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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d2cf424-f…

cf_mats

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

[name]

One-paragraph description of what this module provides and who consumes it.

Exports

  • M.exampleFn(arg) -> result — what it does and when to call it.
  • M.exampleValue: type — what value it carries.

Usage

local M = require("@<youridentity>::modules.[name]")
M.exampleFn("foo")

Notes

  • Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

The material set. Every surface in COINFALL binds the one `ps1` shader; the materials only choose which atlas a mesh reads from and whether it is lit or self-illuminated. Corruption, fog distance and the dither toggle are driven per frame through `renderer.material.setProperty`, the live GPU path. Writing them through the `.material` asset would rewrite `mat.yaml` on every tick, and asset writes are refused outright once the world is in play.

forAtlas(atlas: string, glow: boolean?) → string

The material a mesh should wear. `atlas` is "hall" / "cab" / "field"; pass `glow` for the unlit companion mesh.

argtypedescription
atlasstring
glowboolean?

setCorruption(v: number) → void

Push the run's corruption onto every material. Cheap enough to call each frame -- it only touches the GPU when the value actually moved.

argtypedescription
vnumber

setFogFar(far: number) → void

Set the draw limit. The fog wall closing in is the loudest thing corruption does to the hall, and the settings screen lets a player push it back out.

argtypedescription
farnumber

setDither(on: boolean) → void

The photosensitivity toggle for the ordered dither.

argtypedescription
onboolean

setLamps(spec: ?) → void

Publish the hall's lamp grid. The `ps1` shader solves the nearest lamp analytically from this pitch instead of reading the engine's punctual-light array, which is bound to the fragment stage and therefore unreachable from a strictly per-vertex lighting model.

argtypedescription
spec?

ensureKeyEntity( ) → void

setKeyLight(pos: ?, color: ?, intensity: number, range: number?) → void

Aim the one movable light the game owns: the machine currently in play, the shrine while it burns, the booth at the end of the run. Pass an intensity of 0 to put it away.

argtypedescription
pos?
color?
intensitynumber
rangenumber?

keyLight( ) → void

Where the key light currently sits, for callers that want to lerp it.

invalidate( ) → void

Drop the cached values so the next drive call re-pushes everything. Entering play rebuilds the GPU materials, which discards the live writes.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · cf_mats.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ 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".

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Discussion

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