Cleanup
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@@ -2,7 +2,7 @@
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tags:
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- roadmap
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- backlog
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updated: 2026-06-01
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updated: 2026-06-03
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permalink: gamevault/06-roadmap/backlog
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@@ -18,16 +18,16 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
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- [x] Decide **relay provider** before M4 — resolved: **Direct IP/LAN now, Unity Relay later** ([[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]).
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- [x] Decide home-base **grid 2D vs 3D** before M6 — resolved 2026-06-02: **planar single-level `int2` grid**, CellSize 1.0, 32×32 plot (full 3D/stacked deferred). Locked in `BaseGridMath` — [[DR-008_M5_HomeBase_BaseLayer_Storage]].
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- [ ] Decide **production replication** (predicted vs server-only) before M7 (automation).
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- [ ] **M2 follow-up — restart the editor to clear the corrupted Burst cache**, then confirm the console is clean on a warm play (no "not a known Burst entry point"). See [[2026-05-31_M2_Combat]] / [[DR-003_M2_Combat_Netcode_Architecture]].
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- [x] **M2 follow-up — Burst cache health** — confirmed clean 2026-06-03: warm focused play shows **no** "not a known Burst entry point" managed-fallback messages + fast (~3s) play-enter. The M2-era corruption is gone. [[2026-06-03_Pre_M6_Cleanup]] (orig [[2026-05-31_M2_Combat]] / [[DR-003_M2_Combat_Netcode_Architecture]]).
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- [ ] **M2 follow-up — live interactive fire test** (focused Play Mode: press Space / LMB / RT → predicted projectile + dummy HP drop). The server combat loop + replication are validated; the input→`AbilityFireSystem`→predicted-spawn→classification path is only validated structurally.
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- [ ] **M2 follow-up — mouse-cursor aim for KBM** (needs a camera ground-ray rig); currently aim = gamepad right-stick + movement-heading fallback.
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- [x] **M2 follow-up — mouse-cursor aim for KBM** — done 2026-06-03: client-side camera ground-ray cursor aim rides the existing `PlayerInput.Aim` `[GhostField]` (no new netcode surface); device auto-switch (KBM/gamepad) replicated as a `byte`; strafe-while-aiming free. [[DR-012_Aim_Controls_Cursor_Gamepad]], [[2026-06-03_Aim_Controls_Cursor_Gamepad]].
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- [x] **M2 follow-up — player death/respawn** — done in **M5.5**: derived `Dead` enableable gate (from replicated Health) + server `PlayerRespawnSystem` (full HP + reposition to base after a delay). [[DR-009_GameFeel_Identity_FirstBlood]]
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- [ ] M2 polish — projectile/dummy visuals (primitive meshes/materials currently); optional predicted client-side auto-target if the soft server reconcile feels off.
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- [ ] **M3 follow-up — UI/icon/description pipeline** for abilities (managed lookup keyed by `AbilityId`, off the blob). Deferred from M3 ([[2026-05-31_M3_Data_Driven_Abilities]]).
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- [ ] **M3 follow-up — timed / removable modifiers** (expiry on `NetworkTick`, `ClearByType` via `StatModifier.SourceId`). M3 modifiers are permanent-once-granted.
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- [ ] **M3 follow-up — multi-prefab abilities** (a per-ability *different* projectile ghost) needs `ProjectileClassificationSystem` generalized beyond the single shared prefab.
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- [ ] **M3 follow-up — standalone-server debug modifier path** via `IRpcCommand` (current `DebugModifierInjectionSystem` is in-editor single-process only).
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- [ ] **M3 follow-up — rate-limited turning** (`PlayerAimSystem` still snaps rotation; `EffectiveCharacterStats.TurnRate` is wired but unused).
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- [x] **M3 follow-up — rate-limited turning** — done 2026-06-03 (pre-M6 cleanup): `PlayerAimSystem` now rotates `PlayerFacing` toward the aim target at `EffectiveCharacterStats.TurnRateRadiansPerSec` (authored 720°/s) instead of snapping; deterministic in the predicted loop (fixed-step `dt`, replays on rollback). [[2026-06-03_Pre_M6_Cleanup]].
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- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).
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- [ ] **M5 follow-up — base/expedition subscene split + streaming (Option C)**: the persistent-space split the locked world design ultimately needs (`SceneSystem.LoadSceneAsync`/`UnloadScene`, per-world load on the listen-server, enter-expedition/return-to-base transition). Deferred to its own world-architecture milestone — M6/M7 only need the anchor + grid, now done ([[DR-008_M5_HomeBase_BaseLayer_Storage]]). The physics-in-prediction + base-layer slices of M5 are done ([[DR-006_M5_Physics_In_Prediction]], [[DR-008_M5_HomeBase_BaseLayer_Storage]]).
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- [ ] **M5 follow-up — shared-storage disk persistence** (host-only): runtime structures don't exist until M6, so nothing to save yet; add a thin per-record serialization slice (replayed through M6's placement path) after M6. `BaseAnchor`/`StorageEntry` are already flat/serialization-friendly.
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@@ -51,7 +51,22 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
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- [ ] **Deepening follow-up — ranged Husk (Spitter)**: a server-spawned enemy-projectile subsystem for dodge depth (the next variety type; melee-only today).
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- [ ] **Deepening follow-up — wave number on HUD**: needs a replicated game-state ghost (`WaveState` is server-only); the live "HUSKS N" count conveys threat for now.
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- [ ] **Deepening follow-up — boss / per-wave composition weighting** (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns.
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- [ ] **Deepening follow-up — server perf under wave load**: investigate the in-editor tick-batching (Burst cache health, multi-world cost); validate in a real build.
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- [ ] **Deepening follow-up — server perf under wave load**: in-editor tick-batching (~1.25–1.75 ticks/frame) **investigated 2026-06-03** — Burst ruled out (confirmed healthy), so single-process multi-world cost (ServerWorld + ClientWorld + physics + Husk waves in one editor) is the likely factor; **validate in a real standalone build** remains open. [[2026-06-03_Pre_M6_Cleanup]].
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- [ ] **M5.5 follow-up — real assets**: authored audio (replace procedural SFX), stylized hard-surface crew/structures + corrupted-biomech Husks (replace primitives), TextMeshPro HUD; add the URP **SSAO** renderer feature for more depth.
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- [ ] **M5.5 follow-up — multi-client juice/HUD**: validate remote-player death VFX (interpolation-timeline `Health==0`) + per-client HUD under two clients (pairs with the deferred M4/M5b two-build tests).
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- [ ] **M5.5 follow-up — difficulty balance**: Husks tuned for a real moving/shooting player (dmg 5, strike 48 ticks, speed 3, `MaxAlive` 6); revisit once movement/fire feel is tuned and enemy variety lands.
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- [ ] **M5.5 follow-up — difficulty balance**: Husks tuned for a real moving/shooting player (dmg 5, strike 48 ticks, speed 3, `MaxAlive` 6); revisit once movement/fire feel is tuned and enemy variety lands.
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## 2026-06-03 Visual & Controls Polish follow-ups
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Surfaced by the art/Synty/aim sessions ([[DR-010_Art_Import_URP_Conversion_Visual_Upgrade]], [[DR-011_Synty_World_VFX_Integration]], [[DR-012_Aim_Controls_Cursor_Gamepad]]).
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- [x] **Cleanup — prune orphaned `Materials/Env/` materials** — done 2026-06-03 (pre-M6 cleanup): GUID-swept the retired BefourStudios decorative materials; zero-reference ones deleted, still-referenced kept. [[2026-06-03_Pre_M6_Cleanup]].
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- [x] **Cleanup — remove Unity-template cruft** — done 2026-06-03 (pre-M6 cleanup): `com.unity.visualscripting` package, `Assets/TutorialInfo/`, `Assets/Readme.asset`. [[2026-06-03_Pre_M6_Cleanup]].
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- [ ] **DR-010/011 follow-up — decor LOD → client-only/cosmetic subscene**: cosmetic prop LOD hierarchies currently bake into both worlds; move pure cosmetics off the server for tick budget.
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- [ ] **DR-011 follow-up — character models / DOTS skeletal animation**: player + Husks remain primitives; swap for real rigged models when the character pack lands.
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- [ ] **DR-011 follow-up — VFX-Graph hit/beam packs**: the GabrielAguiar VFX-Graph subset needs separate URP setup if wanted (Shuriken packs already wired).
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- [ ] **DR-011 follow-up — ghost-prop Synty reskin**: Storage/UpgradePickup ghosts still use BefourStudios meshes; reskin to Synty-style or simple emissive.
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- [ ] **DR-011 follow-up — mixed-theme danger zones**: BioHorror/Synty corrupted-zone art for high-threat areas (deferred from the scope gate).
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- [ ] **DR-012 follow-up — auto-target tuning**: priority/feel refinement; optional controller soft-target reticle snap (V Rising/Diablo-style).
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- [ ] **DR-012 follow-up — rebindable controls + multi-ability slots**.
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- [ ] **Pre-M6 cleanup follow-up — higher material fidelity**: ORM channels don't map uniformly to URP; a per-channel repack or small ORM ShaderGraph + baked reflection probe would deepen the look.
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@@ -2,7 +2,7 @@
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tags:
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- roadmap
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- milestones
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updated: 2026-06-01
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updated: 2026-06-03
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permalink: gamevault/06-roadmap/milestones
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---
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@@ -17,6 +17,8 @@ permalink: gamevault/06-roadmap/milestones
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| **M4 — Co-op** | 2–4 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) | ✅ Done 2026-06-02 — **LAN slice + multi-client validated**: no-auto-connect `ConnectionConfig` + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; `ConnectionUI` for builds; EditMode 45/45. **Two controllable characters in-game confirmed 2026-06-02 via Unity Multiplayer Play Mode** (extra virtual player; full connection handshake not exercised end-to-end, but in-scene co-op looks good). **Unity Relay + real two-build LAN join deferred** — [[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]. |
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| **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | 🚧 In progress 2026-06-01 — **physics-in-prediction slice done + runtime-validated** on 6.4.7: player is a velocity-driven dynamic Unity Physics body in the predicted loop (built-in `CapsuleCollider`+`Rigidbody` bake; `PhysicsVelocity` auto-replicated), collides with baked static walls (stops at the surface, no tunnel/climb-over), planar-pinned, **server == client** with no desync; EditMode 51/51. **Base subscene streaming deferred** to a later pass — [[DR-006_M5_Physics_In_Prediction]], [[2026-06-01_M5_Physics_In_Prediction]]. **M5b (same day): player movement re-founded on the Unity Character Controller package** (`com.unity.charactercontroller` 1.4.2) — kinematic collide-and-slide, owner-predicted, data-driven speed; replaces the dynamic-Rigidbody mover (keeps the DR-006 predicted-physics infra). Runtime-validated (collide-and-slide, planar, server==client, CharacterInterpolation predicted-only); EditMode 47/47 — [[DR-007_M5b_Character_Controller_Package]], [[2026-06-01_M5b_Character_Controller]]. **Base-layer done 2026-06-02 + runtime-validated:** home base = baked ghost-free `BaseAnchor` + locked deterministic planar build-grid (`BaseGridMath`, 1.0u × 32²; M6 builds on it) + player spawn re-rooted onto the anchor + one **shared-storage ghost** (ownerless interpolated; deposit/withdraw via server-authoritative `IRpcCommand`; **server == client** buffer). EditMode 62/62. **Subscene split (base/expedition) + disk persistence still deferred** — [[DR-008_M5_HomeBase_BaseLayer_Storage]], [[2026-06-02_M5_HomeBase_BaseLayer]]. |
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| **M5.5 — Game feel & identity** | Bridge "tech-demo → game": the **Husk** enemy (server AI, interpolated ghost), player death/respawn, combat juice (damage numbers/VFX/SFX/camera shake), a core HUD, and a sci-fi look pass — under the new fiction ([[Identity]], sci-fi frontier colony) | ✅ Done 2026-06-02 — runtime-validated on 6.4.7: Husks spawn(6)+replicate+chase+strike; death→respawn loop; HUD (health/cooldown/threat/downed); emissive dark-sci-fi look. EditMode **74/74**. ctx7-verified APIs. **Deepened same day:** auto-target on Husks, replicated respawn-invulnerability, and a `WaveSystem` threat director (escalating waves of 3 Husk variants — Grunt/Swarmer/Brute) replacing the flat sustain — runtime-validated (wave 1→2 escalation 4→6, distinct maxHP 30/15/80). [[DR-009_GameFeel_Identity_FirstBlood]], [[2026-06-02_GameFeel_Identity]], [[2026-06-02_GameFeel_Deepening]] |
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| **— 2026-06-03 Visual & controls polish —** | Non-milestone polish layered on M5.5 (no mechanical rework): HDRP→URP art import + reusable converter; a cohesive **Synty** sci-fi colony world (cosmetic SampleScene GameObjects) + **GabrielAguiar** combat VFX; **KBM mouse-cursor aim + gamepad aim** with last-actuation device auto-switch (rides the existing `PlayerInput.Aim` ghost field). | ✅ Done 2026-06-03 — [[DR-010_Art_Import_URP_Conversion_Visual_Upgrade]], [[DR-011_Synty_World_VFX_Integration]], [[DR-012_Aim_Controls_Cursor_Gamepad]] |
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| **— 2026-06-03 Pre-M6 cleanup —** | Loose-ends pass before M6: vault roadmap reconcile, Unity-template + orphaned-material removal, rate-limited turning, console/runtime health gate. | ✅ Done 2026-06-03 — [[2026-06-03_Pre_M6_Cleanup]] |
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| **M6 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ |
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| **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ |
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