Aetheria/Assets/Scripts/Editor
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens d592ca3223 Rocks take meshes by size and are scaled by gameplay radius over mesh radius (ruling rock-meshes-by-size)
DrawAhead.AssignRockMeshes ranks rocks by unworn size onto meshes in ascending radius; RockScale divides the
gameplay radius by the mesh's measured radius; ChunkAt is the one rock position for the renderer and the reticle
(ChunkHeight folded into it). InstancedMesh.Radius is filled and verified by RockMeshRadius. Tests pin the
assignment, the scale and that the renderer and reticle call DrawAhead (finding owner-not-pinned).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 20:44:13 +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
RockMeshRadius.cs Rocks take meshes by size and are scaled by gameplay radius over mesh radius (ruling rock-meshes-by-size) 2026-10-17 20:44:13 +02:00
RockMeshRadius.cs.meta Rocks take meshes by size and are scaled by gameplay radius over mesh radius (ruling rock-meshes-by-size) 2026-10-17 20:44:13 +02:00
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