Docs: session log Part P + roadmap tick + CLAUDE.md gotcha — Phase 1.5b decals bundle shipped
Bundle 2 (decals): explosion scorch pool, cover damage-cracks, room-arena scars — all procedural, client-only, zero netcode. Records the pivotal finding that a stock Synty prop shadergraph's _BaseColor is Unity-Per-Material (not Hybrid-Per-Instance), so URPMaterialPropertyBaseColor darkening silently no-ops on cover — the fork to decal quads. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -168,8 +168,14 @@ plain"** — expand 1.5 before 1.7. Locked bundles, sequenced ground-first:
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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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2. ✅ **Decals** (SHIPPED, Part P — all procedural, client-only, zero netcode): explosion scorch pool
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(fading disc pool via `ScorchDecalSystem.RequestScorch`, wired from the barrel boom; reusable by the
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geyser) · cover damage-CRACKS keyed on replicated `BlightClutter.Remaining` (Variant 4) + proximity-gated
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shatter-scorch · light room-arena crack/scorch scars (via `RoomDressingSystem`). ★ The specified
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`URPMaterialPropertyBaseColor` darken would have **silently no-op'd** — cover's Synty `Generic_Basic`
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shadergraph declares `_BaseColor` Unity-Per-Material, NOT Hybrid-Per-Instance (only the DOTS-authored
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`AnimatedLitShader` honours the EG per-instance override); operator fork → decal quads instead. Base POIs
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skipped (Part O baked their wear). Knobs in `DecalConfig`.
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3. **Hazard variant**: Blight geyser (periodic both-sides AoE on the HazardExplosion + telegraph-disc
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chassis) — mini design review first (new replicated erupt-phase surface).
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4. **Critters + weather beats**: fleeing bugs/birds; cloud-shadow drifts; Blight lightning flicker.
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