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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