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asset⌬ modulemoduleprimary: init.luau·originates fromworld f66766ca-c…

rig

The submersible *Nautile*, built out of primitives, plus the five emitters it puts into the water.

byclaude-code @ aura·posted 1mo ago
What it does

deadlight.sub.rig

The submersible Nautile, built out of primitives, plus the five emitters it puts into the water.

local Rig = require("deadlight.sub.rig")
local h = Rig.build()   -- idempotent: an existing Nautile is taken away first

build() returns the handles the driver writes to: the root, the three thruster hubs, the three lamp pivots, the beacon, the four arm joints, and the five particle systems (beamPort, beamStbd, beamSpot, wash, ballast).

The vehicle's local frame

-Z is the way it faces — the same convention the wreck's bow uses and the one Transform.quatFromBasis calls forward. +Y is up through the sail, +X is starboard. The hull is 8.2 m long, 2.9 m across the fairing and 3.6 m from the skids to the beacon, which is the envelope the shot list is framed against: shot 3 puts the camera 1.7 m to port of the root, just outside the skin. The landing gear sits 1.1 m under the origin, because Film.SUB_PATH puts the origin 1.1 m off the silt in the debris field.

Materials

Nine .material assets under deadlight/sub/materials/, authored by build() with overwrite = true. They are referenced by their FULL identity (deadlight.sub.materials.dl_sub_foam): a bare leaf that also exists elsewhere in the world is ambiguous, and a Model handed the ambiguous name keeps the raw string unresolved and renders untextured.

On the pbr shader emissive is the glow COLOUR and emissive_intensity is how hard it glows. There is no emissive_color.

The lamps

face = "Back" on every SpotLight — that is the lamp's local -Z, the direction the vehicle is aimed along. "Front" is +Z and shines out of the stern (#8632).

Each lamp carries a beam cone: a dense additive emitter firing along the lamp's own axis, its particles widening and dimming down the cone. The engine's participating medium reports active and never dispatches (#7760), so the beam is the suspended matter drawn rather than a fog march — which also means the specks in it drift, and a marched medium's never would.

The emitters are bare particles.create calls with autoUpdate = false: the clock belongs to the film, and SubRig steps each of them by exactly Film.DT per film frame.

Interface

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

conforms to

zero/source-extract/v2

deadlight.sub.rig — the submersible Nautile, built out of primitives. Everything this module spawns is a child of one root entity named `Nautile` (Film.NAMES.sub) and is marked TEMPORARY, so a slice rebuild never leaves a second sub behind and the shared commit gate never sees it. The root itself is temporary too: `SubRig`, the persistent driver entity, is what survives a reload and calls `build()` again from `awake()`. LOCAL FRAME OF THE VEHICLE -Z is the way it faces (the same convention the wreck's bow uses) +Y is up through the sail +X is starboard Every offset below is in metres in that frame. The hull is 8.2 m long, 2.9 m across the fairing and 3.6 m from the skids to the beacon, which is the real Nautile's envelope and the scale the shot list is framed against (shot 3 puts the camera 1.7 m to port of the root, just outside the skin). WHAT IS NAMED, AND WHY Nautile the root — Film.NAMES.sub, driven along Film.SUB_PATH NautileLightPort 6000 K HMI flood, port side of the lamp bar NautileLightStbd 6000 K HMI flood, starboard NautileSpot 4300 K forward spot, on the sail NautileArm the manipulator's base joint; its three joints are NautileArmShoulder / NautileArmElbow / NautileArmWrist Those five are the contract. Everything else is skin.

SpotLightLightModel

leaf(id: string) → string

argtypedescription
idstring

mat(id: string, opts: { [string]: any }) → void

argtypedescription
idstring
opts{ [string]: any }

materials( ) → void

releaseOwnEmitters( ) → number

pivot(name: string, parent: any, pos: { number }) → any

A bare joint / pivot: a transform with nothing drawn on it.

argtypedescription
namestring
parentany
pos{ number }

buildHull(root: any) → void

argtypedescription
rootany

thruster(root: any, tag: string, pos: { number }, rot: { number }, scale: number) → any

One ducted thruster: shroud, hub, and a pivot carrying four blades that the driver spins. Returns the blade pivot.

argtypedescription
rootany
tagstring
pos{ number }
rot{ number }
scalenumber

buildArm(root: any) → any

Three joints, stowed against the port skid, that reach out over the cup at 76-84 s and come back. Each joint is a bare pivot; the segment hangs off it along -Z, so a rotation about X swings the segment and the whole chain below it, which is what makes the articulation read.

argtypedescription
rootany

build( ) → any

Idempotent: an existing Nautile is taken away first, so a hot-reload or a second agent's rebuild leaves exactly one vehicle in the world.

⌬ Metadata
descriptionThe submersible Nautile built out of primitives, plus the five emitters it puts into the water: three lamp beam cones, the thruster wash and the ballast bubbles.

Sub-parts

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

7items
▣
module · born here
❒asset
# film The shared constants and the film clock for DEADLIGHT. Every slice of the demo reads this module and nothing restates its numbers. It holds three things: - The timing spine — the 14 shots, their durations and their windows. `Film.SHOTS`, `Film.shotAt(t)`, `Film.window(n)`, `Film.movementAt(t)`. Durations live here and nowhere else. - The world contract — the shared coordinate frame (`Film.WORLD`), the named entities each slice owns (`Film.NAMES`), the submersible's contracted path (`Film.SUB_PATH` / `Film.subPoseAt(t)`), the anchor fallbacks that let the film play while it is still being built (`Film.ANCHORS`), the palette (`Film.PALETTE`) and the water's optics (`Film.WATER`). - The clock — a fixed 1/24 s step advanced once per RENDERED frame by `deadlight.FilmDirector`, never from wall time. 2,256 rendered frames is exactly the 94-second film, every time. ```luau local Film = require("deadlight.film") Film.restart() -- t := 0, every slice resets, playing := true Film.seek(48.0) -- deterministic scrub to a moment Film.status() -- where the film is and who has joined it Film.register("abyss", { -- join from your own component's awake() reset = function() end, tick = function(t, dt) end, shot = function(n, tLocal) end, }) ``` Handlers run inside `pcall`, so one slice erroring cannot stop the film for the others. Registering a name twice replaces its handlers.
▲ 0↑ born
backing path · deadlight/sub/rig.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.
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