Bedazzlement
Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.
Manages the bedazzled state for a spider den, applying visual and gameplay effects such as pacifying nearby spiders and altering creep radius.
Manages bloom effect stacking and propagation for entities and their children, supporting priority-based bloom layering and automatic cleanup on source removal.
Manages visual, audio, and state transitions for boat leaks and repairs in DST, including plugged/unplugged states, repair timers, and integration with HullHealth for dynamic leak tracking.
Stores and synchronizes visual ring configuration data for boat-related effects, including radius, segment count, and rotation state.
Manages dynamic camera-based fading of entity visuals based on distance and screen position.
Manages a visual reticle that follows a target entity and points toward a dynamic aim direction (mouse or controller), used for indicating where a charging attack will land.
Synchronizes colour addition data from the server to clients and triggers visual updates and callbacks when the colour changes.
Animates an entity's colour over time using linear interpolation.
Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.
Controls the visual fade effect of an entity based on its distance from the camera relative to the ground plane.
Visualizes the flight and capture behavior of a fishing net when thrown, including entity collection during retrieval.
Manages visual and behavioral effects when an entity enters or remains in water, including wetness application, splash spawning, and floating animations.
Manages freeze states, coldness accumulation, and thawing behavior for entities, including visual tinting, shatter effects, and resistance mechanics.
Manages visual frost breath effects based on environmental temperature and entity state.
Manages the visual and logical state of furniture decorations, such as being enabled and whether it's placed on furniture.
Manages haunting mechanics—including cooldowns, visual flicker effects, and haunted state—for entities that can be haunted or cause haunting.
Manages dynamic highlight color effects (including flashing and persistent highlights) on entity renderables.
Manages the highlighting of an entity when it is associated with a specific owner entity, primarily for visual feedback in non-dedicated server environments.
Manages visual and gameplay effects for the Lunar Supernova ability by tracking blocking sources and updating related FX and colour properties.
Manages visibility and rendering state of nutrient-related visual effects based on the player's nutrient vision toggle.
Manages placement positioning, orientation, and visual feedback for deployable structures and items in the game world, including support for axis-aligned placement and boat edge snapping.
Modifies incoming damage to follow a non-linear scaling curve and triggers planar-specific visual effects for resistances or vulnerabilities.
Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.
Manages the uniform scaling of an entity's visual representation by applying a scale factor to its transform.
Manages smooth scaling transitions (tweening) of an entity's visual size over time.
Marks an entity as a decorated snowman, likely for cosmetic or gameplay identification purposes.
Dynamically scales an entity along its facing axis to match the distance to a target entity, commonly used for stretchy visual effects like slingshots or elastic attachments.
Adjusts an entity's transparency and sound volume based on the player's sanity and combat state, with optional custom logic.
Manages the visual marker (messagebottletreasure_marker) that appears above an entity when it holds or emits treasure messages.