Nibu
c21fad28f5
Ammunition stock has one owner; a named AmmoType makes a one-round magazine
...
Loadouts.StockAmmunition is the single owner of crate stocking. The generator
calls it for generated ships and turrets, and Loadouts.Materialize calls it at the
end, which covers every Loadout-built entity: scenario stage.Fit/Preset, the boss
in ZoneGenerator, and the console-built ship. Paths left alone: Unpack of a pack
or save (an entity's cargo is its own and a saved game's cargo is never touched on
load), scenario stage.Cargo (adds on top of the stock), the LoadoutCommit
validation build (discarded). The new-run player ship is stage.Generated and so
already stocked by the generator. A hull with no bay gets no crates and a log line.
InstantWeapon: a weapon that names an AmmoType is magazine-fed with an effective
magazine of max(1, MagazineSize): every round leaves the magazine and the reload
takes a crate. A weapon with no AmmoType and a magazine of 0 or 1 stays free.
HUD shows rounds/reserve for every AmmoType weapon. ConstantWeapon keeps its own
per-interval crate draw.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-11 03:36:58 +00:00
..
AutoWeapon.cs
Fire mode is one property of a weapon's data (Automatic): creation and the semi-auto floor read it, the floor holds guided, mine, launcher and charged kinds and consumables; a step's rounds apply in arrival order, ties by shot id
2026-10-23 06:12:55 +02:00
AutoWeapon.cs.meta
Weapon Scripting Overhaul
2021-01-25 05:53:36 +00:00
Behaviors.cs
BehaviorData: LockWeaponData is arm 52; union-closure and null-gear tests
2026-10-22 23:35:04 +02:00
Behaviors.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
Capacitor.cs
Cut 3: PowerBus replaces TryConsumeEnergy/CanConsumeEnergy
2026-09-18 21:39:38 +02:00
Capacitor.cs.meta
Energy & Heat
2020-12-27 22:18:22 +00:00
ChargedWeapon.cs
ChargedWeapon: a failed charge's cooldown restarts through InstantWeapon.StartCountdown and carries its overshoot
2026-10-23 06:09:21 +02:00
ChargedWeapon.cs.meta
Weapon Scripting Overhaul
2021-01-25 05:53:36 +00:00
Cockpit.cs
Swap Unity.Mathematics usings for CultMath
2026-09-14 17:39:12 +02:00
Cockpit.cs.meta
Energy & Heat
2020-12-27 22:18:22 +00:00
ConstantWeapon.cs
Rounds per step: a held gun fires every round its cooldown allows in a step, each born at its own moment inside it; the shortest-timer pin is gone
2026-10-23 06:09:22 +02:00
ConstantWeapon.cs.meta
GUNS GUNS GUNS
2021-01-05 02:56:17 +00:00
Cooldown.cs
Step-exact rules: timers keep their overshoot, passive sensing decays exactly (group B, 60 Hz, digest not repinned)
2026-10-23 06:09:14 +02:00
Cooldown.cs.meta
Massive Item Behavior Refactoring
2020-05-12 01:42:13 +01:00
EnergyDraw.cs
Resolve request/brownout conflict: evaluate power requests nominally
2026-09-19 06:58:57 +02:00
EnergyDraw.cs.meta
Mega Placement
2020-05-21 01:53:06 +01:00
Heat.cs
Move the ServerShared data model onto CultLib's CultCache
2026-09-14 19:00:42 +02:00
Heat.cs.meta
Massive Item Behavior Refactoring
2020-05-12 01:42:13 +01:00
HeatStorage.cs
Swap Unity.Mathematics usings for CultMath
2026-09-14 17:39:12 +02:00
HeatStorage.cs.meta
Wormholes
2021-03-05 14:31:18 +00:00
InputCapacitor.cs
Rounds per step: a held weapon asks the bus for its step's whole inflow; mine-laying test cooldown stays inside one activation's two steps
2026-10-23 06:09:29 +02:00
InputCapacitor.cs.meta
Cut 4: input capacitors close the last direct capacitor spend
2026-09-18 22:52:15 +02:00
InstantWeapon.cs
Ammunition stock has one owner; a named AmmoType makes a one-round magazine
2026-11-11 03:36:58 +00:00
InstantWeapon.cs.meta
Weapon Scripting Overhaul
2021-01-25 05:53:36 +00:00
ItemUsage.cs
Move the ServerShared data model onto CultLib's CultCache
2026-09-14 19:00:42 +02:00
ItemUsage.cs.meta
Behavior Canceling & Grouping
2020-05-11 01:17:10 +01:00
Launcher.cs
Retire the launcher flight fields; the presenter reads the munition parts; the migrate command goes
2026-10-12 04:02:32 +02:00
Launcher.cs.meta
Restore the stable legacy Unity project
2026-08-10 14:57:50 +01:00
LaunchSuppressor.cs
Launch suppressor: scale the ship's own launch flash inside SetSignature, paying heat to its own cell
2026-10-13 05:11:55 +02:00
LaunchSuppressor.cs.meta
Launch suppressor: scale the ship's own launch flash inside SetSignature, paying heat to its own cell
2026-10-13 05:11:55 +02:00
Listener.cs
Listener gear (ListenerData, union 50), float HearingMultiple, and AetherDb sensor-stat-set
2026-10-13 19:10:15 +02:00
Listener.cs.meta
Listener gear (ListenerData, union 50), float HearingMultiple, and AetherDb sensor-stat-set
2026-10-13 19:10:15 +02:00
LockWeapon.cs
Visibility 4b: a ping or a lock paint is an emission heard within its range over its intercept factor
2026-10-13 01:56:50 +02:00
LockWeapon.cs.meta
Weapon Scripting Overhaul
2021-01-25 05:53:36 +00:00
MineLayer.cs
Mines in the sim: a mine layer lays a free-floating mine body in Zone
2026-10-07 19:47:21 +02:00
MineLayer.cs.meta
Mines in the sim: a mine layer lays a free-floating mine body in Zone
2026-10-07 19:47:21 +02:00
MunitionParts.cs
Munition parts: five gear-part behaviours carry a missile type's stats; completeness gate; one-shot migrate command
2026-10-12 03:59:39 +02:00
MunitionParts.cs.meta
Munition parts: five gear-part behaviours carry a missile type's stats; completeness gate; one-shot migrate command
2026-10-12 03:59:39 +02:00
Pickup.cs
Layering fixes: mine floater layer checked in the wiring verify; contact fixture orbitals carry Station/Turret hull types; grab point rides the floater layer
2026-10-16 04:24:43 +02:00
Pickup.cs.meta
Pickup is a capability: PickupData/Pickup run a timed grab through Zone's hold API and TryPickUp (group A, sim)
2026-10-13 05:00:22 +02:00
Radiator.cs
Signatures: every light signature names its channel and item through Entity.SetSignature
2026-10-11 09:13:24 +02:00
Radiator.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
Reactor.cs
Audio 1: the simulation names no sound; delete the dead Wwise path on EquippedItem
2026-10-16 17:18:11 +02:00
Reactor.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
Reflector.cs
Signatures: every light signature names its channel and item through Entity.SetSignature
2026-10-11 09:13:24 +02:00
Reflector.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
ResourceScanner.cs
Mining Cut 3: the parked ResourceScanner stops evaluating stats nothing reads
2026-09-30 12:57:04 +02:00
ResourceScanner.cs.meta
Mega Placement
2020-05-21 01:53:06 +01:00
Scanner.cs
Scanner progress reads 0 on another target; Program.RoleMapOf exposes roles-backfill's map
2026-10-15 00:17:17 +02:00
Scanner.cs.meta
Add the inspection scanner: a held scan on a tracked target reveals all its gear
2026-10-14 02:07:17 +02:00
Sensor.cs
Step-exact rules: timers keep their overshoot, passive sensing decays exactly (group B, 60 Hz, digest not repinned)
2026-10-23 06:09:14 +02:00
Sensor.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
Shield.cs
Resolve request/brownout conflict: evaluate power requests nominally
2026-09-19 06:58:57 +02:00
Shield.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
StatModifier.cs
Modifiers reach a behaviour type and its subtypes: TargetsOf matches assignable types
2026-10-08 22:01:47 +02:00
StatModifier.cs.meta
Massive Item Behavior Refactoring
2020-05-12 01:42:13 +01:00
Switch.cs
Command seam fixes: the player's switches, ping and stance flips are PilotCommand presses; triggers, switches and ping are internal
2026-10-22 04:33:20 +02:00
Switch.cs.meta
Massive Item Behavior Refactoring
2020-05-12 01:42:13 +01:00
TargetingSystem.cs
One aim slot holds an item or a mount; the cycle covers every located mount
2026-10-15 04:42:38 +02:00
TargetingSystem.cs.meta
Add targeting subsystem, reveal rule and selection slot (fire control Cut 2)
2026-09-19 13:02:20 +02:00
Thermotoggle.cs
Power bus: a consumer its thermostat has closed is not billed
2026-09-30 20:46:30 +02:00
Thermotoggle.cs.meta
Entity Properties & Thermal Regulation
2020-05-26 01:12:06 +01:00
ThrottleLock.cs
ThrottleLock comment describes the floor; test pins the wormhole gate on the allocator
2026-10-10 22:19:37 +02:00
ThrottleLock.cs.meta
Add ThrottleLock.cs.meta, generated by Unity; no asset references its GUID
2026-10-13 01:03:17 +02:00
Thruster.cs
ThrustScale scales a thruster's push only; turning keeps authored strength
2026-10-29 08:39:18 +01:00
Thruster.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
Trigger.cs
Command seam fixes: the player's switches, ping and stance flips are PilotCommand presses; triggers, switches and ping are internal
2026-10-22 04:33:20 +02:00
Trigger.cs.meta
Massive Item Behavior Refactoring
2020-05-12 01:42:13 +01:00
TurretController.cs
Merge origin/master into faction-play-1
2026-10-16 20:18:54 +02:00
TurretController.cs.meta
Murder Satellites
2021-01-06 14:56:39 +00:00
VapourDump.cs
Vapour clouds: Zone owns them, a VapourDump behaviour vents one (union 42)
2026-10-09 20:22:00 +02:00
VapourDump.cs.meta
Vapour clouds: Zone owns them, a VapourDump behaviour vents one (union 42)
2026-10-09 20:22:00 +02:00
VelocityConversion.cs
Delete AetheriaMath in favour of CultMath
2026-09-14 18:02:41 +02:00
VelocityConversion.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
VelocityLimit.cs
Entity.Acceleration puts back what a VelocityLimit removed: the ceiling is not a change of vector
2026-10-07 05:39:40 +02:00
VelocityLimit.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
Visibility.cs
Signatures: every light signature names its channel and item through Entity.SetSignature
2026-10-11 09:13:24 +02:00
Visibility.cs.meta
Massive Item Behavior Refactoring
2020-05-12 01:42:13 +01:00
Weapon.cs
Launchers draw real rounds: Missiles commodity and recipe, a reload that pays its crate, a reserve readout
2026-11-11 01:58:59 +00:00
Weapon.cs.meta
Behavior Refactoring
2020-04-09 10:33:16 +01:00
Wear.cs
Move the ServerShared data model onto CultLib's CultCache
2026-09-14 19:00:42 +02:00
Wear.cs.meta
Heat Performance Curves + Wear & Tear
2021-03-04 03:58:46 +00:00