From 741828e09dd835df7f5f691e36315cf74eeae5a3 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Sat, 11 Jul 2026 22:49:24 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20session=20log=20Part=20M=20+=20roadmap?= =?UTF-8?q?=20tick=20=E2=80=94=20Phase=201.5b=20ground=20bundle=20shipped?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5 --- .../06_Roadmap/Iteration_2026-07_CoopHades.md | 13 +++--- ...2026-07-09_B4d_Tail_Collision_Grounding.md | 45 ++++++++++++++++--- 2 files changed, 46 insertions(+), 12 deletions(-) diff --git a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md index f94f1e8bc..376da0083 100644 --- a/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md +++ b/Docs/Vault/06_Roadmap/Iteration_2026-07_CoopHades.md @@ -161,12 +161,13 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting Post-1.5 operator verdict: barrels fixed (radius disc + 1.5 s fuse, `eb7f57216`) but **"the ground is very plain"** — expand 1.5 before 1.7. Locked bundles, sequenced ground-first: -1. **Ground bundle** (the stated pain): (a) ground MATERIAL pass — macro-noise blended albedo (generated - textures + Synty terrain textures), per-BIOME ground tint driven client-side (the WorldAtmosphere - sibling), rim-darkening vignette overlay; (b) **per-room dressing scatter** — client-only, seeded off the - replicated run seed, cosmetic `SM_Env_Ground_*` detail meshes (ripples/cracks/pebbles/bones), torn down - with the room; (c) base worn paths (spawn→warpgate→storage); (d) re-enable curated base flora (~300 - inactive props; they inherit sway/rustle). +1. ✅ **Ground bundle** (SHIPPED `2fc5ae9a1`): (a) material pass — real tiling (22×/26×) + Synty normals + + generated LINEAR macro-noise detail textures w/ baked rim vignette (★ an sRGB-imported detail map mul2x + DARKENS 2.3× — import detail albedo LINEAR); per-room-biome ground tint via MPB inside + `WorldAtmosphereSystem`; (b) `RoomDressingSystem`+`RoomDressingConfig` — 26 seeded biome-flavoured props + per room inside the room's ACTUAL shape (hash stream 0xD2E55; 47 build-safe prefab refs), room-torn-down; + live-verified incl. teardown + exact Meadow tint convergence; (c) worn paths storage→warpgate/base-gate; + (d) 357 base flora re-enabled (buildings/pond/FX stay parked). 2. **Decals**: dynamic explosion scorch marks (fading quad pool at boom sites), static POI scorch/cracks, cover damage-crack states (URPMaterialPropertyBaseColor darkening keyed on replicated Remaining). 3. **Hazard variant**: Blight geyser (periodic both-sides AoE on the HazardExplosion + telegraph-disc diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 87e6ee17f..80db5a37c 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -256,14 +256,47 @@ held to the boom at 1.54 s, scale exactly 3.25; 470/470. Ground/expansion menu p per-room dressing scatter · paths · decals · flora re-enable · hazard variants · critters · cover cracks); awaiting operator picks. +## Part M — Phase 1.5b GROUND BUNDLE shipped (`2fc5ae9a1`) + +Operator locked ALL FOUR 1.5b bundles (ground / decals / geyser / critters+weather), ground first. Shipped +the ground bundle end-to-end: + +- **Material pass.** Ground-truth probe: the playable ground was two flat quads with ONE texture repeat per + 45 u (meadow 2×2 over 90 u) — the whole "plain" complaint in one number. Rebuilt: base maps at real tiling + (grass 22×, sand 26×) + Synty normal maps + a generated 1024² macro-noise DETAIL texture per biome tiled 1× + (0.5-centered fbm + warm/cool hue patches + baked rim vignette). ★ Gotcha worth keeping: an sRGB-imported + detail albedo goes through the shader's sRGB→linear conversion, so mid-gray reads 0.214 and MULX2 darkens + everything 2.3× — import detail maps LINEAR (0.5 stored = neutral). Also moved the meadow ground OFF the + shared Synty asset (`Mat_Grass_Textures_01` was being edited in place — bleed hazard) onto project-owned + `Mat_Ground_Meadow`, and measured tints to an on-screen luminance target (0.15/0.20) instead of guessing — + the old effective albedo was ~4–6× darker than every prop standing on it. +- **Per-room-biome ground tint** folded into `WorldAtmosphereSystem` (same palette switch that owns fog/ + ambient): expedition quads tinted via MaterialPropertyBlock — Meadow green / Cavern blue / Blight purple / + Arid sand — damped lerp, asset never touched. +- **`RoomDressingSystem` + `RoomDressingConfig`** (new, client-only observe-only): 26 biome-flavoured cosmetic + props per room scattered inside the room's ACTUAL shape — the client re-derives the plan via + `RunMap.NodeId(CurrentRoom, CurrentCol)` → `RoomLayoutMath.Plan` → `ScatterInShape` on a DISTINCT hash + stream (0xD2E55; nodes 0x0DE, clutter 0xC17) so dressing never co-locates with gameplay scatter. + Deterministic from the replicated seed (co-op + late-join consistent); landing/portal keep-outs; colliders + stripped on spawn; torn down on room change/run end. 47 curated URP-native prefab refs (PNB + PolygonNature + + FK) wired as serialized scene refs (build-safe — no Resources.Load). +- **Base dressing:** 357 curated flora props re-enabled under BaseBiome (bushes/wildflowers/grass — buildings, + pond + FX props deliberately stay parked; `GlobalPostFX` left untouched) + two generated worn-dirt path + strips (feathered-alpha transparent quads) storage→warpgate and storage→base-gate. + +Live-verified in Play: dressing 26/26 inside x[981,1023] z[−11,12] all y=0, 11 varieties, 0 colliders; +teardown proven (run abort → 0 children); Meadow ground tint converged to the EXACT target (0.47,0.55,0.43); +470/470 EditMode; console clean. Edit-mode renders: base reads as a living meadow with a worn path to the +warpgate. + ## Next-session intent -**Phase 1.5 is COMPLETE** (collision · lighting · art-look LOCKED clean dark-Synty · ambient motion · -breakables · attack distinctness · exploding barrels · destructible cover). Next per the locked order: -**the operator's 1.5 gate lap** ("no longer static"?) → **Phase 1.7 boon overhaul** (~12 mechanic-changers -on existing hooks; design-review-FIRST — replicated ability swaps) → Phase 2 hub-ification. Taste queue: -re-enable curated base flora (barren hub) · arid brightness · craters call · B5 split-panels smoke · barrel -explosion VFX polish · cover damage-crack visuals. +**Phase 1.5b bundle 1 (ground) is SHIPPED**; remaining locked bundles in order: **2) decals** (explosion +scorch pool · POI grime · cover damage-cracks) → **3) Blight geyser** (mini design review first — new +replicated erupt-phase surface) → **4) critters + weather beats**. Then the operator's 1.5 gate lap ("no +longer static", ground judged explicitly) → Phase 1.7 boon overhaul (design-review-FIRST) → Phase 2 +hub-ification. Taste queue: arid brightness · craters call · B5 split-panels smoke · barrel explosion VFX +polish · flower density judgment (base may read dense — operator call on the lap). Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] · [[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]