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  • Architecture: Legacy reads take the texel below and to the left

    @towneh towneh committed Oct 18, 2026
    eae64fb
  • 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.

    @towneh towneh committed Oct 16, 2026
    c428e75
  • Migrating from Built-in: siblings land with their body on the original's

    @towneh towneh committed Oct 16, 2026
    27c4259
  • docs: a call moves only with the same arguments

    @towneh towneh committed Oct 16, 2026
    ce79a13
  • docs: what the migration names, lists and re-points

    @towneh towneh committed Oct 16, 2026
    e9930c3
  • docs: migrated fixtures keep their state and arrive at this package's brightness

    @towneh towneh committed Oct 16, 2026
    e424f37
  • docs: migrated AudioLink movers keep their cone width

    @towneh towneh committed Oct 15, 2026
    bb784ea
  • docs: the fixture components' VRSL names

    @towneh towneh committed Oct 15, 2026
    0b577f9
  • docs: an empty Ball stops only the ball

    @towneh towneh committed Oct 15, 2026
    b39a150
  • docs: the discoball's ball turns with its dots

    @towneh towneh committed Oct 15, 2026
    dc59b0e
  • docs: light stencils don't come across

    @towneh towneh committed Oct 15, 2026
    6e2691d
  • 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.

    @towneh towneh committed Oct 15, 2026
    a276ccc
  • docs: the DMX manager is VRSL_DMXURPLightManager

    @towneh towneh committed Oct 15, 2026
    9d3624e
  • docs: the managers follow fixtures switched on and off

    @towneh towneh committed Oct 15, 2026
    b361e39
  • docs: the superseded per-layout prefabs are gone

    @towneh towneh committed Oct 15, 2026
    d80148a
  • docs: horizontal grids go in a quarter turn, channel 1 on the strip's top row

    @towneh towneh committed Oct 12, 2026
    0e46d83
  • docs: AudioLink is optional

    @towneh towneh committed Oct 11, 2026
    ca1e5c3
  • docs: one prefab set, the superseded folder and its replace menu, no shader-driven discoball

    @towneh towneh committed Oct 11, 2026
    555d93f
  • docs: migration tints, and which VRSL and Unity versions the tool runs on

    @towneh towneh committed Oct 11, 2026
    b340000
  • docs: URP 17.4 and Unity 6000.4 as the minimums The package needs Unity 6000.4, which ships URP 17.4, so Getting Started and Architecture say so.

    @towneh towneh committed Oct 11, 2026
    4c4b25e
  • 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.

    @towneh towneh committed Oct 11, 2026
    073267e
  • docs: grid channels read from their own cells The 13th-channel correction table is gone from every reader, so the warning about forty channels reading their neighbour goes, and Architecture says how the compute finds a cell.

    @towneh towneh committed Oct 11, 2026
    85ff7e2
  • 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.

    @towneh towneh committed Oct 11, 2026
    214a6e9
  • docs: Unity 6000.4 or newer

    @towneh towneh committed Oct 10, 2026
    9290079
  • docs: DMX Input, standby and Stream data, the synced input switch

    @towneh towneh committed Oct 10, 2026
    5f178b4
  • docs: shader-driven fixtures follow a channel source

    @towneh towneh committed Oct 10, 2026
    73cfe2b
  • docs: ApplyAddress() re-patches a DMX fixture at runtime

    @towneh towneh committed Oct 10, 2026
    115aa46
  • docs: Legacy and Vertical fixtures migrate onto the Horizontal prefabs

    @towneh towneh committed Oct 10, 2026
    1fa953d
  • docs: one DMX manager reads any grid layout, and can switch while the world runs

    @towneh towneh committed Oct 10, 2026
    6783207
  • Name the media player's user-data event, and which Basis player carries it

    @towneh towneh committed Oct 4, 2026
    d739ecc