Validation pass for 0.3.0-rc.5: current version only, corrected against the code Architecture, the field reference and the guides corrected against the package: the decode dispatch and grid pass, the fixture config layouts, per-component fields, the DMX Input step for channel sources, the supported platforms. References to earlier VRSL-URP releases and the removed replace menu are gone; the original VRSL stays as migration history. Long passages shortened.
docs: the fixture components' VRSL names
docs: the discoball's ball turns with its dots
docs: DMX in your own shaders A page for the public include, Runtime/Shaders/VRSLDMX.hlsl: the four reads, what a channel the grid doesn't carry reads, the values VRStageLighting_DMX_Static writes onto its renderers, and porting a shader from VR Stage Lighting's VRSLDMX.cginc. Linked from Home, and the Grid Textures field in the reference names the raw slot.
docs: the DMX manager is VRSL_DMXURPLightManager
docs: the managers follow fixtures switched on and off
docs: the superseded per-layout prefabs are gone
docs: one prefab set, the superseded folder and its replace menu, no shader-driven discoball
docs: correct what the Console, the shell list and a grid input do Troubleshooting's dark-under-Stream-data row says the Console only speaks when nothing is sending, and VRSL Diagnostics and the DMX Monitor tell a stream with no records apart. The bodies-dark row points at Fixture Shell Renderers. The Configuration Reference names the discoball as the fixture without a shell list, and says which managers the upgrade moves to Stream data. DMX Channel Sources says a grid input publishes a channel count of zero, and lists the par and blinder bodies among the readers. DMX Sources says plainly that SetDmxInput is safe to repeat and to call early.
docs: par and blinder bodies follow DMX; fixture shell fields The fixture shell entries say what the list and the tint do, the DMX table gains curveMod and shellEmissionTint, and the Sibling-Static Inheritance section is gone: the realtime lights never read a sibling Static.
docs: DMX Input, standby and Stream data, the synced input switch
docs: ApplyAddress() re-patches a DMX fixture at runtime
docs: Legacy and Vertical fixtures migrate onto the Horizontal prefabs
docs: one DMX manager reads any grid layout, and can switch while the world runs
docs: read the wiki through as a whole
docs: the discoball fixture type and its cubemap
docs: the control panel as a local overlay, and lightIntensity on the managers Performance and Quality gains a section on letting visitors turn the lighting down, written by the panel's own labels: what each slider and button changes in what that visitor sees. The reference page lists lightIntensity beside the other scene-wide controls and points the panel paragraph at the guide.
docs: the guides follow the STE writing rules; no contractions in the reference
docs: the reference moves here from the package