mat.yaml
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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.
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tune(coinfall): machine surfaces lit for machine distance, not corridor distance The cabinet fills the frame from 0.6 m away. Carried over from the hall, whose lamp gain is aimed at surfaces metres down a corridor, every machine surface blew out to flat white: the chipped red paint read as fire-engine red and the worn steel deck as pale yellow. Gain, lamp intensity and range are now set for the distance the player actually sees these from, and each tint multiplies its texture down rather than up.
01KYX0Z47MF9JTY9EZBKQGHWDM962364014bBrowse filesPickedfeat(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.
01KYX0KMTFADHJMG3VB921SN6Gf844f334ddBrowse filesCompare with this versionfix(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.
01KYWDEHAKWY5MVM3ZK751QHQBd562145f17Browse filesCompare with this version