dressing
<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->
dressing
<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->TODO: describe this module.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2strict
ownedName(kind: string, i: any) → string
Helpers
| arg | type | description |
|---|---|---|
| kind | string | |
| i | any |
clearOwned( ) → void
Despawn everything this module made on a previous run.
spawnOwned(name: string, parent: any?) → any
| arg | type | description |
|---|---|---|
| name | string | |
| parent | any? |
swap(material: string, roots: any) → void
`appearance.swapMaterials` marks every entity it touched with a confirmation outline and leaves it there. Left alone that is 48 permanently outlined objects in a scene four other slices are also capturing, so each swap clears the outlines it caused — its own, by id, never anyone else's.
| arg | type | description |
|---|---|---|
| material | string | |
| roots | any |
applySky( ) → void
Sky, sun, ambient
applyLighting( ) → void
applyMaterials(ctx: any) → void
Materials
| arg | type | description |
|---|---|---|
| ctx | any |
markCutNodes(ctx: any) → void
The cut nodes — the only warm thing in the wreck. An authored cut node is 0.18 x 0.9t x 0.18 inside a plate 1.0t thick, so it is entirely enclosed by the plate it holds on and nothing of it is on screen. This is the marker that carries its glow out through both faces: a child of the node, so it inherits the node's transform and goes wherever the node goes.
| arg | type | description |
|---|---|---|
| ctx | any |
lightSalvage(ctx: any) → void
Real light off the seals, one lamp per plate rather than one per node: the scene's light rows are shared with every other slice's hazards, and three lamps 40cm apart are one lamp as far as the frame is concerned.
| arg | type | description |
|---|---|---|
| ctx | any |
lightSkiff(ctx: any) → void
One cold lamp in the skiff's cargo maw, so home is findable from down the shaft and the plate you are pushing into it is lit while you do it. It stands beside the dock rather than under it: `flight` and `shell` both walk the dock's children looking for cargo, and a lamp is not cargo.
| arg | type | description |
|---|---|---|
| ctx | any |
spawnDust( ) → void
spawnVentPlumes(ctx: any) → void
Where the pressure hulls are still bleeding what atmosphere they had: a slow pale plume off the flank, the one thing in the wreck still moving of its own accord.
| arg | type | description |
|---|---|---|
| ctx | any |
applyGrade( ) → void
The grade
setNodeHeat(node: any, heat: number) → void
Public: what other slices may call How hot a cut node looks, 0..1. The `torch` slice may drive this while it is burning through a node; nothing else writes it.
| arg | type | description |
|---|---|---|
| node | any | |
| heat | number |
extinguishNode(node: any) → void
A node that has been cut through: the seal is gone, so the glow goes with it. `look` calls this itself on `severed`; `torch` may call it per node.
| arg | type | description |
|---|---|---|
| node | any |
apply(ctx: any) → void
Entry point
| arg | type | description |
|---|---|---|
| ctx | any |
HULLBREAKER's whole visual pass — sky, hull materials, planet, lighting, cut-node glow, dust and grade — applied on every scene load.Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.