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Enable shared playback for supported PAL3A groups with POL models, model opacity, and explosive geometry. Parse SPar resources for complete dependency diagnostics while retaining whole-group private fallback for pending simulation. Preserve the last effect position when actors are missing or removed in both games, and keep actor-specific shape changes and private fallback guarded. Expand the editor and viewer to both variants and fix opaque alpha for RGB TGA textures. Validation: PAL3/PAL3A effect suites 54/54 each; general regressions 278/278 and 295/295. Both-variant formatting and diff checks passed.
Add SPar emitter simulation, native blending and billboard rendering for the remaining 26 script/scene groups. Restore PAL3A transport geometry and seven styles in game, the editor and ResourceViewer. Preserve native live-state initial-frame behavior and mark the runtime UV table non-serialized. Update the README and add format, playback, geometry and resource-lifetime regression coverage. Validation: targeted tests 106/106 for both variants; general regressions PAL3 293/293 and PAL3A 310/310. Both-variant formatting checks passed.
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两作的剧情与场景特效改为直接读取原版 CPK 数据播放,覆盖当前清单中的 PAL3 56 个、PAL3A 93 个根组,并移除外部 prefab 特效回退。运行时统一使用
EffectRuntime,Unity 编辑器通过PAL3 / PAL3A → Effect Editor检查、播放和编辑特效。改动
--all支持全文件检查。验证
python3 tools/format-csharp.py --check --base origin/main,两作分支通过;git diff --check通过。范围与限制
战斗导演等未支持类型会明确诊断并跳过整组,留待对应玩法系统实现。模型旋转与缩放采用独立的 60 FPS 兼容参考;GPU 输出检查不等同于与原版程序逐帧画面对齐。本轮没有新增移动设备或 Windows 实机验证。原版游戏数据仍由本地读取,不随项目分发。