Docs: reconcile vault roadmap + indexes to current state

Bring the living docs up to 2026-06-08 reality (Milestones/Backlog/Home/Systems_Index were stalled at 2026-06-06): add the 6 missing Milestones rows (animation, enemy animation, HUD Synty skin, world redo, world collision, Inventory+Equipment Phase 0/1); declutter Backlog to open-work-only (remove shipped [x] items whose context lives in their DRs/session logs, resolve items completed by later slices, surface Inventory/Equipment Phase 2-4 as next); refresh Home links (DR range -> DR-027, latest sessions); add a Systems_Index Items/Inventory/Equipment section + fix the stale 'StructureType 2-4 reserved for M7' note + a pointer to systems documented only in their DRs.

Reconcile DR-026's roadmap (mark Phase 0/1 done; the Phase-1 line now carries the DR-027 event-driven supersession note). Trim Data_Driven_Abilities resolved open-questions + fix cross-links. DRs + session logs (the historical record) untouched apart from that one DR-026 note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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tags:
- roadmap
- backlog
updated: 2026-06-06
updated: 2026-06-08
permalink: gamevault/06-roadmap/backlog
---
# Backlog
Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when committed.
Open / candidate work only. **Done items live in [[Milestones]] + their DR / session log** (this file is intentionally
kept to the forward-looking pool — promote an item to [[Milestones|a milestone]] when committed, then drop it here).
Last decluttered 2026-06-08 (removed all shipped `[x]` items; their context is preserved in the linked records).
> **2026-06-04 Polish & backlog-clear pass** ([[2026-06-04_Polish_Backlog_Pass]], [[DR-016_Stage_G_Combat_Gameplay]]) — delivered + validated (EditMode 86→127): hygiene/reconcile; **+system tests for every M6 server system**; centralized `Tuning.cs` consts; replicated **wave number** on the HUD; procedural **ambient + combat juice** (camera punch / FOV hit-stop, kill-shot fanfare, respawn shimmer, reticle lock-on tether); **ghost-prop reskin** (Storage/Turret/Node distinct materials) + **SSAO/ACES post verified**; **timed/removable modifiers**, **enemy knockback**, **Husk attack telegraph**; and the **aim-drift fix** (movement-based camera look-ahead). Remaining from the selected Stage-G slice: ranged **Spitter**, **multi-prefab abilities**, + small fold-ins (storage proximity-gate, pickup auto-grant, standalone-debug RPC). Then Stages H (controls/UI) + I (multi-client harness + operator live runs).
## NEXT — Inventory · Equipment · Progression (roadmap [[DR-026_Inventory_Equipment_Progression_Foundation]] / [[DR-027_Equipment_Slots_Phase1]])
> **2026-06-04 World-space cohesion pass** ([[2026-06-04_World_Space_Cohesion_Pass]], [[DR-018_World_Space_Cohesion_Pass]]) — delivered + validated (EditMode 127→**142**): **destructible "clearing"** (`BlightClutter` ghost smashed by the **unified** harvest sweep → Biomass scrap + smash juice, scattered/cleared with the expedition field); **build out the base** (additive `Wall`=5 / `Pylon`=6 buildables — Wall blocks the player, V/N keys); and a first **visual cohesion layer** (Aether cyan/orange material pair, the 3 new ghosts recoloured, the barren +1000 Blightfield turned into a 21-piece Synty rock/debris basin + orange wild-lights — relief via props, **no terrain**). In-editor Play introspected via execute_code; a 4-lens adversarial review (23→4) caught + fixed an immortal-shot-sink (fractional `ScrapPerHit` truncation). Base-side cohesion accents + clearing-as-gating deferred (see the 2026-06-04 follow-ups below).
Phases 0 (inventory backbone) + 1 (equipment slots) shipped 2026-06-08. Remaining phases, in order:
> **2026-06-05 Game infrastructure** ([[2026-06-05_Game_Infrastructure_Menu_Settings_Saves]], [[DR-019_Frontend_Menu_Settings_Saves_Build]]) — delivered + runtime-validated (EditMode 142→**152**): a **UI Toolkit main menu** (Single/Host/Join+IP/Continue/Settings/Quit) on the **Netcode frontend pattern** (on-demand `Create*World`, subscene streams into them, frame-boundary `DisposeAllWorlds` teardown, MenuWorld recreated on return); **Graphics + Audio settings** that drive the engine (`SettingsService` JSON at `persistentDataPath`; `GameVolume` Master/Music/Sfx buses); a **saves foundation** (versioned single-slot JSON, **born-correct** goal/ledger load at director spawn, autosave on Siege→Calm + quit-to-menu); editor `ProjectM/Build/Windows Player` + Boot-Into-Menu toggle; build order MainMenu(0)/Game(1). Editor instant-play + MPPM loop unchanged by default.
- [ ] **Phase 2 — tool-gated harvesting** (NEXT): bake `RequiredToolType`/`RequiredToolTier` on `ResourceNode`/`BlightClutter`; `ResourceHarvestSystem` gates + scales yield by the owner's equipped Tool-slot tier (the Tool slot is already reserved + baked). The gear-tier progression loop. "Need a [tool]" HUD cue.
- [ ] **Phase 3 — crafting + per-player persistence**: extend the Fabricator to craft *items* into a player's inventory; equip-tier gates; additive `SaveData` v3 that restores inventory + equipment AND **replays equip** on load (effects are event-driven, so a buffer restore alone wouldn't re-add the StatModifiers).
- [ ] **Phase 4 — (optional) multi-slot spell loadout**: expand the single `AbilityRef` into primary + 23 hotkey ability slots (subsumes the old "multi-ability slots" item). Per-slot cooldowns/inputs.
- [ ] **Items/abilities UI pipeline** (was the deferred M3 item): icons + descriptions via a managed lookup keyed by `ItemId`/`AbilityId`, off the blob (the HUD inventory/equipment panels show names only today).
- [ ] **Multi-prefab ability variants***partly addressed by Phase 1* ([[DR-027_Equipment_Slots_Phase1]]): different weapons already swap the projectile prefab via `AbilityRef.Id` + the catalog. Only multiple cosmetic prefab variants *per single ability* remain (needs `ProjectileClassificationSystem` generalized beyond one shared prefab).
> **2026-06-05 M7 — Automation** ([[2026-06-05_M7_Automation]], [[DR-020_M7_Automation_Production_Chains]]) — delivered + runtime-validated (EditMode 152→**190**): the full **Harvester → Conveyor → Fabricator** self-running chain (server-only, deterministic), auto-gathering EXISTING resources (default 2 Ore → 1 Aether) into the global ledger; **SaveData v2** structure persistence (quit autosave → Continue restore, charge-free, born-correct, chain resumes); deterministic conveyor (`ConveyorMath.ResolveMoves`, shuffle-invariant); single gated catch-up (`ProductionMath`); one-shot `BaseRestoreSystem`; `RuntimePlacedTag` source-of-truth; 3 machine prefabs duplicated from `Turret.prefab` + catalog rows.
## Combat / enemies
> **2026-06-06 Cleanup & alignment** ([[2026-06-06_Cleanup_Alignment]]) — repo hygiene before more dev (no gameplay change): deleted crash-recovery scenes (`_Recovery/`) + a stray empty `Assets/Resources.meta`; removed the legacy IMGUI `ConnectionUI` (3 scenes + script + 4 stale comments); DRY'd the duplicated UITK `Round`/`Border` helpers into `MenuUi` (canonical) + small HUD/build-input tidy (husk-count cache, table-driven build hotkeys); re-aligned `CLAUDE.md` (scene split, on-demand frontend, M7 Automation, disk persistence, UITK HUD, new build-gotchas) + the vault roadmap to the three 2026-06-05 sessions. EditMode green, console clean; landed as grouped commits.
- [ ] **Live interactive fire test** (focused Play: press fire → predicted projectile + dummy/Husk HP drop) — the server loop + replication are validated; the input→`AbilityFireSystem`→predict-spawn→classify path is only validated structurally.
- [ ] **Ranged Husk (Spitter)** — a server-spawned enemy-projectile subsystem for dodge depth (melee-only today).
- [ ] **Boss / per-wave composition weighting** (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns.
- [ ] **Server perf under wave load** — validate in a real standalone build (in-editor multi-world cost ruled out Burst; single-process ServerWorld+ClientWorld+physics+waves is the likely factor).
- [ ] **Projectile/pickup visuals** — primitive meshes/materials today; optional predicted client-side auto-target if the soft server reconcile feels off.
### 2026-06-06 Cleanup follow-ups
- [ ] **Optional further code-tidy** (low value; deliberately skipped this pass to limit churn on freshly-validated systems — none affect behavior): `SettingsService` migrate-then-clamp ordering; `ConveyorTransportSystem`'s 6 parallel snapshot arrays → one struct array; `WorldFeedbackSystem.TintForResource` if-chain → byte→Color lookup; `PlayerInputGatherSystem` device-active dedup. [[2026-06-06_Cleanup_Alignment]].
## Automation (M7 follow-ups)
### 2026-06-05 M7 Automation follow-ups
- [ ] **Throughput visuals** (item-on-belt): server-only machine buffers don't reach the client (clients see only `PlacedStructure.Type`); add ONE small replicated byte if live belt visuals are wanted.
- [x] **Build-palette HUD + ghost preview** — done 2026-06-05: UITK build-palette bar (6 buildables + cost + affordability + selection) + click-to-place with a green/red ground ghost, conveyor rotate, fire-suppress. Conveyor-facing arrow/icons still open. [[DR-021_HUD_UITK_BuildPalette]], [[2026-06-05_HUD_Rework_UITK_BuildPalette]].
- [ ] **Relevancy ceiling**`RegionRelevancySystem`'s O(structures×connections)/tick scan becomes load-bearing at higher conveyor counts (DR-014 ceiling note); batch it when counts grow.
- [ ] **Recipe depth** — multi-input fabricator recipes; fabricator→conveyor output chaining (additive: give the fabricator a `MachineOutput`); per-machine distinct meshes (machines reuse the Turret mesh as a placeholder).
- [ ] **Operator live play-through** of the chain + a real 2-build LAN run under latency (single-client validated this pass).
- [ ] **Throughput visuals** (item-on-belt) — server-only machine buffers don't reach clients (they see only `PlacedStructure.Type`); add one small replicated byte if live belt visuals are wanted.
- [ ] **Relevancy ceiling**`RegionRelevancySystem`'s O(structures×connections)/tick scan becomes load-bearing at high conveyor counts; batch it when counts grow.
- [ ] **Recipe depth** — multi-input fabricator recipes; fabricator→conveyor output chaining (give the fabricator a `MachineOutput`); per-machine distinct meshes (they reuse the Turret mesh as a placeholder).
### 2026-06-05 Game-infrastructure follow-ups
- [x] **Build the standalone** — the first player build hit a pre-existing URP blocker (`UniversalRenderPipelineGlobalSettings` `m_AssetVersion=11` > package `k_LastVersion=10`, from the reverted 6.6 alpha; URP migrates forward-only so its build preprocessor rejected it — blocked builds, not editor Play). Fixed (reset the stamp to 10); `ProjectM/Build/Windows Player` now produces a complete Mono Win64 standalone (`Builds/Windows/`, both scenes + baked subscene). See [[2026-06-05_Game_Infrastructure_Menu_Settings_Saves]].
- [ ] **Operator-run validation**: launch `Builds/Windows/ProjectM.exe` → confirm it boots the menu → Single/Host/Join play; a real **2-build LAN Host↔Join**; MPPM co-op regression in default-editor mode.
- [ ] **Controls settings + key rebinding** (Input System rebinding UI) — deliberately out of the Graphics/Audio scope this pass.
- [ ] **Full base-state saves** (placed structures / threat / storage) — the `SaveData` schema is versioned so this is additive (no migration of the ledger/goal slice).
## Frontend / infrastructure
- [ ] **Operator-run validation** launch the Windows build → menu → Single/Host/Join; a real **2-build LAN Host↔Join**; MPPM co-op regression in default-editor mode.
- [ ] **Controls settings + key rebinding** (Input System rebinding UI) — out of the Graphics/Audio settings scope so far.
- [ ] **Full base-state saves** (placed structures done in M7; add threat/storage) — `SaveData` is versioned so this is additive.
- [ ] **Unity Relay** for remote (non-LAN) Host/Join — swap the endpoint source feeding `ConnectionConfig` (the frontend lifecycle is transport-agnostic).
- [ ] **Dedicated-server build** — the `RequestedPlayType==Server` auto-host branch is in but UNTESTED this pass.
- [x] **Remove the legacy IMGUI `ConnectionUI`** — done 2026-06-06 (cleanup pass): the `NetConnectionUI` GameObject removed from `Game.unity` / `DevSandbox.unity` / `SampleScene.unity`, `ConnectionUI.cs` deleted, and the 4 stale doc-comments repointed to the UITK `MainMenuController` / `WorldLauncher`. The UITK frontend menu now owns Host/Join+IP everywhere. [[2026-06-06_Cleanup_Alignment]].
- [ ] **Volume-slider theming**: sliders render via the default runtime theme; if a real build shows them unstyled, swap to +/- cycle rows (the enum settings already use cycle rows).
- [x] Upgrade Unity 6.4 → 6.6 — done (now `6000.6.0a6`). Entities/Collections/Graphics → 6.5.0; **Netcode → 6.6.0 and Physics → 6.5.0 also renumbered into the editor line** (not independent 1.x as [[DR-001_Netcode_Test_Harness]] assumed). See [[2026-05-30_M1_Player_Slice]].
- [x] Define the core gameplay loop and the first predicted player ghost — delivered as M1 ([[2026-05-30_M1_Player_Slice]]).
- [x] **Re-validate the M1 play-tick on a stable Unity 6.x** — moot/subsumed 2026-06-04: M1M6 are all runtime-validated on the stable **6.4.7** line (the 6.6 alpha netcode bug never affected 6.4.7). The original "blocked on 6.6 alpha" framing ([[DR-002_Unity66_Alpha_Netcode_Transport]]) no longer applies.
- [x] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene — **done 2026-06-04** ([[DR-017_Persistent_Base_Player_Driven_Pacing]]): dedicated **`Game.unity`** (duplicated from SampleScene to preserve the SubScene `_SceneAsset`/`_SceneGUID` Hash128 MCP would drop) is now `EditorBuildSettings` index 0; a minimal **`DevSandbox.unity`** carries the dev overlay. SampleScene retained as a reference (retire later).
- [x] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset`**done 2026-06-03** (pre-M6 cleanup; see the "2026-06-03 Visual & Controls Polish" section below + [[2026-06-03_Pre_M6_Cleanup]]). Duplicate of the now-checked item there.
- [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]]).
- [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]].
- [x] Decide **production replication** (predicted vs server-only) before M7 (automation) — resolved 2026-06-05: **server-only** (production runs in the plain server `SimulationSystemGroup` `[UpdateAfter(PredictedSimulationSystemGroup)]`; results replicate via the existing global ledger + `PlacedStructure` ghosts, never predicted; per-machine I/O buffers stay server-only). Delivered as **M7** ([[DR-020_M7_Automation_Production_Chains]], [[2026-06-05_M7_Automation]]).
- [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]]).
- [ ] **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.
- [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]].
- [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]]
- [ ] M2 polish — projectile/dummy visuals (primitive meshes/materials currently); optional predicted client-side auto-target if the soft server reconcile feels off.
- [ ] **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]]).
- [x] **M3 follow-up — timed / removable modifiers** — done 2026-06-04 ([[DR-016_Stage_G_Combat_Gameplay]]): a SEPARATE server-only `TimedModifier{SourceId,UntilTick}` buffer (keeps the replicated `StatModifier` layout byte-identical → no re-bake) + `TimedModifierExpirySystem` (expiry on `NetworkTick`) + `TimedModifierUtil.RemoveBySourceId` (clear-by-type). +4 EditMode tests.
- [ ] **M3 follow-up — multi-prefab abilities** (a per-ability *different* projectile ghost) needs `ProjectileClassificationSystem` generalized beyond the single shared prefab.
- [x] **M3 follow-up — standalone-server debug modifier path** via `IRpcCommand`**done 2026-06-04** ([[DR-017_Persistent_Base_Player_Driven_Pacing]]): the dev-tools `DebugCommandRequest` RPC (unconditional wire type; `#if UNITY_EDITOR` send/receive) drives modifiers/resources/state over a real connection, superseding the in-editor-only static-poke `DebugModifierInjectionSystem`. (Still editor-gated; flip the systems' guard to `DEVELOPMENT_BUILD` to ship in a dev player build.)
- [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]].
- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).
- [ ] **M5 follow-up — base/expedition subscene split + streaming (Option C)****superseded 2026-06-03 by [[DR-013_M6_Aether_Cycle_Region_Split]]** (coordinate-region + per-connection `GhostRelevancy` delivered the split without `SceneSystem` streaming). Kept only as a note for a future larger-world milestone where true async streaming is wanted; do NOT build streaming now. Original framing: 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]]).
- [ ] **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.
- [ ] **M5 follow-up — storage interaction polish**: proximity gate the deposit/withdraw (the container carries `HitRadius`); real item/UI model beyond the fixed test item; multi-writer ordering beyond first-come server apply.
- [ ] **M5 follow-up — multi-client shared storage**: validate two clients see identical shared-storage buffer state (pairs with the deferred M5b multi-client interpolation + M4 two-build tests).
- [ ] **M5 follow-up — home-base visuals**: only an editor plot-bounds gizmo + a placeholder primitive container today; real ground/walls/structures arrive with M6. **Partly addressed 2026-06-04** ([[DR-018_World_Space_Cohesion_Pass]]): the +1000 Blightfield got a real rock/debris basin + wild-lights and the buildable Wall/Pylon read in-palette; the **base-side** cohesion accents (cyan lights / perimeter relief / tiled ground) remain open.
- [ ] ~~**M5 follow-up — same-tick movement**~~ — moot after M5b (the CC character runs in the predicted fixed-step group; M5's `PlayerMoveSystem` is deleted). See [[DR-007_M5b_Character_Controller_Package]].
- [ ] **M5b follow-up — multi-client CC interpolation validation**: live two-build / thin-client run to confirm remote-peer interpolation smoothness (predicted-only `CharacterInterpolation` variant is in; only single-client validated). Pairs with the deferred M4 real-LAN two-build test.
- [ ] **M5b follow-up — player-vs-player collision**: currently non-physical (`SimulateDynamicBody=false`); enable + handle masses if mutual push is wanted.
- [ ] **M5b follow-up — KinematicCharacterBody velocity ghost variant** (replicate RelativeVelocity/IsGrounded) if owner-prediction reconciliation looks jittery under latency.
- [ ] **M5b follow-up — gravity/verticality**: CC character is gravity-free + planar (no floor collider). Add gravity in the processor + a ground collider + reconsider `SnapToGround` if terrain/verticality is introduced.
- [ ] **M5b follow-up — CC package version**: 1.4.2 declares `entities/physics@1.3.x` (resolves via SemVer floor on our 6.4.0/1.4.6). Move to a CC build explicitly targeting Entities 6.x when published.
- [ ] **M5 follow-up — physics lag compensation** (`NetCodePhysicsConfig.EnableLagCompensation` + `PhysicsWorldHistorySingleton`) if/when physics-based hit detection replaces the swept-segment server check.
- [ ] **M5 follow-up — projectiles as physics bodies** (currently kinematic + swept hit); convert for projectile-vs-world collision.
- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write.
- [x] **Game identity defined** — sci-fi **frontier colony** fiction ([[Identity]]), layered over [[Pillars]] with no mechanical rework. Resolves the "mechanics without a fiction" gap. Delivered with M5.5 ([[DR-009_GameFeel_Identity_FirstBlood]]).
- [x] **M2 polish — projectile/dummy visuals** — addressed by the M5.5 emissive palette + URP post-processing (cyan crew, cyan projectiles, orange Husks, dark walls/ground). Real models/animation still deferred.
- [x] **M5.5 follow-up — auto-target on Husks** — done (deepening pass): `AbilityFireSystem` candidate query `.WithAny<TrainingDummyTag, EnemyTag>()`. [[2026-06-02_GameFeel_Deepening]]
- [x] **M5.5 follow-up — respawn safety** — done (deepening pass): replicated `RespawnInvuln` window (server-enforced damage immunity + HUD SHIELDED cue). [[2026-06-02_GameFeel_Deepening]]
- [x] **M5.5 follow-up — enemy variety + wave/threat director** — done (deepening pass): `WaveSystem` escalating waves (lull → spawn → clear → bigger) + 3 melee Husk variants (Grunt/Swarmer/Brute) round-robin from a baked pool. Ranged spitter + broodmaker/boss still open. [[2026-06-02_GameFeel_Deepening]]
- [ ] **Deepening follow-up — ranged Husk (Spitter)**: a server-spawned enemy-projectile subsystem for dodge depth (the next variety type; melee-only today).
- [ ] **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.
- [ ] **Deepening follow-up — boss / per-wave composition weighting** (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns.
- [ ] **Deepening follow-up — server perf under wave load**: in-editor tick-batching (~1.251.75 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]].
- [ ] **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.
- [ ] **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).
- [ ] **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.
- [ ] **Dedicated-server build** — the `RequestedPlayType==Server` auto-host branch is in but UNTESTED.
- [ ] **Volume-slider theming** — sliders render via the default runtime theme; swap to +/- cycle rows if a build shows them unstyled.
## 2026-06-03 Visual & Controls Polish follow-ups
## Physics / character controller (M5b)
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]]).
- [ ] **Multi-client CC interpolation validation** — live two-build/thin-client run to confirm remote-peer smoothness (predicted-only `CharacterInterpolation` variant is in; only single-client validated). Pairs with the M4 real-LAN two-build test.
- [ ] **Player-vs-player collision** — currently non-physical (`SimulateDynamicBody=false`); enable + handle masses if mutual push is wanted.
- [ ] **Gravity / verticality** — CC character is gravity-free + planar (no floor collider); add gravity + a ground collider + reconsider `SnapToGround` if terrain is introduced.
- [ ] **CC package version** — 1.4.2 declares `entities/physics@1.3.x` (resolves via SemVer floor); move to a CC build targeting Entities 6.x when published.
- [ ] **Physics-based hit detection** (lag compensation `NetCodePhysicsConfig` + `PhysicsWorldHistorySingleton`; projectiles as physics bodies; hard rotation lock via `PhysicsMass.InverseInertia=0`) — only if the swept-segment server check is replaced.
- [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]].
- [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]].
- [ ] **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.
- [ ] **DR-011 follow-up — character models / DOTS skeletal animation**: player + Husks remain primitives; swap for real rigged models when the character pack lands.
- [ ] **DR-011 follow-up — VFX-Graph hit/beam packs**: the GabrielAguiar VFX-Graph subset needs separate URP setup if wanted (Shuriken packs already wired).
- [ ] **DR-011 follow-up — ghost-prop Synty reskin**: Storage/UpgradePickup ghosts still use BefourStudios meshes; reskin to Synty-style or simple emissive.
- [ ] **DR-011 follow-up — mixed-theme danger zones**: BioHorror/Synty corrupted-zone art for high-threat areas (deferred from the scope gate). **Partly addressed 2026-06-04**: the Blightfield now reads orange-wild via **all-Synty recolour** (rock/debris basin + wild-lights + orange clutter/nodes) per the [[DR-018_World_Space_Cohesion_Pass]] art fork; the **BioHorror** organic-corruption accent set is still deferred.
- [ ] **DR-012 follow-up — auto-target tuning**: priority/feel refinement; optional controller soft-target reticle snap (V Rising/Diablo-style).
- [ ] **DR-012 follow-up — rebindable controls + multi-ability slots**.
- [ ] **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.
## World / visuals
## 2026-06-04 World-space cohesion follow-ups
- [ ] **Base-side cohesion accents** — cyan ordered-Aether lights + perimeter relief + tiled base ground (the Blightfield/biomes got the dressing budget; see [[DR-025_World_Environment_Redo_Natural_Frontier]]).
- [ ] **Clearing as a spatial mechanic** — cleared cells are juice + scrap only today; make them buildable / reveal hidden nodes (the "functional gating" fork).
- [ ] **Per-`Variant` clutter meshes**`BlightClutter.Variant` is replicated + round-robined but the prefab is single-mesh (additive, no schema change).
- [ ] **Ghost-prop Synty reskin** — Storage / UpgradePickup ghosts still use placeholder meshes.
- [ ] **Decor LOD → cosmetic-only** — cosmetic prop LODs are world GameObjects; keep them off the server tick budget.
- [ ] **VFX-Graph hit/beam packs** + **BioHorror corrupted-zone accent set** (deferred art); **material fidelity** (ORM repack / small ShaderGraph + baked reflection probe).
Surfaced by [[DR-018_World_Space_Cohesion_Pass]] (the balanced-slice scope deliberately left these for later).
## Cleanup (low value, deliberately deferred)
- [ ] **Base-side cohesion accents**: cyan ordered-Aether lights + perimeter relief + re-enabled tiled base ground (deferred this pass to avoid clashing with the tuned SSAO/ACES look — the Blightfield got the dressing budget).
- [ ] **Clearing as a spatial mechanic**: shipped as juice + scrap only; make cleared cells buildable / reveal hidden nodes (the "functional gating" fork from the intake gate).
- [x] **Build-palette HUD + ghost-preview** — done 2026-06-05 (UITK palette + click-to-place ground ghost). [[DR-021_HUD_UITK_BuildPalette]].
- [ ] **Per-`Variant` clutter meshes**: `BlightClutter.Variant` is replicated + round-robined but the prefab is single-mesh; swap per-variant meshes (additive, no schema change).
- [x] **Focused-editor validation** (2026-06-04): confirmed in Play — Wall **stops the player CC at the collider face** (X 2.50→3.257, server==client); Blightfield **reads orange-wild rock basin** vs cyan base (real player-view shots); **clutter-clear loop** deposits Biomass + shatters + replicates (BIO 0→10, clutter 14→13); node harvest works (AETHER 0→30). Console clean. **Still open:** deep basin density/lighting **feel-tuning**.
- [ ] **Optional code-tidy** (no behaviour change): `SettingsService` migrate-then-clamp ordering; `ConveyorTransportSystem`'s 6 parallel snapshot arrays → one struct array; `WorldFeedbackSystem.TintForResource` if-chain → lookup; `PlayerInputGatherSystem` device-active dedup. [[2026-06-06_Cleanup_Alignment]].
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@@ -2,7 +2,7 @@
tags:
- roadmap
- milestones
updated: 2026-06-06
updated: 2026-06-08
permalink: gamevault/06-roadmap/milestones
---
@@ -26,5 +26,11 @@ permalink: gamevault/06-roadmap/milestones
| **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ✅ Done 2026-06-05 — **full Harvester → Conveyor → Fabricator chain, server-only + deterministic, auto-gathering EXISTING resources (default 2 Ore → 1 Aether) into the global ledger so setup compounds; persistence folded in (SaveData v2).** Runtime-validated on 6.4.7 (real netcode worlds): catalog bakes the 3 machine ghost prefabs; a placed live chain runs end-to-end (Ore cost withdrawn; Harvester→Conveyor→Fabricator→ledger), **server Aether == client Aether** (replicated); quit autosaved v2 (3 structures + epoch-independent REMAINING-tick cooldowns), Continue restored all 3 charge-free at the exact cells with born-correct ledger and the chain **resumed producing**. Deterministic conveyor (snapshot→stable-sort→at-most-one-claim→stall, shuffle-invariant); single gated catch-up path (`CyclesDue` lower-bound 0, input-limited, period-0-guarded); one-shot `BaseRestoreSystem`; `RuntimePlacedTag` single-source-of-truth. EditMode **190/190**. Resolves "production replication = **server-only**". — [[DR-020_M7_Automation_Production_Chains]], [[2026-06-05_M7_Automation]] |
| **— 2026-06-05 HUD rework (UITK + build palette) —** | Convert the in-game HUD to UI Toolkit (consistent with the menu / pause / settings) + a full build-palette HUD: click-to-place with a green/red ground-ghost, conveyor rotate, fire-suppress; combat juice re-skinned to the Aether palette. | ✅ Done 2026-06-05 — runtime-validated (real netcode session): UITK HUD renders all panels; palette shows 6 buildables + costs; selection highlights + a live ground ghost; placement via the build RPC works. EditMode **190→194**. — [[DR-021_HUD_UITK_BuildPalette]], [[2026-06-05_HUD_Rework_UITK_BuildPalette]] |
| **— 2026-06-06 Cleanup & alignment —** | Repo hygiene before more dev: delete dead assets (`_Recovery/`, stray `Resources.meta`), remove the legacy IMGUI `ConnectionUI` (scenes + script + stale comments), DRY the UITK `Round`/`Border` helpers + small HUD/build refactors, and align `CLAUDE.md` + the vault to the scene split / Automation / Saves / UITK surfaces. | ✅ Done 2026-06-06 — EditMode green, console clean; grouped commits. — [[2026-06-06_Cleanup_Alignment]] |
| **— 2026-06-06 Animation pipeline (Rukhanka)** | Entities-native skeletal animation: Synty Polygon characters rigged + driven by client-derived params (animation NOT replicated → derived from replicated state). | ✅ Done 2026-06-06 — Rukhanka 2.9 local pkg; `PlayerAnimationDriveSystem` reads replicated state → `AnimatorParametersAspect`; `AnimatedLitShader` deformation; `ServerStripAnimationSystem` disables Rukhanka on the server. [[DR-022_Animation_Pipeline_Rukhanka_Synty]], [[2026-06-06_Animation_Pipeline_Slice1]] |
| **— 2026-06-06 Enemy animation + Synty content** | Animate the Husks by reusing the player pipeline + inventory the Synty packs for enemy/world picks. | ✅ Done 2026-06-06 — `EnemyAnimationDriveSystem` (remote-path velocity from `LocalTransform` delta); 3 animated enemy prefabs wired via `EnemyRigTools` (GUID-preserving). [[DR-023_Enemy_Animation_MonsterMash]], [[2026-06-06_Enemy_Animation_Synty_Inventory]] |
| **— 2026-06-07 HUD Synty visual pass** | Skin the UITK HUD with the Synty sci-fi-soldier kit via a build-safe theme. | ✅ Done 2026-06-07 — curated `HudTheme` ScriptableObject (serialized refs, null-safe flat fallback); per-resource cost icons on the build palette. [[DR-024_HUD_Synty_Skin_Theme]], [[2026-06-07_HUD_Synty_Visual_Pass]] |
| **— 2026-06-08 World environment redo** | Replace the sci-fi-colony dressing with off-world natural-frontier Synty biomes (cosmetic). | ✅ Done 2026-06-08 — `BaseBiome`(Meadow_Forest)@origin + `ExpeditionBiome`(Arid_Desert)@+1000 classic-URP cosmetics; global procedural skybox; per-region fog/ambient cross-fade (`WorldAtmosphereSystem`). [[DR-025_World_Environment_Redo_Natural_Frontier]], [[2026-06-08_World_Environment_Redo]] |
| **— 2026-06-08 World collision + HUD scaling** | Restore world collision (lost when DR-025 made the world cosmetic) + fix HUD scaling in Play. | ✅ Done 2026-06-08 — subscene `Environment`-layer boundary ring + landmark colliders (`WorldCollisionConfig`; player blocked via the layer matrix; enemy `CollisionWorld.SphereCast`); HUD ConstantPhysicalSize→ScaleWithScreenSize. [[2026-06-08_World_Collision_HUD_Scaling]] |
| **— 2026-06-08 Inventory · Equipment (Phase 0 + 1)** | Expand combat + harvesting into per-player inventory + equipment slots that grant abilities/effects, built on the existing data-driven spine (ItemDatabase catalog, StatModifier stack, AbilityRef swap). | ✅ Done 2026-06-08 — **Phase 0**: per-player replicated `InventorySlot` buffer + ID-keyed `ItemDatabase` blob catalog + harvest reroute to the personal bag + `G` deposit-to-ledger RPC + read-only HUD panel. **Phase 1**: `EquipmentSlot` (Weapon/Armor/Trinket/Tool), weapon→`AbilityRef.Id` ability swap, gear→`StatModifier` mods (per-slot sentinels), event-driven server `EquipSystem`, click-to-equip HUD. Architecture pre-validated by 5-/4-lens adversarial review; 236/236 EditMode; Play-validated host+client. **Next: Phase 2 tool-gated harvesting** (see [[Backlog]]). [[DR-026_Inventory_Equipment_Progression_Foundation]], [[DR-027_Equipment_Slots_Phase1]] |
Promote items from [[Backlog]] here when committed.