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COINFALL

fix(coinfall): the tube looked broken because it was, all the time The composite bleed sat at 0.65 texels with nothing scaling it, so every edge in the game carried a red/cyan split from the first frame to the last. That is what reads as 'the corruption is a rendering bug' - it was never corruption, it was the baseline, and it never turned off. 0.65 -> 0.12, with glow, scanline and vignette pulled back to match. The hall was also too dark to see what is in it. It is dressed with 42 wall cabinets, 10 bays, a change booth, a patterned carpet and ceiling fixtures, and at the old gain a player could make out one machine and nothing else - which is why it read as an empty corridor. Hall gain 1.0 -> 2.4, lamp reach 9 -> 11.

7def4b70bd17788f6189be4a287d6164e533ecf72199b03ecd76f8d893b31f33
Author
zero-proxy @ DESKTOP-DB3UJOJ
Date
Aug 1, 2026
Branch
main
Parent
962364014b

14 files changed

  • Changedcf_display.moduleFolderBeforeAfter
  • Changedcf_display.module/init.luau6.4 KB → 6.4 KBBeforeAfter
  • Changedcf_mat_cab.materialFolderBeforeAfter
  • Changedcf_mat_cab.material/mat.yaml414 B → 417 BBeforeAfter
  • Changedcf_mat_cab.material/preview.png88.8 KB → 116 KBBeforeAfter
  • Changedcf_mat_cab_glow.materialFolderBeforeAfter
  • Changedcf_mat_cab_glow.material/mat.yaml419 B → 422 BBeforeAfter
  • Changedcf_mat_cab_glow.material/preview.png88.8 KB → 113 KBBeforeAfter
  • Changedcf_mat_hall.materialFolderBeforeAfter
  • Changedcf_mat_hall.material/mat.yaml415 B → 418 BBeforeAfter
  • Changedcf_mat_hall.material/preview.png95.6 KB → 119 KBBeforeAfter
  • Changedcf_mat_hall_glow.materialFolderBeforeAfter
  • Changedcf_mat_hall_glow.material/mat.yaml420 B → 423 BBeforeAfter
  • Changedcf_mat_hall_glow.material/preview.png91.8 KB → 116 KBBeforeAfter