Aetheria/Assets/Scripts/Editor
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens 239f359990 Ship exhaust: wiring an exhaust to an emitter turns Use Mesh Colors off
The emitter carries the invisible material, whose alpha is 0, so an exhaust
prefab left at Unity's default (Use Mesh Colors on) emitted nothing. The
shipped thruster prefabs only worked because theirs is off. ThrusterHardpoint
.WireExhaust now owns the wiring and turns it off; ShipInstance calls it. The
preview smoke wires a default particle system to each emitter on the clone and
requires every particle emitted and none transparent.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:39:14 +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 Switch engine asset references from Resources paths to Addressables GUIDs 2026-09-18 05:04:50 +02:00
CultCacheDrawers.cs.meta Replace the Database Tools with the Studio and cut Unity over 2026-09-14 19:15:20 +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
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
NameTools.cs Replace the Database Tools with the Studio and cut Unity over 2026-09-14 19:15:20 +02:00
NameTools.cs.meta Sector Generation 2021-03-10 09:18:07 +00:00
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
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 Shield panel: gate reuse and Hit on the panel's own radius 2026-09-18 21:02:18 +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 Ship preload: a mod ship that fails to load or assemble is skipped, not fatal 2026-10-03 15:38:35 +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 Ship render: the hull collider carries the invisible material, so clones draw nothing 2026-10-03 15:37:33 +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