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Add dynamic VFX mesh buffers, Skyline drift effects, and branch updater.
Expose append-only mesh buffers for mod skid/smoke rendering, sync rear-wheel VFX over multiplayer, rebuild Skyline audio assets, and let the updater install from any CI branch. Co-authored-by: Cursor <[email protected]>
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@@ -83,6 +83,7 @@
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---@field pad PadSnapshot
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---@field paused boolean
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---@field replay boolean
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---@field camera? {position:Vec3}
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---@field attach? {body:string, owner:string}
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---@field physics {bodies:table<string,BodySnapshot>, contacts:ContactEvent[], touching:TouchingPair[]}
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---@field network? NetworkInfo
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@@ -196,6 +197,46 @@ function sdk.graphics.remove(key) end
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---@param key string
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---@param visible boolean
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function sdk.graphics.set_visible(key, visible) end
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---@class MeshBufferOpts
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---@field body? string
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---@field position? Vec3 body-local when bound, world when unbound
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---@field rotation? Quat
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---@field scale? Vec3
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---@field blend? boolean default true
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---@field unlit? boolean default true
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---@field visible? boolean default true
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---@field depth_bias? number decal bias, default 0
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---@field texture? string mod-relative PNG path, e.g. textures/skid_tread.png
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---@field tint? Vec3 material tint, default white
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---@class MeshBufferWrite
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---@field positions Vec3[]
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---@field normals? Vec3[]
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---@field colors? number[][] per-vertex RGBA (packed flat by the runtime)
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---@field uvs? number[][]
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---@field indices integer[] 0-based triangle indices
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---@class LightOpts
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---@field kind? "point"|"spot"
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---@field body? string
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---@field position? Vec3
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---@field offset? Vec3
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---@field direction? Vec3 spot axis
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---@field color? Vec3
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---@field intensity? number
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---@field range? number
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---@field inner_angle? number
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---@field outer_angle? number
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---@param key string
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---@param opts? MeshBufferOpts
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function sdk.graphics.mesh_buffer(key, opts) end
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---@param key string
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---@param data MeshBufferWrite
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function sdk.graphics.mesh_buffer_write(key, data) end
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---@param key string
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---@param data MeshBufferWrite append-only delta; indices are absolute in the combined mesh
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function sdk.graphics.mesh_buffer_append(key, data) end
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---@param key string
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---@param opts? LightOpts
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function sdk.graphics.light(key, opts) end
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---@return PlayerSnapshot
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function sdk.player.read() end
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---@param body string
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