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