Decals: explosion scorch pool + cover damage-cracks + room-arena scars (Phase 1.5b bundle 2)
All procedural, client-only, observe-only in PresentationSystemGroup, zero netcode surface (read existing replicated state). Shared FeedbackFx decal primitives (scorch blob + crack star meshes + transparent decal material). ScorchDecalSystem: static RequestScorch queue -> pooled fading discs (mirrors DynamicLightSystem), wired from the barrel boom, reusable by the geyser. CoverDamageSystem: crack accretion keyed on BlightClutter.Remaining (Variant 4) + proximity-gated shatter-scorch. RoomDressingSystem: persistent arena scars on a distinct hash sub-stream, torn down with dressing. Knobs in DecalConfig. Cover cracks use decals (not URPMaterialPropertyBaseColor) because the Synty prop shader is not Hybrid-Per-Instance. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -139,6 +139,7 @@ namespace ProjectM.Client
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PlayClip(_boomClip, (Vector3)c.Pos, 0.8f);
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PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick * 2.2f, 90f);
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PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake * 2.5f);
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ScorchDecalSystem.RequestScorch((Vector3)c.Pos, Tuning.BarrelExplodeRadius); // bundle 2: charred ground mark at the boom
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}
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else
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{
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