Docs: session log Part G + roadmap — art look locked, ambient motion shipped

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-09 21:02:10 -07:00
parent 90d4bed381
commit 28a683b358
2 changed files with 33 additions and 9 deletions
@@ -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]]