Abysspillar
Manages the lifecycle, state transitions, collision behavior, and pathfinding integration for abyss pillars in the game world.
Manages the lifecycle, state transitions, collision behavior, and pathfinding integration for abyss pillars in the game world.
Manages boat movement, physics, steering, sail/magnet forces, drag, and collision response for watercraft entities.
Manages rotation behavior and bumper collision detection for a boat entity in the game world.
Manages the visual, physical, and collision detection system for electric fence beams in DST, handling entity collision effects and network-synced beam parameters.
Defines a configurable hitbox representation using circles and triangles, supporting world-space transformations and collision tests against points, lines, circles, triangles, and other hitboxes.
Spawns a non-networked particle effect entity when a rhino-like entity collides, used only on the client for visual feedback.
Manages physics-based entity destruction, collision callbacks, and launch mechanics for entities in the world.
Tracks whether an entity is inside a rain dome and notifies the entity upon entering or exiting.
Acts as a dynamic, physics-based obstacle in ruins caves that shrinks to allow character passage and falls when triggered, dealing damage or destroying nearby entities upon impact.
Handles collision detection and interaction logic for entities that can tackle or trample other entities and work on workable targets.
Creates non-blocking, static collision mesh prefabs for the Vault and Lobby areas, preventing character movement through designated zones.
Creates non-solid physics collision boundaries for the Wagpunk arena with client-side particle effects and entity ejection logic for intruders.
Represents a destructible water obstacle tree that yields wood resources when chopped or collided with by boats.