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init.luau

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

  • feat(coinfall): one look, every surface textured and on the ps1 shader The hall was atlas-textured PS1 and the machines were flat untextured PBR, which is two different games in one frame: the PBR surfaces were lit by scene lights the PS1 shader does not use, and never dithered, snapped or fogged with anything around them. - Nine seamless surface textures generated: cabinet paint, playfield deck, brass, steel, bone, membrane, chrome, a lit marquee panel and a phosphor display. - All eleven machine materials rebound to ps1 with a texture, the hall's lighting and fog parameters, and a uv_tile suited to the part they cover. - Every one added to the material drive list. A material left off it is a surface that never rots, never dims into the fog, and is not lit by the machine the player is standing at.

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026On main
    01KYX0KMTFJEDDHJ5C9MVHYXJ0f844f334ddBrowse filesCompare with previousCompare from here
  • fix(coinfall): the pusher pays, on measurements rather than guesses - Physics.setVelocity applies its vector in the body's own frame (#7618), so every machine on the left wall was driving itself out of its own cabinet down the hall. The pusher is driven in its local frame and clamped to its rails. - The moving platform reached only the back third of the field, so a swept coin landed on static steel and nothing could move it again. It now runs to within a few coins of the lip. - The bed is laid TOUCHING and staggered: at a 6%% pitch the coins sat 2 mm apart and a push died in the first gap. Measured, 30 coins dropped into that bed banked exactly zero. - The bed fills its base layer solid before heaping, and is loaded at the level the machine holds at rest with the drive stopped -- an overfilled bed shed most of a quota over the lip before the player touched it. - Prizes are scattered through the bed rather than parked at the front edge. - A machine loads its own bed from its update, sweeping orphans a hot reload left behind: a field written on a component in the frame it was added is overwritten when the component initialises. - Pay events are collected and fired after the settle walk. Firing inside it ran the quota check, which cleared the field the walk was still indexing. - Quota targets recalibrated against measured throughput.

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026On main
    01KYWFC0JG6ARR9A1Y1XARD4A48ee6c6b745Browse filesCompare with previousCompare from here
  • fix(coinfall): one measured description of the playfield, and a machine that can be finished The machine component carried its own copy of the playfield, 90 mm below the one the cabinet is built from. It drove the pusher a metre into the air and ran the stroke across the cabinet's width instead of along its depth, so nothing pushed and the bed drained off the front on its own. - cf_models.FIELD_METRICS is now derived from cf_pusher.SPEC - cf_machine rewritten on that spec: it drives the pusher through the module's own velocity drive, lays the bed and the trinkets through fillBed/layTrinkets, and each variant runs its own mechanic (tithe slot, maw's inhale, the choir's live mouth, the last machine's peristaltic wave) - the run counted the shrine as a clearable machine, so it could never be won - the CRT wrote no defaults, so an untouched tint multiplied the whole screen to black - the key light is a real light again, not a property on materials the machines do not use - the audio emitters are adopted by name instead of respawned every hot reload --- chore(coinfall): drop the pusher validation bench scene It was scaffolding for measuring the field and never had an entrypoint, a README or a camera, so it blocked every push. --- fix(coinfall): pin the coin's token texture by guid A dotted-path literal does not resolve in the live asset index at publish, so the whole world refused to push. --- fix(coinfall): write the coin's texture reference in the resolvable form A `__ref` with a dotted path is not what the publish gate resolves; a bare `ref:` guid is. --- chore(coinfall): stage the field texture the refs module points at --- chore(coinfall): stage every authored asset so the published tree is complete The refs module points at meshes, textures and clips that were live in the engine but had never been recorded, so publish refused on each in turn.

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 31, 2026On main
    01KYWDEHAKJF6VT9M7DTX5C8ZKd562145f17Browse filesCompare with previousCompare from here
  • COINFALL: open the play chamber and give each machine its own pile --- COINFALL: carry the key light position as scalars, not a float3 --- COINFALL: re-mint the field atlas so the playfield is not painted black

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 26, 2026On main
    01KYG461VDW62QHZYJB0WMNX9Pa32df93196Browse filesCompare with previousCompare from here
  • COINFALL: PS1 horror roguelite coin pusher

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 26, 2026On main
    01KYFYXWFM085VK9G6XJ1KJCG9cab975ed99Browse filesCompare from here