Docs: session log Part H + roadmap — breakable clutter feel pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -189,13 +189,26 @@ console clean.
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- Unity 6.5: `Scene.handle` int conversions are deprecated-as-error (key caches on `scene.path`); bare
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`Time` in a `SystemBase` binds to the deprecated ECS `ComponentSystemBase.Time` (qualify `UnityEngine.Time`).
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## Part H — breakable clutter feel pass (`53bc21143`)
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Grounding revealed the roadmap item was ~90% BUILT already: the `BlightClutter` destructible-ghost chain
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(per-room `RoomTag` seeding, the DR-018-safe UNIFIED node+clutter sweep, melee + projectile breaking,
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personal-inventory drops with ledger spill) has existed since the expedition redesign — no design review
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needed, zero netcode delta. The actual gap was FEEL: the visual was a rock chunk (read as scenery) taking
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4 hits. Shipped: prefab mesh → `SM_Prop_Barrel_01` (FantasyKingdom, same proven atlas mat; Model child
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offset −1 — scatter y=1 is the capsule plane, base-pivot props float there), `Remaining` 8→2 = ONE-hit pop
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on both paths (`max(1,(int)ScrapPerHit)=2`), `MaxClutterPerRoom` 6→8. Verified live: 8 grounded barrels in
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a combat room; an injected projectile through the real sweep popped one in ONE hit (8→7, 2 Biomass credited);
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466/466; console clean. Also committed the operator's own F3-panel slider drags from the art-look lap
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(`8c2bf3c37` — master stays OFF).
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## Next-session intent
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Phase 1.5 continues under the LOCKED clean dark-Synty look: **breakable clutter with drops** (Hades-style
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urns/growths — destructible-ghost + pickup patterns, netcode-cheap) → attack distinctness. Also queued:
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re-enable curated base flora (barren hub) · retune arid brightness to taste (all knobs live) · long-term 1.5
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items (hazards, destructible cover) need the adversarial design review first. Feel items for the operator's
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next lap: ambient motion + dark look in motion, craters-as-blocks call, B5 split-panels smoke.
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Phase 1.5 short-term wins remaining: **attack distinctness** (unique read per enemy kind + class ability —
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anim + VFX + effect shape, on the Blender clip pipeline). Long-term 1.5 (hazards, destructible cover) =
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adversarial design-review-first. Queued taste items: re-enable curated base flora (barren hub) · arid
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brightness · craters-as-blocks call · B5 split-panels smoke. Then Phase 1.7 boon overhaul (design review
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required — replicated ability swaps).
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Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
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[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]
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