Docs: 07-19 melee weight pass session log (heavy cadence, salvage axe, FX retone) + inventory
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -29,7 +29,7 @@ Catalog of the Synty Polygon packs under `Assets/Synty/`, produced by the [[DR-0
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- **PolygonNature**: trees/rocks/foliage/water + skybox — terrain dressing, harvestable-node visuals.
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- **PNB_Core**: shared sky/weather/water/aurora atmosphere (rain/snow/fog FX, skydome, 9 ShaderGraphs — verify under URP 17.4; use the skydome in the classic-URP cosmetic root, not baked EG meshes).
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- **PolygonKaiju** (env half): 23 buildings incl. **pre-destroyed** highrises/blocks + 40 props (cars, boats, bridge+rubble, neon signs, powerlines, crane, jet, missile) — a ruined-city map + FX meshes (bullets/fire/stomp).
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- **PolygonFantasyKingdom**: castle/base kit + 15 **siege engines** → turret/structure visuals. **PolygonGeneric** `Models/Base`: sci-fi wall/floor kit with destroyed variants → buildable structures. **PolygonWestern/DungeonRealms/Carnival**: modular building kits, props.
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- **PolygonFantasyKingdom**: castle/base kit + 15 **siege engines** → turret/structure visuals. **PolygonGeneric** `Models/Base`: sci-fi wall/floor kit with destroyed variants → buildable structures. **PolygonWestern/DungeonRealms/Carnival**: modular building kits, props. **DungeonRealms `SM_Wep_*` IN USE 07-19**: `SM_Wep_Axe_Large_01` = the player's salvage axe (rigid-skinned to Hand_R via `PlayerRigTools.AttachMeleeWeapon`; atlas `Dungeons_2_Texture_01_A`); large axes/maces/picks ship as future per-frame weapon variants.
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## FX / props
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