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3 September 2026
- 02:3602:36, 3 September 2026 Mscr:Audio.Channel (hist | edit) [2,981 bytes] Nlondon (talk | contribs) (Created page with "category:Mscr:Audio {{note|Path| Audio.Channel}} A custom audio channel. These always play as 2D sounds, and are generally used for music, cutscene audio, or anywhere you want an audio track that can be saved and loaded. Audio Channels are also not restricted to the channel limits that AudioSources are, so you can have as many or as few as you want. = Details = <syntaxhighlight lang="cs">...")
30 August 2026
- 18:3918:39, 30 August 2026 Test/Subpage/More/FinalDepth (hist | edit) [9 bytes] Nlondon (talk | contribs) (Created page with "Last test")
- 18:3818:38, 30 August 2026 Test/Subpage/More (hist | edit) [20 bytes] Nlondon (talk | contribs) (Created page with "Second-level Subpage")
- 18:3118:31, 30 August 2026 Test/SubPage2 (hist | edit) [16 bytes] Nlondon (talk | contribs) (Created page with "Another subpage!")
29 August 2026
- 03:2803:28, 29 August 2026 Creating a Mod (hist | edit) [5,077 bytes] Nlondon (talk | contribs) (Created page with "category:Mars Engine {{note|todo|We're planning on implement proper Mod Creation workflow. We should have in-engine options for creating a new mod and packaging it up into a <code>.pak</code> file, but for now this is the process. }} = What is a Mod? = 'Mods' allow you to add or modify Maps, Materials, EntityDefinitions or Assets or Scripting to the base game without having to change the original files. These can then be packaged up and distributed to other people f...")
- 01:2401:24, 29 August 2026 MDF File Format (hist | edit) [3,760 bytes] Nlondon (talk | contribs) (Created page with "category:Mars Engine = What is MDF? = MDF stands for Mars Data Format. It's a JSON-esque file format that's used to define almost all user-accessible data for the Category:Mars Engine. They are used for <code>.mdf</code> files, which are normally used to define objects and data found in the <code>Definitions</code> directory, but are also used by the <code>.m3d</code> file format, which is used to define 3D models, and the <code>.map</code> format, which con...")
28 August 2026
- 08:0008:00, 28 August 2026 Mscr:System.Types.Int16 (hist | edit) [7,427 bytes] Nlondon (talk | contribs) (Created page with "Category:Mscr:System.Types {{note|Path| System.Types.Int16}} An signed 16-bit integral numeric. Capable of storing values between -32,768 to 32,767. = Details = <syntaxhighlight lang="cs"> struct System.Types.Int16 : Object </syntaxhighlight> {| class="wikitable" | '''Aliased as: ''' || {{code|int16}} |- | '''Object Type:''' || {{code|struct}} (Copy by Value) |- | '''Inherits Fr...")
- 07:1707:17, 28 August 2026 Mscr:System.Types.Int8 (hist | edit) [7,330 bytes] Nlondon (talk | contribs) (Created page with "Category:Mscr:System.Types {{note|Path| System.Types.Int8}} An signed 8-bit integral numeric. Capable of storing values between -128 and 127. = Details = <syntaxhighlight lang="cs"> struct System.Types.Int8 : Object </syntaxhighlight> {| class="wikitable" | '''Aliased as: ''' || {{code|int8}} |- | '''Object Type:''' || {{code|struct}} (Copy by Value) |- | '''Inherits From: ''' ||...")
- 02:0302:03, 28 August 2026 Editor Property Expressions (hist | edit) [3,859 bytes] Nlondon (talk | contribs) (Created page with "category:Editor = Introduction = Number properties (Ints and Floats) in the editor can use expressions to help automate some common tasks. For example, you can do simple math, such as {{code|12 + 16}} to get the result of 28. It also supports correct order-of-operations, so {{code|8 + 16 * 2}} will give the correct result of 40 instead of 48. It also supports parenthesized expressions, so {{code|(8 + 16) * 2}} will give 48 if that's what you want. Note that express...")
27 August 2026
- 21:3621:36, 27 August 2026 Tutorial: Your First Level (hist | edit) [2,732 bytes] Strideh (talk | contribs) (Moved tutorial to its own page where I can expand it with required reading) Tag: Visual edit
- 07:0607:06, 27 August 2026 Mscr:Assets.Asset (hist | edit) [314 bytes] Nlondon (talk | contribs) (Created page with "{{note|todo|TO BE COMPLETED}} = Static Initialization = Static initialization of Assets is an important topic to understand. Due to the fact that {{code|Assets.GetAsset}} can be called during static initialization, Assets loaded from disk are loaded '''before''' the general script static initialization. For that reason, it's important to not rely on any script-defined statics to be available during static initialization and construction of any Asset-derived classes, as...")
26 August 2026
- 02:5502:55, 26 August 2026 Lighting (hist | edit) [19 bytes] Strideh (talk | contribs) (Created initial Texturing Your Level page (TBD)) Tag: Visual edit originally created as "Texturing Your Level"
25 August 2026
- 09:5409:54, 25 August 2026 Geo Editing (Advanced) (hist | edit) [9,805 bytes] Strideh (talk | contribs) (Created Geo Editing (Advanced) page to clear out loooong Geo Editing page) Tag: Visual edit
- 04:4304:43, 25 August 2026 Geo Texturing (hist | edit) [8,088 bytes] Strideh (talk | contribs) (Created Geo Texturing door (TBD)) Tag: Visual edit
- 04:3104:31, 25 August 2026 Geo Editing (hist | edit) [7,433 bytes] Strideh (talk | contribs) (Work on Geo Editing page) Tag: Visual edit
- 02:3502:35, 25 August 2026 Editor Hotkeys (hist | edit) [2,157 bytes] Strideh (talk | contribs) (Made Editor Hotkeys page (WIP)) Tag: Visual edit
- 00:3400:34, 25 August 2026 Geo Components (hist | edit) [13,840 bytes] Strideh (talk | contribs) (Made Geo Components page) Tag: Visual edit
24 August 2026
- 11:3911:39, 24 August 2026 Mscr:System.Types.Bool (hist | edit) [1,611 bytes] Nlondon (talk | contribs) (Created page with "Category:Mscr:System.Typescategory:MarsScript {{note|Path| System.Types.Bool}} A Boolean type. Value can be either `true` or `false`. = Details = <syntaxhighlight lang="cs"> struct System.Types.Bool : Object </syntaxhighlight> {| class="wikitable" | '''Object Type:''' || {{code|struct}} (Copy by Value) |- | '''Inherits From: ''' || Mscr:System.Types.Object|System.Types.Objec...")
- 11:1611:16, 24 August 2026 Test (hist | edit) [151 bytes] Nlondon (talk | contribs) (Created page with "Should be a parent of Subpage")
- 11:1511:15, 24 August 2026 Test/Subpage (hist | edit) [25 bytes] Nlondon (talk | contribs) (Created page with "Checking if subpages work")
- 11:0411:04, 24 August 2026 Mscr:System.Types.Type (hist | edit) [3,320 bytes] Nlondon (talk | contribs) (Created page with "category:Mscr:System.Types A struct that contains the Type information for an Object in MarsScript. You can retrieve the Type information from an object by using the typeof keyword. Types are global to the assembly, so no matter what Object you get the Type from, if the Objects are of the same type, they will be able to compare against each-other. = Details = <syntaxhighlight lang="cs"> struct System.Types.Type : Object </syntaxhighlight>...")
- 10:3210:32, 24 August 2026 Mscr:System.Types.Object (hist | edit) [3,069 bytes] Nlondon (talk | contribs) (Created page with "Category:Mscr:System.Types The base type that all other classes and structs inherit from. You do not have to inherit from this class directly, it is implicitly handled by MarsScript. Note that while {{code|struct}}s normally can't inherit from classes, internal magic applies here. Note that certain operators will only function for {{code|class}}es, not {{code|struct}}s. You also cannot cast a {{code|struct}} to an {{code|Object}}, for that you would need to impleme...")
- 08:5708:57, 24 August 2026 Level Design Tips & Tricks (hist | edit) [4,232 bytes] Strideh (talk | contribs) (Created LD Ticks and Trips page (TBD)) Tag: Visual edit
- 08:5308:53, 24 August 2026 The Last Exterminator Style Guide (hist | edit) [2,858 bytes] Strideh (talk | contribs) (Created the Style Guide page (TBD)) Tag: Visual edit
- 08:1508:15, 24 August 2026 Mscr:System.Types.Int32 (hist | edit) [7,354 bytes] Nlondon (talk | contribs) (Created page with "A 32-bit integral numeric. Capable of storing values between -2,147,483,648 and 2,147,483,647. <syntaxhighlight lang="cs"> struct System.Types.Int32 : Object </syntaxhighlight> = Aliases = {{code|System.Types.Int32}} is aliased as {{code|int}} = Public Members = == Unary Operators == === operator- === <syntaxhighlight lang="cs">Int32 operator -(Int32 a)</syntaxhighlight> Returns the negative value of the operand. === operator+ === <syntaxhighlight lang="cs">Int32...") Tag: Visual edit: Switched
- 06:3606:36, 24 August 2026 Category:Script Reference (hist | edit) [206 bytes] Nlondon (talk | contribs) (Created page with "Category:MarsScript") originally created as "Class Reference"
- 04:2904:29, 24 August 2026 Editor Overview (hist | edit) [11,314 bytes] Strideh (talk | contribs) (Quick overview of the level design page TBD) Tag: Visual edit originally created as "Level Design"
- 02:4002:40, 24 August 2026 Script Extensions (hist | edit) [6,294 bytes] Nlondon (talk | contribs) (Created page with "= Introduction = When making mods, it's very common that you want to extend the functionality of a class or struct without replacing the script file entirely, since doing so would mean that multiple mods wouldn't be able to work together since only one version of the script file would be loaded at a time. It would also mean that mods that rely on the base game data wouldn't get any script updates or fixes when the base game updates. = {{code|extend}} Keyword = The solut...") originally created as "MarsScript.Extensions"