Aetheria/Assets/Scripts/Editor
Repository files (latest commit first)
Filename Latest commit message Latest commit date
soul 09de7e5eb2 ScenarioPicker: selected row in the menu accent, title is group over name, panes docked 128 apart; verify and capture run green in Unity; metas
The prefab row tint is nearly invisible on the row's graphic, the long scenario name overflowed a 480-wide title, and the list scrolls to keep the selection in view.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:56 +02:00
..
AmbientEdgeVerify.cs The ambient quad reaches where Fog Tint's format still holds the gaussian; AmbientEdgeVerify renders into that format 2026-10-16 06:24:36 +02:00
AmbientEdgeVerify.cs.meta The ambient tint is a gaussian over the populated radius, not a quad that ends at Pack.Radius 2026-10-16 05:08:16 +02:00
BeltFloaterLayerVerify.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
BeltFloaterLayerVerify.cs.meta BeltFloaterLayerVerify: two belts loaded through ZoneRenderer with ARPG.unity's meshes; every drawn rock's reach and top measured from the instanced matrices and the mesh's vertices 2026-10-18 00:29:04 +02:00
CapabilityPresentationSmoke.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
CapabilityPresentationSmoke.cs.meta Loot 3 group B fix: compare FloatingBodyId with Equals (the type has no ==) 2026-10-13 18:23:40 +02:00
CellBrushEditor.cs Boundless 2022-07-21 21:40:44 +01:00
CellBrushEditor.cs.meta Boundless 2022-07-21 21:40:44 +01:00
CultCacheDrawers.cs Studio: HullUnderlay draws the texture or the hull's line art under both cell grids 2026-10-17 18:47:52 +02:00
CultCacheDrawers.cs.meta Replace the Database Tools with the Studio and cut Unity over 2026-09-14 19:15:20 +02:00
DrawnPoseWiringVerify.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
DrawnPoseWiringVerify.cs.meta DrawnPoseWiringVerify.cs.meta 2026-10-16 01:06:39 +02:00
EmojiCheck.cs Emoji routes: Emoji.asset named in TMP's emoji fallback list as well as the global list (ruling emoji-fallback-route); EmojiCheck asserts both routes and prints the font serving each piece of a failing sequence 2026-10-12 04:50:31 +02:00
EmojiCheck.cs.meta Add the emoji font pipeline: pinned Twemoji fetch, font builder, rendering check 2026-10-08 18:43:39 +02:00
EmojiFont.cs Emoji routes: Emoji.asset named in TMP's emoji fallback list as well as the global list (ruling emoji-fallback-route); EmojiCheck asserts both routes and prints the font serving each piece of a failing sequence 2026-10-12 04:50:31 +02:00
EmojiFont.cs.meta Add the emoji font pipeline: pinned Twemoji fetch, font builder, rendering check 2026-10-08 18:43:39 +02:00
EngineAssetCheck.cs Switch engine asset references from Resources paths to Addressables GUIDs 2026-09-18 05:04:50 +02:00
EngineAssetCheck.cs.meta Switch engine asset references from Resources paths to Addressables GUIDs 2026-09-18 05:04:50 +02:00
FloatingItemsDrawnSmoke.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
FloatingItemsDrawnSmoke.cs.meta Unity draws Zone.FloatingItems and nothing else; the Unity loot roll, collision pickup, tractor pull and GridObject are gone 2026-10-13 02:36:47 +02:00
FlowFieldParityVerify.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
FlowFieldParityVerify.cs.meta Flow parity: FlowParity.compute, FlowFieldParityVerify (Unity batchmode, GPU) and its mutation harness 2026-10-13 20:49:22 +02:00
FlowFieldSceneVerify.cs Scene verifier measures dust at partial fog and reads Stardust's own event 2026-10-16 18:48:11 +02:00
FlowFieldSceneVerify.cs.meta FlowFieldSceneVerify: the flow as ARPG.unity runs it; parity check on a ramp height and the noise clock 2026-10-13 23:25:45 +02:00
GameplaySettingsEditor.cs Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
GameplaySettingsEditor.cs.meta Gear Schematic HUD 2020-12-31 19:53:16 +00:00
GravityFieldParityVerify.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
GravityFieldParityVerify.cs.meta Gravity grid-lowering: the drawn height is one Gravity Field pass over the zone's wells; gravity brushes and brush inputs deleted 2026-10-15 07:11:25 +02:00
MapBeltPerf.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
MapBeltPerf.cs.meta Map presenter: ShowAsteroidsInMinimap stays (head's belt cost misses 0.1 ms); belt upload via SubUpdates; settings key restored 2026-10-16 23:54:45 +02:00
MapBeltPerfBase.cs MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapBeltPerfBase.cs.meta MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapPresenterCapture.cs MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapPresenterCapture.cs.meta MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapPresenterSmoke.cs determinism-ledger: every ItemManager states its seed; scatter on the zone's dice 2026-10-21 19:01:41 +02:00
MapPresenterSmoke.cs.meta MapBeltPerf: belt cost per frame in CPU ms and managed bytes; script metas 2026-10-16 23:41:39 +02:00
PlayScenePlusPlus.cs Action Bar Weapon Group Binding 2021-04-19 03:46:35 +01:00
PlayScenePlusPlus.cs.meta Action Bar Weapon Group Binding 2021-04-19 03:46:35 +01:00
RockMeshRadius.cs DrawAhead.BeltDraw owns the whole per-rock draw list; ZoneRenderer iterates it with no mesh choice, sort or index arithmetic 2026-10-17 23:12:33 +02:00
RockMeshRadius.cs.meta Rocks take meshes by size and are scaled by gameplay radius over mesh radius (ruling rock-meshes-by-size) 2026-10-17 20:44:13 +02:00
ScenarioPickerCapture.cs ScenarioPicker: selected row in the menu accent, title is group over name, panes docked 128 apart; verify and capture run green in Unity; metas 2026-10-23 01:42:56 +02:00
ScenarioPickerCapture.cs.meta ScenarioPicker: selected row in the menu accent, title is group over name, panes docked 128 apart; verify and capture run green in Unity; metas 2026-10-23 01:42:56 +02:00
ScenarioPickerVerify.cs ScenarioPicker: selected row in the menu accent, title is group over name, panes docked 128 apart; verify and capture run green in Unity; metas 2026-10-23 01:42:56 +02:00
ScenarioPickerVerify.cs.meta ScenarioPicker: selected row in the menu accent, title is group over name, panes docked 128 apart; verify and capture run green in Unity; metas 2026-10-23 01:42:56 +02:00
ShieldPanelCut1Verify.cs Add the Cut 1 batchmode probe and its mutation harness 2026-09-18 06:08:24 +02:00
ShieldPanelCut1Verify.cs.meta Add the Cut 1 batchmode probe and its mutation harness 2026-09-18 06:08:24 +02:00
ShieldPanelCut2Verify.cs Fix ShieldManager's missing-envelope fallback regression 2026-09-18 06:45:07 +02:00
ShieldPanelCut2Verify.cs.meta Collapse the two implicit shield ellipsoids into ShieldEnvelope (Cut 2) 2026-09-18 06:33:38 +02:00
ShieldPanelCut3Verify.cs FireControl publishes every landed impact on the receiver's Capabilities; Feedback.Cue and DrawAhead.Carried 2026-10-12 03:58:34 +02:00
ShieldPanelCut3Verify.cs.meta Add the Cut 3 batchmode probe and its mutation harness 2026-09-18 13:51:44 +02:00
ShieldPanelCut5Verify.cs Cut 5 follow-up: strengthen the echo so weak-hit tension actually clears zero 2026-09-18 20:22:51 +02:00
ShieldPanelCut5Verify.cs.meta Cut 5: hold the rim, clamp v, fix fracture's clock, tune to spec 2026-09-18 20:04:05 +02:00
ShipModPlaySmoke.cs ShipModPlaySmoke: exclusion at compose, ImportFault at preload, removal by RemovePackage 2026-10-16 21:50:12 +02:00
ShipModPlaySmoke.cs.meta Ship S2: the Unity-generated meta for ShipModPlaySmoke.cs 2026-09-30 11:13:10 +02:00
ShipModPreview.cs Ship exhaust: wiring an exhaust to an emitter turns Use Mesh Colors off 2026-10-03 15:39:14 +02:00
ShipModPreview.cs.meta Preview typed mod ship visuals and captured LineArt in Unity 2026-09-26 19:10:44 +02:00
ShipPrefabAuthoring.cs Fire on solutions: FireControl.Solution is each gun's one solution; the trigger fires on it without the aim 2026-10-08 13:25:53 +02:00
ShipPrefabAuthoring.cs.meta Define collection-based ship prefab authoring 2026-09-26 15:26:46 +02:00
ShipPrefabAuthoringSmoke.cs Ship render: the hull collider carries the invisible material, so clones draw nothing 2026-10-03 15:37:33 +02:00
ShipPrefabAuthoringSmoke.cs.meta Define collection-based ship prefab authoring 2026-09-26 15:26:46 +02:00
WireFloatingItems.cs Smoke and wiring script: no GridObject or FloatingItemLifetime spelling outside the sim 2026-10-13 02:37:58 +02:00
WireFloatingItems.cs.meta Unity draws Zone.FloatingItems and nothing else; the Unity loot roll, collision pickup, tractor pull and GridObject are gone 2026-10-13 02:36:47 +02:00
WireImpactFeedback.cs Present landed impacts: shield ripple, hull reaction and camera kick through one ImpactPresenter 2026-10-12 21:10:04 +02:00
WireImpactFeedback.cs.meta Present landed impacts: shield ripple, hull reaction and camera kick through one ImpactPresenter 2026-10-12 21:10:04 +02:00