soul
cc0c164574
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
...
- ItemManager(uint seed, ...) refuses seed 0 and seeds Random from it.
- RunStart.ItemSeed(galaxy, step) is public (formula unchanged), refuses a
zero result; named steps ArenaStep, StageStep, ContinueStep and NoRunSeed.
- Continue seeds the item stream from the saved run's seed (ContinueStep);
a scene with no galaxy uses NoRunSeed.
- Zone's unpack scatter draws SimulationDice.For(CombatSeed, ScatterStream,
1-based pack ordinal), never the item stream.
- Loadout's scratch manager and AetherDb's catalog command take fixed seeds;
every test and Editor construction gains 1u (mechanical rewrite).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 19:01:41 +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
BeltFloaterLayerVerify.cs
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +02:00
BeltFloaterLayerVerify.cs.meta
BeltFloaterLayerVerify: two belts loaded through ZoneRenderer with ARPG.unity's meshes; every drawn rock's reach and top measured from the instanced matrices and the mesh's vertices
2026-10-18 00:29:04 +02:00
CapabilityPresentationSmoke.cs
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +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: HullUnderlay draws the texture or the hull's line art under both cell grids
2026-10-17 18:47:52 +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
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +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
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +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
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +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
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +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
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +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
determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
2026-10-21 19:01:41 +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
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
DrawAhead.BeltDraw owns the whole per-rock draw list; ZoneRenderer iterates it with no mesh choice, sort or index arithmetic
2026-10-17 23:12:33 +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