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