Aetheria/Assets/Scripts/Editor
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens 7dddcc4727 Merge eureka/aetheria-gravity-floater-fixtures-wells (floater-fixtures-wells, head d6380ca8)
Origin branch lagged at c631e09f; merged the closed head d6380ca8 from the shared object store (branch hands/ag4-floater-fix, unpushed).

Spec aetheria-gravity:cut_spec:cut-floater-fixtures-wells.r1; report h1; Soul s1 holds.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-17 15:03:43 +02:00
..
AmbientEdgeVerify.cs The ambient quad reaches where Fog Tint's format still holds the gaussian; AmbientEdgeVerify renders into that format 2026-10-16 06:24:36 +02:00
AmbientEdgeVerify.cs.meta The ambient tint is a gaussian over the populated radius, not a quad that ends at Pack.Radius 2026-10-16 05:08:16 +02:00
CapabilityPresentationSmoke.cs MapPresenterSmoke: deep planet, yaw-only tilt, one draw per kind, one belt draw, fade; capability smoke binds an icon 2026-10-16 23:40:15 +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 Studio: HardpointFootprintDrawer paints a hardpoint's footprint over its hull's cells; the hull drawer tint reads HullFootprint.Cells 2026-10-17 13:50:50 +02:00
CultCacheDrawers.cs.meta Replace the Database Tools with the Studio and cut Unity over 2026-09-14 19:15:20 +02:00
DrawnPoseWiringVerify.cs DrawnPoseWiringVerify: the planet passes within about 8 u of both floaters; the guard names the heights it saw 2026-10-17 14:28:27 +02:00
DrawnPoseWiringVerify.cs.meta DrawnPoseWiringVerify.cs.meta 2026-10-16 01:06:39 +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 Merge remote-tracking branch 'origin/eureka/aetheria-gravity-nebula-tint' into eureka/aetheria-gravity-merge-ag3 2026-10-16 07:21:34 +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
FlowFieldParityVerify.cs FlowFieldSceneVerify: the flow as ARPG.unity runs it; parity check on a ramp height and the noise clock 2026-10-13 23:25:45 +02:00
FlowFieldParityVerify.cs.meta Flow parity: FlowParity.compute, FlowFieldParityVerify (Unity batchmode, GPU) and its mutation harness 2026-10-13 20:49:22 +02:00
FlowFieldSceneVerify.cs Scene verifier measures dust at partial fog and reads Stardust's own event 2026-10-16 18:48:11 +02:00
FlowFieldSceneVerify.cs.meta FlowFieldSceneVerify: the flow as ARPG.unity runs it; parity check on a ramp height and the noise clock 2026-10-13 23:25:45 +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
GravityFieldParityVerify.cs Well law fix batch: zone node for several massive roots, belt extent, series from tau 0.4, Unity parity on the multi-root fixture 2026-10-16 21:14:58 +02:00
GravityFieldParityVerify.cs.meta Gravity grid-lowering: the drawn height is one Gravity Field pass over the zone's wells; gravity brushes and brush inputs deleted 2026-10-15 07:11:25 +02:00
MapBeltPerf.cs Delete the minimap asteroids setting; minimap belts always draw 2026-10-17 04:36:13 +02:00
MapBeltPerf.cs.meta Map presenter: ShowAsteroidsInMinimap stays (head's belt cost misses 0.1 ms); belt upload via SubUpdates; settings key restored 2026-10-16 23:54:45 +02:00
MapBeltPerfBase.cs MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapBeltPerfBase.cs.meta MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapPresenterCapture.cs MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapPresenterCapture.cs.meta MapPresenterSmoke pins icon axes and heading; capture proves deep-well pixels; belt benchmarks at 1000/2250/4000 2026-10-17 01:02:39 +02:00
MapPresenterSmoke.cs Delete the minimap asteroids setting; minimap belts always draw 2026-10-17 04:36:13 +02:00
MapPresenterSmoke.cs.meta MapBeltPerf: belt cost per frame in CPU ms and managed bytes; script metas 2026-10-16 23:41:39 +02:00
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 ShipModPlaySmoke: exclusion at compose, ImportFault at preload, removal by RemovePackage 2026-10-16 21:50:12 +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