Art: propagate the Bathynaut overhaul to the gameplay player (kill the lamp-head)
Re-exported the skinned kit from the ONE master .blend with the reshaped diving helmet, grouped into Metal/Beacon/Porthole SMRs. Darkened the helmet (M_Diver_Metal_Skinned flat gunmetal - the AnimatedLitShader was multiplying the tint by the gold PaletteAtlas sample, so the atlas map is cleared to force the flat dark base), kept the warm shoulder-lamp beacon, dimmed the porthole (M_Diver_PortholeGlow_Skinned), shifted the body to a cool diver tone. Rebuilt Player.prefab via the proven PlayerRigTools graft chain. Verified live in DevSandbox from the game camera: the gold-dome lamp is gone. Remaining full-match gap (brass-armour/teal- undersuit split + the shoulder/boot silhouette edits) needs the Synty body replaced by the .blend body. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -71,7 +71,7 @@ Material:
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- _Smoothness: 0
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- _USE_VERTEX_COLOR: 1
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m_Colors:
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- _BaseColor: {r: 0.95, g: 0.9, b: 0.82, a: 1}
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- _BaseColor: {r: 0.34, g: 0.44, b: 0.45, a: 1}
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- _DeformationParamsForMotionVectors: {r: 0, g: 0, b: 0, a: 0}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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