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build_things.module

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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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  • fix(doom): build door-sector floor flats so the player no longer falls through an opening door (takes effect on next E1M1 geometry rebuild) --- fix(doom): rebuild scene.json (level + 29 monster-AI + HUD/weapon + sky); drop leaked avatar/camera entities; entrypoint adapts to player.avatar entity-ref --- feat(doom): reintroduce multiplayer co-op on the fixed MP engine — owner-gated monster AI + Sync state + per-peer visual/self-damage, claim-on-shoot damage routing, synced projectiles, replicated fire-pose (engine now instantiates the scene host-authoritatively, so no manual reconcile) --- feat(doom): host-authoritative co-op hit routing — publish landed shots on the avatar body, monster-owner applies damage+splash (no claimOwnership) --- fix(doom): build modules use asset.create overwrite, not computed asset.resolve Replaces the publish-rejected 'if vfs.exists then asset.resolve(name)' reuse branches in build_level + build_things with asset.create(name, { ..., overwrite = true }), which re-authors in place keeping the guid stable. No computed asset.resolve remains, so the world is publishable. --- fix(doom): build_things materials via asset.create not Material.Create Material.Create's typed textures field ({ [string]: string }) flagged the ref-object texture binding as a publish-blocking type error. Switch the four doom_billboard material creations to asset.create("material", ..., { shader, textures = { base_color_texture = <texName> }, ..., overwrite }) — the canonical path Material.Create wraps anyway — binding the texture by its name string.

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jun 24, 2026On main
    01KVXCZ27M97Z2KSDKNDW1R2V8ca6f3a846eBrowse filesCompare with this version
  • feat(doom): working pickups (DoomPickup) + extended DoomGame stats (armor, ammo types, weapons, keys) + armor damage absorption --- feat(doom): wall-aware ranged AI (stand-and-shoot standoff, no wall phasing) + dimmer corpses + baked pickups scene

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jun 18, 2026On main
    01KVDVYY6GAKJZSB5VV79160S9b0784bee3fBrowse filesCompare with this version
  • feat(doom): visible combat feedback - attack telegraphs, billboard fireballs+impacts, bullet puffs, monster pain/death frames, player damage flash --- feat(doom): bake E1M1 with combat-feedback sprites + monster state args (attack/pain/death frames, fireballs, puffs)

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jun 18, 2026On main
    01KVDS85CG4B7ADQNE8DY2AACR27089db3a4Browse filesPicked
  • refactor(doom): seal-_G compatible module pipeline + clean E1M1 bake - Pipeline stages (textures/dynamics/level/things/music) are now modules returning function(ctx); shared WAD/texLib/exclude flows through an explicit ctx table, statically require()d by build_all -> no frozen-_G writes. - build_all exposes build{map}/buildMusic{track}; DoomExit/DoomGame require it instead of loadstring + _G.SCRIPT_ARGS. - Rebuilt clean E1M1 (91 buckets/3628 tris, 118 things, 4 doors/1 lift/1 exit) and baked to canonical on the rescued world. --- chore(doom): remove require-system test fixture modules (reqtest/reqcaller/reqfolder) --- feat(doom): @root:: module requires + clean E1M1 bake (publishable on require-fix binary) --- refactor(doom): pipeline stages as .module assets (require-indexable for publish)

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jun 18, 2026On main
    01KVDKFV8WXQCTA0XMYYCF2MQT0d61d53b02Browse filesCompare with this version