Bathbomb
Marks an entity as a bath bomb item by adding the 'bathbomb' tag.
Marks an entity as a bath bomb item by adding the 'bathbomb' tag.
Handles teleportation logic and visual/audio effects for the Blink Staff item in DST.
Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.
Generates visual water wake effects behind a boat entity as it moves.
Spawns and manages reusable light ray prefabs in a radial area around the owner entity for visual canopy effects.
Positions and animates an entity in a circular orbit around a target entity, modulating speed and scale using sine-based interpolation.
Manages dynamic colour grading via colour cubes (LUTs) to reflect in-game conditions such as time of day, season, sanity, and environment (caves or overworld).
Animates an entity's colour over time using linear interpolation.
Manages particle emission for an entity by scheduling and dispatching particles over time using a custom update loop.
Rotates a target entity's orientation and spawns a visual effect upon completion.
Manages visual and audio effects for fire-based entities, including dynamic lighting, sound, and animation transitions across multiple intensity levels.
Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.
Manages dynamic visual and audio effects for fire-based entities, including flickering light, radius scaling, intensity control, and sound effects across multiple flame levels.
Manages visual frost breath effects based on environmental temperature and entity state.
Manages a ground shadow effect that dynamically scales and positions beneath an entity based on its vertical height.
Manages the spawning and tracking of hallucination entities based on player sanity, time of day, and environment lighting.
Manages dynamic highlight color effects (including flashing and persistent highlights) on entity renderables.
Applies periodic lunar burn damage to an entity and its mount while the entity stands over a fissure, managing visual FX and health state updates.
Applies and manages damage and visual effects for the Alter Guardian's lunar supernova ability during Phase 4.
Manages periodic ground lightning spawns during moonstorms based on player proximity and network node data.
Manages the pinned state and visual wear-off effect for entities that can be stuck by goo-based attacks.
Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.
Manages carving, visual rendering, and state persistence of pumpkins in the game, including cut shapes, lighting effects, and synchronization between client and server.
Manages animated shatter effects for an entity by cycling through pre-defined animation sequences based on a numeric level.
Manages visibility fading for newly spawned entities to reduce abrupt appearance.
Manages seasonal spook level accumulation and triggers spook events (e.g., tree-specific FX) when spook level exceeds a threshold.
Manages procedural spawning of ocean wave visual effects (shimmers and shore waves) near the player based on terrain type and distance from the camera.
Calculates and broadcasts the current world temperature based on season, phase, noise, and global modifiers, while managing summer bloom visual effects.