diff --git a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md index 395ee2e6c..d7c5b7909 100644 --- a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md +++ b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md @@ -128,10 +128,12 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting ### Short-term wins (asset/scene/client layer) -3. **Lighting/atmosphere pass (direction-agnostic):** ambient way down, dynamic point lights on projectiles / portal / - pickups / braziers / ability impacts, per-biome fog + color-grade tune. Build AS IF no pixel filter (it composes on - top). Then the **art-look decision gate**: side-by-side screenshots pixel filter ON vs OFF over the lit scene → - operator locks pixel-art-3D vs dark-Synty vs both. Every later visual choice hangs off this lock. +3. ~~Lighting/atmosphere pass~~ **DONE (2026-07-09, `414f9ff62`)** — dark ambient + DynamicLightSystem + (projectile/portal/node/impact-flash lights) + landmark mood lights + per-biome dark palettes; found+fixed + the dead Linear-fog density knob. **ART LOOK LOCKED (operator, 2026-07-09): CLEAN DARK-SYNTY — pixel filter + OFF** ("everything feels smoother & sharper without it"); the PixelOutline feature stays dev-toggleable (F3) + with `_MasterEnabled=0` shipped. Operator is open to experimenting with OTHER fullscreen/shader effects + later (sharpen/vignette/grade variants — backlog). Every later visual choice keys off clean dark-Synty. 4. **Ambient motion layer (client-only, zero netcode):** foliage sway/rustle on walk-through, per-biome dust/embers/fog drift particles, critters that scatter, flags/banners. Biggest bang-per-effort for "not static". 5. **Breakable clutter with drops:** Hades-style urns/crates/Blight growths seeded per room; shatter on hit → small diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 57f1db4c0..6c07a904b 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -167,13 +167,35 @@ Dark-ambient dynamic-light-first look (roadmap 1.5 #3), built filter-agnostic: impact flashes observed), fog/ambient values confirmed live in Play, 466/466, console clean. - **Art-look gate material committed:** `Assets/Screenshots/artlook_{base,room}_pixel{ON,OFF}.png`. +## Part G — ART LOOK LOCKED + ambient motion layer shipped (`90d4bed38`) + +**Operator locked the art look: CLEAN DARK-SYNTY — pixel filter OFF** ("everything feels smoother & sharper +without it, even if mostly placebo"); open to OTHER shader/visual-tuning experiments later (backlog: +sharpen/vignette/grade variants on the same fullscreen feature). `_MasterEnabled=0` saved on the material +(F3 dev panel stays). Collisions signed off ("collisions are fine now"). + +**Ambient motion layer** (roadmap 1.5 #4, `AmbientMotionSystem` + config): per-biome drift particles from a +camera-following world-space emitter (meadow motes / arid dust / cavern motes / blight spores — palette keyed +like WorldAtmosphereSystem) · idle sway on ACTIVE flora prop roots near the camera · walk-through rustle +(local-player proximity → decaying energy shake). Rotations write around a cached base → lossless toggle. +Verified live: palettes exact on region cross, flora beside the player rocked (0,0)→(−4.0°,+5.0°), 466/466, +console clean. + +**Discoveries this round:** +- **The BASE biome's flora is authored INACTIVE** (84 bush renderers etc. — the meadow hub has NO active + sway targets and reads barren). Re-enabling a curated set is a cheap "world alive" win — operator call. +- A mid-play session lost its netcode worlds while unfocused (the known unfocused-editor hazard — + tick-batching warning then zero worlds; game keeps rendering as a zombie). Restart cured; not slice-related. +- Unity 6.5: `Scene.handle` int conversions are deprecated-as-error (key caches on `scene.path`); bare + `Time` in a `SystemBase` binds to the deprecated ECS `ComponentSystemBase.Time` (qualify `UnityEngine.Time`). + ## Next-session intent -**OPERATOR GATE: lock the art look** from the artlook_* side-by-sides (pixel-art-3D vs clean dark-Synty vs -keep-both-toggle) — every later visual choice hangs off this. Then Phase 1.5 continues: ambient-motion layer → -breakable clutter → attack distinctness. Feel-lap items still pending operator eyes: refit walls/cover/85 prop -colliders + solid craters call + atmosphere value taste (arid rooms read bright-tan — all knobs live) + the B5 -split-panels smoke. +Phase 1.5 continues under the LOCKED clean dark-Synty look: **breakable clutter with drops** (Hades-style +urns/growths — destructible-ghost + pickup patterns, netcode-cheap) → attack distinctness. Also queued: +re-enable curated base flora (barren hub) · retune arid brightness to taste (all knobs live) · long-term 1.5 +items (hazards, destructible cover) need the adversarial design review first. Feel items for the operator's +next lap: ambient motion + dark look in motion, craters-as-blocks call, B5 split-panels smoke. Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] · [[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]