Feel: ambient motion layer + art look locked (clean dark-Synty, pixel OFF)
Art look LOCKED by the operator from the artlook_* side-by-sides: clean dark-Synty; PixelOutline._MasterEnabled=0 shipped (feature stays dev-toggleable via F3; other fullscreen effects remain backlog). New AmbientMotionSystem (client-only PresentationSystemGroup, the "world alive" anti-static beat, zero netcode): - per-biome DRIFT particles from one world-space emitter following the camera (meadow motes / arid wind-blown dust / cavern motes / blight spores; palette keys on camera-X region + replicated room biome, mirroring WorldAtmosphereSystem's switch) - idle SWAY on the ACTIVE cosmetic flora prop roots near the camera (LOD children follow the root; probed: none static-batched) - walk-through RUSTLE: flora brushed by the local player (GhostOwnerIsLocal idiom) gets a decaying energy shake Rotations write around a cached base (lossless when toggled off); knobs in AmbientMotionConfig (scene object, code defaults when absent). Verified live: drift palettes exact in both regions (meadow 0.62/0.85/0.60 -> arid 0.85/0.68/0.45 on region cross), flora beside the player rocked (0,0)->(-4.0,+5.0) deg within the rustle+sway envelope, 466/466 EditMode, console clean. Discovery for follow-up: the BASE biome's flora props are authored INACTIVE (84 bushes etc.) - the base has no sway targets until some are re-enabled. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -28,16 +28,16 @@ Material:
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- _Brightness: 1.1
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- _ColorLevels: 12
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- _Contrast: 1.05
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- _DepthEdgesEnabled: 0
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- _DepthEdgesEnabled: 1
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- _DepthThreshold: 0.08
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- _EdgeStrength: 1
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- _MasterEnabled: 1
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- _NormalEdgesEnabled: 0
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- _MasterEnabled: 0
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- _NormalEdgesEnabled: 1
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- _NormalThreshold: 1
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- _OutlineThickness: 1
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- _PixelHeight: 200
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- _PixelateEnabled: 0
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- _PosterizeEnabled: 0
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- _PixelHeight: 399.82455
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- _PixelateEnabled: 1
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- _PosterizeEnabled: 1
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- _Saturation: 1.35
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m_Colors:
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- _OutlineColorInner: {r: 0, g: 0, b: 0, a: 1}
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