Meta Vens
d592ca3223
Rocks take meshes by size and are scaled by gameplay radius over mesh radius (ruling rock-meshes-by-size)
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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
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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