Portal made visible: cyan beacon pillar + always-on RoomExplore steer prompt (DR-046 follow-up)
The room-exit portal was invisible in the first playtest - players loitered out the 30s ExploreGrace timeout. Adds RegionMath.ExpeditionPortalPos as the single client-derivable portal-position authority (HUD prompt + beacon can't drift), a pooled breathing HDR pillar in CombatFeedbackSystem shown only during RoomExplore, and an in-range/out-of-range two-stage prompt. Also repairs the comment-swallowed _portalMat initialization (NRE in OnStartRunning killed ALL combat feedback each session and auto-paused the editor via Error Pause). 456/456 EditMode. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -3,8 +3,17 @@ id: DR-044
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title: Expedition Redesign SHIPPED (steps 1–14) + Demo-Readiness Polish Pass
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date: 2026-07-04
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status: locked
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tags: [decision, expedition, roguelite, netcode, demo, polish, onboarding, audio]
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tags:
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- decision
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- expedition
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- roguelite
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- netcode
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- demo
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- polish
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- onboarding
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- audio
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supersedes: parts of DR-031/DR-042 (base-mining loop text); completes the [[2026-06-29_Expedition_Redesign_Build_Spec]]
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permalink: gamevault/07-sessions/decisions/dr-044-expedition-redesign-shipped-demo-polish
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---
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# DR-044 — Expedition Redesign SHIPPED + Demo-Readiness Polish
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@@ -88,4 +97,4 @@ depth dots · meta shop). Console clean (the only remaining editor noise was the
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Standalone build + 2-instance LAN smoke (operator runs it; `-mhost`/`-mjoin`, watchdog log lines = evidence) ·
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onboarding fun-gate playthrough (Force-Each-Launch toggle) · tick-batching perf re-measure in the build ·
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HudTheme structure icons vs new silhouettes + projectile/pickup placeholder meshes (art curation — needs
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operator eyes; explicitly deferred) · GoalProgress.Target demo pacing (currently 4 runs).
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operator eyes; explicitly deferred) · GoalProgress.Target demo pacing (currently 4 runs).
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@@ -59,6 +59,17 @@ Rooms no longer auto-advance the instant the last enemy dies. New FSM beat betwe
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LEAVE"** prompt; E near the portal → `PortalInteractSendSystem.Interact()`. Never reads `RunParticipant`/`RunRuntime`/
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`RegionTag` client-side. Tuning: `PortalOffsetZ=-5`, `PortalInteractRange=3.5`, `ExploreGraceTicks=1800`.
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**Playtest fix (2026-07-05) — the portal was INVISIBLE.** The shipped cue was only a HUD line that appeared *when the
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player was already within `PortalInteractRange` of an unmarked point*, so after picking a boon there was no world target
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to walk to — players loitered until the ~30 s `ExploreGrace` timeout auto-advanced them ("nothing happens for a while
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until the next room selection comes up"). Fix (client presentation only, no netcode/re-bake): (1) new
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`RegionMath.ExpeditionPortalPos(baseCenter, subSlot)` = the single portal-position authority the HUD prompt AND the
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beacon both resolve through (extract-before-second-caller, per this batch's own lesson); (2) `CombatFeedbackSystem` now
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renders a glowing cyan HDR **portal-beacon pillar** at that position during `RoomExplore` (pooled GameObject, hidden
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otherwise, breathing pulse; mirrors the danger-zone pattern); (3) the `HudSystem` prompt is now **always-on during
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RoomExplore** — "ROOM CLEAR — reach the glowing portal to move on" out of range, "PRESS E TO LEAVE" in range. 456/456
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EditMode; the beacon is the operator's visual fun-gate.
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**Post-impl review fix (confirmed, medium):** the RoomExplore empty-abort guard first read `expeditionPlayers==0 &&
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LastTerminalCleared==0`, which SKIPPED a boss clear — so a post-boss total wipe/disconnect idled the run in RoomExplore
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for the full ~30 s ExploreGrace before the win banked (a promptness regression vs the old flow, self-healing but a bad
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