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