EditorShipUpgradeViewer
v1.4.8
Empty editor script placed on a ship hull beside EditorShipPhysics. It adds no fields and no managed behavior.
Find placed ones in the Scene panel with s:EditorShipUpgradeViewer. See Filter.
Where you put it
On the hull entity, with the other editor ship scripts. The packed burning cog puts it immediately after EditorShipPhysics.
What you set
No panel fields. Opened copies store no variables.
What it does
The managed class is empty. It does not change upgrade level, meshes, or physics.
Where it lives
Managed script. The copies are in NavalDLC\AssetPackages\nested_prefabs_packed.xml (43 of them). No scene.xscene under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores the script itself.
Examples
Burning cog hull. Packed entity burning_cog_ship_nested_storyline. EditorShipUpgradeViewer has no variables. The script before it on that entity is EditorShipPhysics, which stores Ram Debug Mode and CameraFollowShip, both off.