Meta Vens
48b42992ee
Loot 3 group A: the grab is presented, not simulated
...
IGrabPresenter.Grab(GrabEvent) only; the binder's Transform and velocity resolvers go. TractorBeam
presents a running grab (aims at Started's TargetPosition, emits at Power, dark otherwise). FieldDriver
draws its tendril from GrabEvents alone with a real-time phase clock over each event's PhaseDuration and
writes no transform and destroys nothing; its grab times move to FieldTester, now the scene's stand-in sim
that owns its pickup's timeline and pose. ItemPickup keeps its label lit while held. ImpactPresenterSmoke
becomes CapabilityPresentationSmoke with a grab section; its two untracked-ship expectations follow
DrawsAt since contact-hud. Builds (Unity 6000.3.24f1 batchmode: smoke ok, scene opens, no missing script).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 18:43:15 +02:00
..
CapabilityPresentationSmoke.cs
Loot 3 group A: the grab is presented, not simulated
2026-10-13 18:43:15 +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
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
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
Smoke and wiring script: no GridObject or FloatingItemLifetime spelling outside the sim
2026-10-13 02:37:58 +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
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
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
Packages carry their products: ship.cc homes FactionProductData at mod-product:<id>:<maker key>
2026-10-12 03:54:30 +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