffect prefab where EntityInstance places it, through the map tint camera.
+ var tint = SceneCamera("Map Tint");
+ var ping = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath("Assets/Content/Prefabs/PingEffect.prefab"));
+ ping.transform.localScale = Vector3.one * 300f;
+ var pingAt = new Vector3(sunAt.x, MapPresenter.PlaneY, sunAt.z);
+ ping.transform.position = pingAt;
+ ping.SetActive(false);
+ var untinted = Render(tint, target, pingAt);
+ ping.SetActive(true);
+ ping.transform.position = new Vector3(sunAt.x, -1100f, sunAt.z);
+ var deepPing = Render(tint, target, pingAt);
+ Require(Distance(deepPing, untinted) < .01f, $"A ping 1100 below the camera drew: {deepPing} against {untinted}.");
+ ping.transform.position = pingAt;
+ var tinted = Render(tint, target, pingAt);
+ Require(Distance(tinted, untinted) > .02f, $"The ping tint is not in the pixels: with {tinted}, without {untinted}.");
+ Debug.Log($"[MapPresenterCapture] well={well} sun drawn={drawn} empty={empty} deep={deep}; ping tinted={tinted} untinted={untinted} deep={deepPing}");
+ }
+}
diff --git a/Assets/Scripts/Editor/MapPresenterCapture.cs.meta b/Assets/Scripts/Editor/MapPresenterCapture.cs.meta
new file mode 100644
index 000000000..53caa5ee1
--- /dev/null
+++ b/Assets/Scripts/Editor/MapPresenterCapture.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: cfa012aaae63b5044bdfd1b6b44ca9da
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/MapPresenterSmoke.cs b/Assets/Scripts/Editor/MapPresenterSmoke.cs
new file mode 100644
index 000000000..cccc4883c
--- /dev/null
+++ b/Assets/Scripts/Editor/MapPresenterSmoke.cs
@@ -0,0 +1,233 @@
+using System;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEngine;
+using CultMath;
+using CultMath.UnityBridge;
+using static CultMath.math;
+using float2 = CultMath.float2;
+using float3 = CultMath.float3;
+using float4 = CultMath.float4;
+
+// Batch proof of MapPresenter's contract on a real Zone, without a scene: a sun with a very deep well, a belt, and ships
+// registered through EntityInstance.SetEntity as the game does. Planet icons draw at the map plane inside both map
+// cameras' clip range however deep the well, a rolled and pitched hull's icon turns by yaw alone, every kind registers one
+// draw and leaves no icon child behind, a belt is one instanced draw of every asteroid, and an entity's fade reaches its
+// icon the frame it is set. Not reached: prefab, mod ship, station and turret instances (they register through the same
+// call), and the rendered pixels (a GPU capture).
+//
+// Unity -batchmode -projectPath -executeMethod MapPresenterSmoke.Run -logFile
+//
+// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+public static class MapPresenterSmoke
+{
+ private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
+ private const int Asteroids = 24;
+
+ public static void Run()
+ {
+ var work = Path.Combine(Path.GetTempPath(), $"map-presenter-smoke-{Guid.NewGuid():N}");
+ try
+ {
+ Directory.CreateDirectory(work);
+ Check(work);
+ Debug.Log("[MapPresenterSmoke] ok");
+ EditorApplication.Exit(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ private static void Require(bool condition, string what)
+ {
+ if (!condition) throw new InvalidOperationException(what);
+ }
+
+ private static void Awaken(Component component) => component.GetType().GetMethod("Awake", Any)?.Invoke(component, null);
+
+ // flat: authored lying on the map plane (facing up), as a real icon is; the smoke's own icons are authored upright
+ // so that their rotation is exactly the yaw.
+ private static MeshRenderer NewIcon(Transform parent, bool flat)
+ {
+ var icon = GameObject.CreatePrimitive(PrimitiveType.Quad);
+ icon.layer = LayerMask.NameToLayer("Minimap");
+ icon.transform.SetParent(parent, false);
+ if (flat) icon.transform.localRotation = Quaternion.Euler(90, 0, 0);
+ var renderer = icon.GetComponent();
+ renderer.sharedMaterial = new Material(Shader.Find("Unlit/Color")) { color = new Color(1, 1, 1, .8f) };
+ return renderer;
+ }
+
+ // What Build leaves registered with a presenter, for the checks here and for MapPresenterCapture.
+ internal sealed class Fixture
+ {
+ public Zone Zone;
+ public MapPresenter Map;
+ public Ship Ship, Other;
+ public EntityInstance ShipInstance, OtherInstance;
+ public CultRecordKey SunKey, BeltKey;
+ public float4[] Belt;
+ public Transform Roots;
+ }
+
+ private static void Check(string work)
+ {
+ var f = Build(work, flatIcons: false);
+ Checks(f);
+ }
+
+ internal static Fixture Build(string work, bool flatIcons)
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ var planetSettings = new PlanetSettings
+ {
+ BodyRadius = new ExponentialCurve(),
+ WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
+ RocheLimit = new ExponentialCurve { Constant = 2f },
+ AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
+ AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f },
+ AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f }
+ };
+ var cache = AetheriaStores.Open(Path.Combine(work, "c.cc"), Path.Combine(work, "r.cc"), catalogWritable: true);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ var shape = new Shape(5, 4);
+ foreach (var cell in shape.AllCoordinates) shape[cell] = true;
+ cache.Upsert(new HullData { Name = "Smoke Hull", HullType = HullType.Ship, Shape = shape, Durability = 1000, Mass = 1000, Armor = 0 });
+ var sunOrbit = cache.Upsert(new OrbitData()).Key;
+ var sunKey = cache.Upsert(new PlanetData { Name = "Sun", Orbit = new CultRecordRef(sunOrbit), Mass = 1e6f }).Key;
+ var rootOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(sunOrbit), Distance = 4000f, Phase = .17f }).Key;
+ var beltOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(rootOrbit), Distance = 900f, Phase = .42f }).Key;
+ var asteroids = Enumerable.Range(0, Asteroids).Select(i => new Asteroid
+ { Distance = 120f + i * 11.3f, Phase = frac(i * .618f), Size = frac(i * .37f + .1f), RotationSpeed = .15f + i * .037f }).ToArray();
+ var beltKey = cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef(beltOrbit), Asteroids = asteroids }).Key;
+ var pack = new ZonePack
+ {
+ Orbits = { new CultRecordRef(sunOrbit), new CultRecordRef(rootOrbit), new CultRecordRef(beltOrbit) },
+ Planets = { new CultRecordRef(sunKey), new CultRecordRef(beltKey) },
+ Radius = 5000f, Mass = 10000f, Time = 0
+ };
+ var ledger = new ProvenanceLedger();
+ for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
+ var items = new ItemManager(1u, cache, ledger, settings.GameplaySettings, _ => { });
+ var zone = new Zone(items, planetSettings, pack, new GalaxyZone { Name = "Smoke", Owner = null }, null);
+ var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Smoke Hull"));
+ var ship = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings());
+ var other = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 2 }, new EntitySettings());
+ ship.Position = float3(300, 50, 200);
+ other.Position = float3(-300, -90, 100);
+ zone.Admit(ship, piloted: false);
+ zone.Admit(other, piloted: false);
+
+ // A hull heading 40 degrees from +z, pitched up 89.9 and rolled 30: its forward is almost vertical, where the pose's
+ // eulerAngles.y is the gimbal decomposition (yaw and roll folded together), not the heading. The heading is the
+ // forward projected onto the map plane, 40. The fixture asserts the two differ, so a yaw read from eulerAngles
+ // cannot pass.
+ var pose = Quaternion.Euler(0, 40, 0) * Quaternion.Euler(-89.9f, 0, 30);
+ var flatForward = pose * Vector3.forward;
+ Require(Mathf.Abs(Mathf.DeltaAngle(Mathf.Atan2(flatForward.x, flatForward.z) * Mathf.Rad2Deg, 40f)) < .5f, "The fixture's forward does not head 40.");
+ Require(Mathf.Abs(Mathf.DeltaAngle(pose.eulerAngles.y, 40f)) > 10f, $"The fixture's eulerAngles.y {pose.eulerAngles.y} is aligned with its heading.");
+ ship.Direction = float2(Mathf.Sin(40 * Mathf.Deg2Rad), Mathf.Cos(40 * Mathf.Deg2Rad));
+ typeof(Ship).GetProperty("Rotation", Any).GetSetMethod(true).Invoke(ship, new object[] { new CultMath.quaternion(pose.x, pose.y, pose.z, pose.w) });
+
+ var map = new MapPresenter(new Material[0], AssetDatabase.LoadAssetAtPath("Assets/Materials/UI/MapAsteroid.mat"), 4, 4, 3f);
+ var roots = new GameObject("Smoke Roots").transform;
+ EntityInstance Bound(Entity entity)
+ {
+ var body = new GameObject(entity.Name);
+ body.transform.SetParent(roots);
+ var instance = body.AddComponent();
+ Awaken(instance);
+ instance.HullColliders = new HullCollider[0];
+ instance.RadiatorHardpoints = new RadiatorHardpoint[0];
+ instance.ThrusterHardpoints = new ThrusterHardpoint[0];
+ instance.WeaponHardpoints = new WeaponHardpoint[0];
+ instance.ArticulationPoints = new ArticulationPoint[0];
+ instance.MapIcon = NewIcon(body.transform, flatIcons);
+ var zoneRenderer = new GameObject("Smoke Zone Renderer").AddComponent();
+ zoneRenderer.Settings = settings;
+ zoneRenderer.MapGravityMaterials = new Material[0];
+ Awaken(zoneRenderer);
+ typeof(ZoneRenderer).GetProperty("Map").GetSetMethod(true).Invoke(zoneRenderer, new object[] { map });
+ instance.SetEntity(zoneRenderer, entity);
+ return instance;
+ }
+ var shipInstance = Bound(ship);
+ var otherInstance = Bound(other);
+ var sunRoot = new GameObject("Smoke Sun").transform;
+ sunRoot.SetParent(roots);
+ map.RegisterPlanet(sunKey, NewIcon(sunRoot, flatIcons), sunRoot);
+ var belt = new float4[Asteroids];
+ map.RegisterBelt(beltKey, belt);
+ zone.EvaluateBelt(beltKey, belt, DrawAhead.Time(zone, 0));
+ map.SetFade(ship, 1f);
+ map.SetFade(other, 1f);
+ map.SetMinimapScale(2f);
+ map.Draw(zone, 0);
+ return new Fixture { Zone = zone, Map = map, Ship = ship, Other = other, ShipInstance = shipInstance,
+ OtherInstance = otherInstance, SunKey = sunKey, BeltKey = beltKey, Belt = belt, Roots = roots };
+ }
+
+ private static void Checks(Fixture f)
+ {
+ var (zone, map, ship, other, sunKey, beltKey, belt, roots) = (f.Zone, f.Map, f.Ship, f.Other, f.SunKey, f.BeltKey, f.Belt, f.Roots);
+ // Deep planet: the sun's field is deeper than 2000 below the plane, and its icon sits on the map plane inside both
+ // map cameras' clip range (minimap at y 10, map screen at y 1; near 0.3, far 1000, looking down).
+ var well = zone.GetHeight(DrawAhead.Orbit(zone, zone.PlanetInstances[sunKey].BodyData.Orbit.Key, 0), 0);
+ Require(well < -2000f, $"The fixture sun's well is {well}, not below -2000.");
+ Require(map.TryDrawn(sunKey, out var sunIcon), "The sun registered no icon.");
+ var y = sunIcon.GetPosition().y;
+ Require(y < 1f - .3f && y > 10f - 1000f && Mathf.Abs(y - MapPresenter.PlaneY) < .5f, $"The sun's icon is drawn at y {y}, not on the map plane.");
+
+ // Axes: each icon sits at its sim position's planar x and z (a ship at (300, 200), the other at (-300, 100), the sun at
+ // its orbit), never swapped, and never at the 3D height (the ships ride at y 50 and -90, the sun's well is below -2000).
+ var shipAt = DrawAhead.Position(ship, 0);
+ Require(Mathf.Abs(shipAt.x - 300f) < 1e-3f && Mathf.Abs(shipAt.z - 200f) < 1e-3f, $"The ship's sim position is ({shipAt.x}, {shipAt.z}), not (300, 200).");
+ var sunAt = DrawAhead.Orbit(zone, zone.PlanetInstances[sunKey].BodyData.Orbit.Key, 0);
+ Require(map.TryDrawn(ship, out var shipIcon, out _), "The ship registered no icon.");
+ Require(Mathf.Abs(shipIcon.GetPosition().x - 300f) < 1e-3f && Mathf.Abs(shipIcon.GetPosition().z - 200f) < 1e-3f,
+ $"The ship's icon is at ({shipIcon.GetPosition().x}, {shipIcon.GetPosition().z}), not its sim position (300, 200).");
+ Require(map.TryDrawn(other, out var otherIcon, out _), "The second ship registered no icon.");
+ Require(Mathf.Abs(otherIcon.GetPosition().x + 300f) < 1e-3f && Mathf.Abs(otherIcon.GetPosition().z - 100f) < 1e-3f,
+ $"The second ship's icon is at ({otherIcon.GetPosition().x}, {otherIcon.GetPosition().z}), not (-300, 100).");
+ Require(Mathf.Abs(sunIcon.GetPosition().x - sunAt.x) < 1e-3f && Mathf.Abs(sunIcon.GetPosition().z - sunAt.y) < 1e-3f,
+ $"The sun's icon is at ({sunIcon.GetPosition().x}, {sunIcon.GetPosition().z}), not its orbit ({sunAt.x}, {sunAt.y}).");
+ Require(Mathf.Abs(otherIcon.GetPosition().y - (MapPresenter.PlaneY + MapPresenter.ShipOffset)) < 1e-4f, "The second ship's icon took the 3D height.");
+
+ // Tilted hull: the icon turns by the heading projected onto the map plane (40) times its authored rotation (identity here), with no roll or pitch.
+ var want = Quaternion.Euler(0, 40, 0);
+ Require(Quaternion.Angle(shipIcon.rotation, want) < .1f, $"The icon is rotated {shipIcon.rotation.eulerAngles}, not yaw 40 alone.");
+ Require(Vector3.Angle(shipIcon.rotation * Vector3.up, Vector3.up) < .1f, "The icon's up axis tilted with the hull.");
+ Require(Mathf.Abs(shipIcon.GetPosition().y - (MapPresenter.PlaneY + MapPresenter.ShipOffset)) < 1e-4f, "The ship's icon left the map plane.");
+
+ // Every kind registers once: three icons drew, and no icon child remains under any registered transform.
+ Require(map.IconCount == 3 && map.IconDraws == 3, $"{map.IconCount} icons, {map.IconDraws} drawn; expected 3 and 3.");
+ Require(roots.GetComponentsInChildren(true).Length == 0, "An icon child remains under an entity or planet transform.");
+
+ // A belt is one instanced draw of every asteroid, and its buffer holds this frame's floats.
+ Require(map.BeltDraws == 1 && map.LastBeltInstances == belt.Length, $"{map.BeltDraws} belt draws of {map.LastBeltInstances} instances; expected 1 of {belt.Length}.");
+ var read = new float4[belt.Length];
+ map.ReadBelt(beltKey, read);
+ for (var i = 0; i < belt.Length; i++)
+ Require(read[i].x == belt[i].x && read[i].y == belt[i].y && read[i].z == belt[i].z && read[i].w == belt[i].w, $"Belt buffer differs from the frame's floats at {i}.");
+
+ // Belts draw on the minimap with the map screen closed.
+ map.OpenMapScreen(false);
+ map.Draw(zone, 0);
+ Require(map.BeltDraws == 1, "A belt did not draw on the minimap with the map screen closed.");
+
+ // Fade: half faded reaches the icon's colour alpha on the next draw; faded out draws nothing.
+ map.SetFade(ship, .5f);
+ map.Draw(zone, 0);
+ Require(map.TryDrawn(ship, out _, out var alpha) && Mathf.Abs(alpha - .4f) < 1e-3f, $"Icon alpha {alpha}, expected 0.8 * 0.5.");
+ map.SetFade(ship, 0f);
+ map.Draw(zone, 0);
+ Require(map.IconDraws == 2, $"{map.IconDraws} icons drew with one fully faded out; expected 2.");
+ }
+}
diff --git a/Assets/Scripts/Editor/MapPresenterSmoke.cs.meta b/Assets/Scripts/Editor/MapPresenterSmoke.cs.meta
new file mode 100644
index 000000000..2fff0ea86
--- /dev/null
+++ b/Assets/Scripts/Editor/MapPresenterSmoke.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 58982a1c397cc2f4d9706fd103af6654
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/NameTools.cs b/Assets/Scripts/Editor/NameTools.cs
deleted file mode 100644
index a048dce89..000000000
--- a/Assets/Scripts/Editor/NameTools.cs
+++ /dev/null
@@ -1,93 +0,0 @@
-using System.Buffers.Text;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Text.RegularExpressions;
-using MessagePack;
-using CultMath;
-using UnityEngine;
-using UnityEditor;
-using Random = CultMath.Random;
-
-public class NameTools : EditorWindow
-{
- public int NameGeneratorMinLength = 5;
- public int NameGeneratorMaxLength = 10;
- public int NameGeneratorOrder = 4;
- private int minWordLength = 4;
- private TextAsset nameFile;
- private MarkovNameGenerator _nameGenerator;
- private bool _stripNumberTokens;
-
-
- // Add menu named "My Window" to the Window menu
- [MenuItem("Window/Aetheria/Name Tools")]
- static void Init()
- {
- // Get existing open window or if none, make a new one:
- NameTools window = (NameTools)EditorWindow.GetWindow(typeof(NameTools));
- window.Show();
- }
-
- bool HasNonASCIIChars(string str)
- {
- return (System.Text.Encoding.UTF8.GetByteCount(str) != str.Length);
- }
-
- void OnGUI()
- {
-
- nameFile = (TextAsset) EditorGUILayout.ObjectField("Name File", nameFile, typeof(TextAsset), false);
- minWordLength = EditorGUILayout.IntField("Minimum File Word Length", minWordLength);
- NameGeneratorMinLength = EditorGUILayout.IntField("Generated Minimum Word Length", NameGeneratorMinLength);
- NameGeneratorMaxLength = EditorGUILayout.IntField("Generated Maximum Word Length", NameGeneratorMaxLength);
- NameGeneratorOrder = EditorGUILayout.IntField("Generator Order", NameGeneratorOrder);
- _stripNumberTokens = GUILayout.Toggle(_stripNumberTokens, "Strip Number Tokens");
-
- if (GUILayout.Button("Clean Name File"))
- {
- var lines = nameFile.text.Split('\n');
- using StreamWriter outputFile = new StreamWriter(Path.Combine(Application.dataPath, nameFile.name + ".csv"));
- var names = new HashSet();
- foreach (var line in lines)
- {
- var tokens = line.Split(',', ' ');
- foreach (var t in tokens)
- {
- if (!HasNonASCIIChars(t))
- {
- var s = new string(t.Where(c => char.IsLetter(c) || c == '-' || c == '`' || c == '\'').ToArray()).Trim().Trim('`','-');
- if(s.Length >= minWordLength && !names.Contains(s))
- {
- names.Add(s);
- outputFile.WriteLine(s);
- }
- }
- }
- }
- }
-
- if (GUILayout.Button("Process Name File") && nameFile != null)
- {
- var names = new HashSet();
- var lines = nameFile.text.Split('\n');
- foreach (var line in lines)
- {
- foreach(var word in line.ToUpperInvariant().Split(' ', ',', '.', '"'))
- if (word.Length >= minWordLength && !names.Contains(word))
- names.Add(word);
- }
- Debug.Log($"Found {lines.Length} lines, with {names.Count} unique names!");
- var random = new Random(1337);
- _nameGenerator = new MarkovNameGenerator(ref random, names, NameGeneratorOrder, NameGeneratorMinLength, NameGeneratorMaxLength);
- }
-
- if (_nameGenerator != null)
- {
- if (GUILayout.Button("Generate Name"))
- {
- Debug.Log(_nameGenerator.NextName);
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/RockMeshRadius.cs b/Assets/Scripts/Editor/RockMeshRadius.cs
new file mode 100644
index 000000000..971284924
--- /dev/null
+++ b/Assets/Scripts/Editor/RockMeshRadius.cs
@@ -0,0 +1,112 @@
+using System;
+using System.Linq;
+using UnityEditor;
+using UnityEditor.Build;
+using UnityEditor.Build.Reporting;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+
+// The radius of each rock mesh ZoneRenderer draws (ruling rock-meshes-by-size): the farthest vertex from the mesh origin, which bounds the
+// mesh's top under any rotation. DrawAhead.RockScale divides the gameplay radius by it, so the drawn rock is the gameplay rock. It is stored on
+// InstancedMesh.Radius in ARPG.unity, because a build cannot read vertices of a mesh without Read/Write import.
+//
+// Unity -batchmode -nographics -projectPath -executeMethod Aetheria.EditorTools.RockMeshRadius.Fill -logFile
+// Unity -batchmode -nographics -projectPath -executeMethod Aetheria.EditorTools.RockMeshRadius.Verify -logFile
+//
+// Fill measures every AsteroidMeshes entry and saves the scene; Verify fails (exit 1) when any stored radius is not the measured one.
+// RockMeshRadiusBuildGate runs the same check before every player build and fails the build, so a mesh with no filled radius cannot ship;
+// Gate runs that gate in batch mode.
+// Unity -batchmode -nographics -projectPath -executeMethod Aetheria.EditorTools.RockMeshRadius.Gate -logFile
+namespace Aetheria.EditorTools
+{
+ public static class RockMeshRadius
+ {
+ private const string Scene = "Assets/Scenes/ARPG.unity";
+ private const float Tolerance = 1e-4f;
+
+ public static float Measure(Mesh mesh) => Mathf.Sqrt(mesh.vertices.Max(v => v.sqrMagnitude));
+
+ public static void Fill() => Batch(() =>
+ {
+ var scene = EditorSceneManager.OpenScene(Scene, OpenSceneMode.Single);
+ var (renderer, meshes, measured) = Load(scene);
+ for (var i = 0; i < meshes.Length; i++) meshes[i].Radius = measured[i];
+ EditorUtility.SetDirty(renderer);
+ EditorSceneManager.MarkSceneDirty(scene);
+ if (!EditorSceneManager.SaveScene(scene)) throw new InvalidOperationException("The scene did not save.");
+ return Summary("filled", measured);
+ });
+
+ public static void Verify() => Batch(() => Check(OpenSceneMode.Single));
+
+ // The build gate's own entry in batch mode: exit 1 exactly when a build would fail (RockMeshRadiusBuildGate).
+ public static void Gate() => Batch(() =>
+ {
+ try { new RockMeshRadiusBuildGate().OnPreprocessBuild(null); }
+ catch (BuildFailedException failure) { throw new InvalidOperationException(failure.Message); }
+ return "the build gate passes";
+ });
+
+ // Throws unless every AsteroidMeshes entry of ARPG.unity has a stored radius equal to its mesh's measured one (a zero radius never does).
+ public static string Check(OpenSceneMode mode)
+ {
+ var scene = EditorSceneManager.OpenScene(Scene, mode);
+ try
+ {
+ var (_, meshes, measured) = Load(scene);
+ var failures = meshes.Select((m, i) => (m, i)).Where(p => !(measured[p.i] > 0f) || Mathf.Abs(p.m.Radius - measured[p.i]) > Tolerance).ToArray();
+ if (failures.Length > 0)
+ throw new InvalidOperationException("InstancedMesh.Radius differs from the measured one, or is unset, on mesh (run RockMeshRadius.Fill): " + string.Join(", ",
+ failures.Select(f => f.m.Mesh.name)));
+ return Summary("ok", measured);
+ }
+ finally
+ {
+ if (mode == OpenSceneMode.Additive) EditorSceneManager.CloseScene(scene, true);
+ }
+ }
+
+ private static (ZoneRenderer renderer, InstancedMesh[] meshes, float[] measured) Load(UnityEngine.SceneManagement.Scene scene)
+ {
+ var renderer = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)
+ .Single(r => r.gameObject.scene == scene);
+ var meshes = renderer.AsteroidMeshes;
+ if (meshes == null || meshes.Length == 0) throw new InvalidOperationException("ARPG.unity's ZoneRenderer has no AsteroidMeshes.");
+ var bad = meshes.Where(m => m.Mesh == null).ToArray();
+ if (bad.Length > 0) throw new InvalidOperationException($"{bad.Length} AsteroidMeshes entries have no mesh.");
+ return (renderer, meshes, meshes.Select(m => Measure(m.Mesh)).ToArray());
+ }
+
+ private static string Summary(string what, float[] measured)
+ {
+ var sorted = measured.OrderBy(r => r).ToArray();
+ return $"{what}: {sorted.Length} meshes, radius min {sorted[0]:F3} median {sorted[sorted.Length / 2]:F3} max {sorted[^1]:F3}";
+ }
+
+ private static void Batch(Func run)
+ {
+ try
+ {
+ Debug.Log($"[RockMeshRadius] {run()}");
+ EditorApplication.Exit(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+ }
+
+ // A mesh in AsteroidMeshes with no filled radius must not ship: the build fails, naming the field.
+ public class RockMeshRadiusBuildGate : IPreprocessBuildWithReport
+ {
+ public int callbackOrder => 0;
+
+ public void OnPreprocessBuild(BuildReport report)
+ {
+ try { RockMeshRadius.Check(OpenSceneMode.Additive); }
+ catch (InvalidOperationException failure) { throw new BuildFailedException(failure.Message); }
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/RockMeshRadius.cs.meta b/Assets/Scripts/Editor/RockMeshRadius.cs.meta
new file mode 100644
index 000000000..f95fec963
--- /dev/null
+++ b/Assets/Scripts/Editor/RockMeshRadius.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 9ea93f3d164825c4b99a0d07f24d5cf6
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/ScenarioPickerCapture.cs b/Assets/Scripts/Editor/ScenarioPickerCapture.cs
new file mode 100644
index 000000000..b39dd7a1b
--- /dev/null
+++ b/Assets/Scripts/Editor/ScenarioPickerCapture.cs
@@ -0,0 +1,108 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.UI;
+
+// A render of the New Game screen as the game builds it: the real Main Menu scene's panel prototype, docked and filled
+// by ScenarioPicker.Dock and ScenarioPicker.Show with every scenario group, on a plain dark background (the cloud
+// backdrop is a play-mode renderer). Writes /Temp/scenario-picker.png at 1920x1080, or the path after -pngOut (Unity empties Temp on exit).
+//
+// Unity -batchmode -projectPath -executeMethod ScenarioPickerCapture.Run [-pngOut ] -logFile
+//
+// Needs a GPU device; do not pass -nographics or -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+public static class ScenarioPickerCapture
+{
+ private const int Width = 1920, Height = 1080;
+
+ public static void Run()
+ {
+ try
+ {
+ Capture();
+ EditorApplication.Exit(0);
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ EditorApplication.Exit(1);
+ }
+ }
+
+ // The menu's two panes built the way MainMenu.Start builds them, against the Main Menu scene.
+ internal static (MainMenu menu, PropertiesPanel list, PropertiesPanel detail) Build()
+ {
+ EditorSceneManager.OpenScene("Assets/Scenes/Main Menu.unity", OpenSceneMode.Single);
+ var menu = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)[0];
+ menu.PanelPrototype.gameObject.SetActive(false);
+ var list = menu.PanelPrototype.Instantiate();
+ var detail = menu.PanelPrototype.Instantiate();
+ // Edit mode runs no Awake, which is what activates each row a panel adds.
+ list.Awake();
+ detail.Awake();
+ ScenarioPicker.Dock(detail, list);
+ return (menu, list, detail);
+ }
+
+ internal static List<(string label, Scenario[] scenarios)> AllGroups() => new List<(string label, Scenario[] scenarios)>
+ {
+ ("modes", Scenarios.Modes), ("development", Scenarios.Development), ("test arenas", Scenarios.Tests)
+ };
+
+ private static void Capture()
+ {
+ var (menu, list, detail) = Build();
+ menu.Dialog.gameObject.SetActive(false);
+ list.Title.text = MainMenu.TitleSubtitle("new game", "scenarios");
+ ScenarioPicker.Show(list, detail, AllGroups(), _ => { }, () => { }, menu.Dialog.Confirm);
+ list.RefreshValues();
+ detail.RefreshValues();
+
+ var canvas = menu.GetComponentInParent