Feel: breakable clutter reads as Hades-style barrels, one-hit pop
The BlightClutter destructible-ghost chain (per-room seeding, unified DR-018-safe sweep, melee + projectile breaking, personal-inventory drops) already existed end-to-end - the roadmap item's gap was FEEL: - Visual: prefab Model mesh swapped SM_Env_Rock_Chunk_01 (read as scenery) -> SM_Prop_Barrel_01 (FantasyKingdom, same proven atlas material). Base-pivot barrel offset -1 on the Model child (scatter y=1 is the capsule plane - the base-pivot float gotcha). - One-hit pop: prefab Remaining 8 -> 2 (both hit paths decrement by max(1,(int)ScrapPerHit)=2, so one swing/shot shatters); authoring default kept in sync. - Density: MaxClutterPerRoom 6 -> 8. Verified live: 8 barrels seeded in a combat room, grounded (screenshot); an injected projectile through the real ResourceHarvestSystem sweep popped one barrel in ONE hit (8 -> 7) and credited 2 Biomass; 466/466 EditMode, console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -14,7 +14,7 @@ namespace ProjectM.Authoring
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public class BlightClutterAuthoring : MonoBehaviour
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{
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[Tooltip("Hit-points before the clutter shatters.")]
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[Min(1)] public int Remaining = 8;
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[Min(1)] public int Remaining = 2; // one-hit pop: both hit paths decrement by max(1,(int)ScrapPerHit)
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[Tooltip("Scrap (Biomass) yielded per projectile hit — the 'minor scrap' trickle.")]
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[Min(1f)] public float ScrapPerHit = 2f;
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