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asset⌬ modulemoduleprimary: init.luau·originates fromworld ad25322f-f…

Presentation

Full title artwork with clickable Start and Enter/gamepad Start, mission objective, live player-centered street radar, wanted stars, health, cash and driving MPH, success/free-roam/replay and automatic hospital respawn screens. HUD updates at 12.5 Hz; menu controls breathe in pla…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

GTA VI PS1 presentation

Full title artwork with clickable Start and Enter/gamepad Start, mission objective, live player-centered street radar, wanted stars, health, cash and driving MPH, success/free-roam/replay and automatic hospital respawn screens. HUD updates at 12.5 Hz; menu controls breathe in play.

Main scene owns the persistent lifecycle: start(), update(dt), stop() and forwarded onCallback(id,data). Resolve game.shared.driver() for the local player every time; Driver owns all state. begin/retry/freeRoam are colon calls. No camera or player rig is created.

WASD moves/drives; E interacts or enters/exits; G greets and T robs a nearby pedestrian; Ambient.message() appears in the existing notification panel while nonempty, preserving any active story message beneath it; Q switches active protagonist or driving/shooting role; F fires from the passenger seat; Shift sprints; Space brakes; mouse looks. The HUD shows six wanted slots, active Lucia/Jason role, vehicle evidence state and original partner text messages at real mission transitions. shotsFired increments cue the generated pistol sound. Enter starts or continues mission success. Wasted shows the hospital respawn countdown; the local Driver automatically returns the player to free roam at Vice City Medical (-62.8,-52). Death never opens the title. The radar marks the hospital with a white + when it is in range. Pointer/touch clicks actual buttons. The Menu input map adds gamepad Start without polling raw keyboard state.

Two original generated music loops crossfade with wanted state. Engine pitch follows speed, siren follows pursuit, doors sound on entering/exiting, register chime on the score and success, collision sound on damage/failure. Sources are temporary local nonspatial Audio entities removed on stop. The existing CameraRig holds the listener.

PS1Post adapts the installed game.reuse.ps1.shader Bayer quantizer to a 320x240 pass over every layer. Widget coordinates and font sizes snap to that raster. Options offers COMPOSITE / RGB, changing colour bleed and scanline strength while keeping the low resolution. Buttons remain real interactive widgets. During Conversation, the HUD gives way to speaker-labelled subtitles with three fixed-size rows and timed pages for long utterances; Start / Escape / the onscreen Skip button exits. The existing reveal uses the shader's original default signal setting.

Interface

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

conforms to

zero/source-extract/v2
Audio

box(x: ?, y: ?, w: ?, h: ?, color: ?, children: ?, id: ?) → void

argtypedescription
x?
y?
w?
h?
color?
children?
id?

label(text: ?, x: ?, y: ?, w: ?, size: ?, color: ?, id: ?) → void

argtypedescription
text?
x?
y?
w?
size?
color?
id?

button(text: ?, x: ?, y: ?, w: ?, cb: ?, id: ?) → void

argtypedescription
text?
x?
y?
w?
cb?
id?

heading(text: ?, x: ?, y: ?, w: ?, size: ?, color: ?, id: ?) → void

argtypedescription
text?
x?
y?
w?
size?
color?
id?

radar(d: ?, x: ?, y: ?) → void

argtypedescription
d?
x?
y?

mx(v: ?) → void

argtypedescription
v?

mz(v: ?) → void

argtypedescription
v?

rect(x1: ?, y1: ?, w: ?, h: ?, color: ?) → void

argtypedescription
x1?
y1?
w?
h?
color?

marker(px: ?, pz: ?, color: ?, r: ?) → void

argtypedescription
px?
pz?
color?
r?

raster(node: ?, w: ?, h: ?) → void

Layout and hit boxes share the final 320x240 raster; text never lands at a half pixel.

argtypedescription
node?
w?
h?

build( ) → void

mx(x: ?) → void

argtypedescription
x?

mz(z: ?) → void

argtypedescription
z?

source(name: ?, clip: ?, volume: ?, looping: ?, channel: ?) → void

argtypedescription
name?
clip?
volume?
looping?
channel?

cue(clip: ?, vol: ?) → void

argtypedescription
clip?
vol?

sameTree(a: ?, b: ?) → void

argtypedescription
a?
b?

refresh( ) → void

onCallback(id: ?, _data: ?) → void

argtypedescription
id?
_data?

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

stop( ) → void

⌬ Metadata
descriptionGTA VI PS1 demake title, mission HUD, live radar, result controls and reactive music/audio.

Sub-parts

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

Showing the 199 items nearest this part. It holds more than this page lists.

199+items
·
soundclip · born here
❒asset
# door Generated original door game sound effect for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
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scene · born here
❒asset
# GTA VI Trailer 1 — PlayStation demake A 90-second, 47-shot cinematic using the native cutscene package. Open WATCH REVEAL on the game title menu. Escape, Space or Enter skips; completion returns to the game title. Startup remains scenes.main. Film owns the camera edit and shot list; Stage builds 33 separated sets; Actor performs deterministic clip sampling and vehicle motion; Player handles set streaming, lighting, social/news overlays, original generated game audio and cleanup. Character materials use the shared PSX shader's virtual texture downsampling, affine interpolation and clip-space vertex snapping. Reference: Rockstar Games, Grand Theft Auto VI Trailer 1, December 4, 2023: https://www.youtube.com/watch?v=QdBZY2fkU-0 . Camera order reconstructed using published full-width stills and footage filmstrips. Timings, performances and compositions are approximations; this is not a frame-exact conform. Newly generated assets include the prison cast, boats, alligator, flamingos, seaplane, motorcycles, convertible and swamp vegetation. No reference video images or original soundtrack are shipped.
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module · born here
❒asset
# GTA VI demake shared rules Canonical map coordinates, road ring, building footprints, mission reward and art direction. `player()` re-resolves this client's PlayerPrototype avatar; `driver()` returns its game.play.Driver behavior. City, player mechanics and presentation consume the same constants so collision, mission markers and minimap agree.
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soundclip · born here
❒asset
# Passenger pistol shot Generated original compact dry pistol report for the GTA VI PS1 demake. Presentation cues one shot whenever local Driver.shotsFired increments after valid F fire from the shooter seat. Playback volume .55, nonspatial.
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soundclip · born here
❒asset
# cash Generated original cash game sound effect for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
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module · born here
❒asset
# Reveal soundtrack Options > REVEAL selects TRAILER PS1 (default) or DEMAKE. Return to the main menu and choose WATCH REVEAL. This preference lasts through scene changes for this session. Gameplay music retains its own setting. TRAILER PS1 uses the audio supplied by the user in Grand_Theft_Auto_VI_Trailer_1_Australian_Community_Media.soundClip. The separate processed asset is game.reveal.audio.TrailerPS1; the imported source stays untouched. Processing is baked: stereo 22,050 Hz, two low-pass stages at 6 kHz before resampling, mild soft saturation, ten effective bits with quiet triangular dither, and short edge fades. PCM storage preserves the baked quantization. Duration is 87.405669 seconds, unchanged apart from rounding to the output sample grid. The 90-second film retains a silent end-card tail. No time stretching is applied. Run require("game.reveal.AudioBake").bake() in edit mode to rebuild. The trailer mix replaces the demake music and extra siren. Its temporary audio source is local to the viewer and does not loop. The film corrects to the mixer's clock when drift exceeds 60 ms. Transport wrappers pause, resume, change rate, seek, and stop the audio with the cutscene. Native AudioSource has no seek field, so explicit seeks rebind a PCM tail by sample index. These byte-only voices deliberately omit clip identity to avoid the native full-clip cache. Validation: clicked the menu toggle both ways and launched both modes. Trailer mode had exactly one audible source; demake mode restored its music and siren. Seek to 71.9 s played a 15.505 s tail; seek to 85 s played a 2.405 s tail. Paused seeks remained silent and resumed. Twelve playback samples over six seconds measured at most 18.42 ms of audio/film clock difference. Natural completion returned to main and removed the trailer source. UI validation and world error checks passed. Verification covers rendered UI, PCM statistics and live mixer data. Perceived crunch and dialogue alignment against the supplied media have not been verified by listening.
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✦
shader · born here
❒asset
# PS1Post 320×240 display rasterization and 15-bit ordered dithering, adapted from the installed PS1 surface shader. The main Presentation registers it over all layers so widgets, text and the game share the display raster. The optional signal uniform adds horizontal colour bleed, stable alternating scanlines and stronger ordered dithering. Main gameplay uses 0.75 for the composite option; RGB uses 0. The default is 0, preserving the existing reveal's rendering. This is a stylistic composite approximation, not a complete analogue signal simulation.
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soundclip · born here
❒asset
# menu Generated original mellow electro funk title/exploration music for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
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module · born here
❒asset
# Living streets Sixteen animated beachgoers walk eight sidewalk, promenade, beach and crosswalk routes. They flee near speeding vehicles or gunshots; vehicle strikes knock them down and alert police through Driver.reportCrime. On foot, G greets the nearest person within3.2m; T takes their wallet once and starts a police response. Dialogue supplies local directions. Pedestrians recover after15s. The owner-local simulation uses the repaired generated protagonist rigs as scaled/tinted beachwear variants; no static or unanimated placeholder characters. A.start/update/stop are called from main.entrypoint. A.message supplies the HUD with current interaction feedback; A.stats exposes measurable live counts. Populating waits for a local player avatar. Temporary entities and inputs are cleaned on scene unload, and each player owns their own story simulation. ZeroMind searched twice; avatar_a was inspected but its costume/shape was unsuitable for this setting. Runtime reuses the already generated and repaired game.play.Visuals models/animation.
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soundclip · born here
❒asset
# engine Generated original engine game sound effect for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
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module · born here
❒asset
# Gameplay missions The Pickup is an eight-stage apartment mission following the observed Extended Look route: covered entrance, lobby guide, lift and escorted corridor, knock and entry, Raymond's speakerphone exchange, bag pickup and task-force breach, combat retreat via the lift, then escape through an occupied apartment. Resident assistance precedes the return lift. Completion awards $3200 at the apartment exit; the previous invented safehouse delivery is removed. Jason visibly carries the red duffel and the partner supplies covering fire. Killing all officers is not required. Walking dialogue preserves control. Closed doors block collision until opened. Completion, cancellation and death clear temporary cast, props, carry state and locks. A repeatable ten-gate street circuit retains its 150-second timer; the existing liquor score remains unchanged by this apartment correction. start/stop own temporary actors; update/interact accept the owner Driver. target, stats, enemies, raycast, message, policeWitness and partnerCover expose navigation, HUD and combat integration. Static geometry is city.StashHouse; layouts are PickupShots. See design/apartment-shot-audit.md for verification and remaining fidelity limits.
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module · born here
❒asset
# Apartment conversations The installed cutscene runtime plays explicit PickupShots layouts with separate ConversationLines subtitle timing. Blocking scenes stage Jason, Lucia and specified NPCs; walking directions, resident assistance and the occupied apartment retain movement and the gameplay camera. Camera cuts follow observed visual beats, independently of speaker changes. Phone, knock, crouch, pickup and victim reactions use skeletal clips. The phone follows Raymond's hand; the ascending lift gets temporary closed doors. play(key, driver, cast, onComplete, options), update(dt), state(), active(), blocking(), skip() and stop() integrate with Jobs, Driver and Presentation. Only completion and skip advance the mission. Cancellation restores cast and input without advancing. Playable dialogue completion preserves movement input. Subtitles use the crunchy presentation raster; dialogue is not voiced or lip-synced.
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soundclip · born here
❒asset
# pursuit Generated original urgent police pursuit music for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
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soundclip · born here
❒asset
# crash Generated original crash game sound effect for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
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inputmap · born here
❒asset
# Menu Start and continue menu action for the GTA VI PS1 demake. Used by the main scene's Presentation module. Authored for the shared GTA VI PS1 fan demake. All actions resolve the local player's Driver; no scene camera or player is created.
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soundclip · born here
❒asset
# siren Generated original siren game sound effect for the GTA VI PS1 fan demake. Presentation plays this from the local player's mission state. Music, engine and siren loop; cash, door and crash are event-triggered one-shots.
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module · born here
❒asset
# Road navigation Builds a graph from the six shared avenue coordinates and six cross-street coordinates. path(x, z, targetX, targetZ) projects endpoints onto roads, uses Dijkstra to connect intersections, then appends the destination. Driver uses it for partner driving and obstructed police pursuits. Routes are derived from the same coordinates that generate city roads.
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mesh · born here
❒asset
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born
# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
▲ 0↑ born

Problems

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

0problems
No problems reported on this asset or on the parts this page shows. Parts it leaves out are not counted here.
⌬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

Scoped to this part · feeds back into the world's score.

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