Art/Fix: A0 gate pass — death-pose lock, off-palette drift, lighting debris
Found by running the A0 style-proof against the SHIPPING scene instead of ArtStaging (which judges static glTF bakes on an import shader, with zero SkinnedMeshRenderers and no Animator — it cannot answer "does the game look like this"). Player-facing bugs fixed: - AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions. Any State enters on IsDead and nothing ever leaves. The player ghost is a persistent entity, so its Rukhanka animator never resets: once you died you rendered sprawled on the seabed permanently — sim fully respawned, moving and fighting, visually a corpse. Added Death -> Idle on (IsDead == false). - AmbientMotionSystem drift was still the deleted biome system: key 0 = "meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a 36x7x24 box following the camera — the most off-palette thing in the frame. Its x>500 region probe pointed at space now holding zero renderers. Collapsed to one cold marine particulate; dropped the 4 dead mote colours + AridWind. - FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so every procedural particle rendered as a hard SQUARE. Added a procedural soft dot (no Resources.Load — build-stripped; asset-free presentation is the rule). - Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft) outranking KeyWarm as a second competing shadow caster, plus 6 orphaned LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft. ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition and is what read as "flat". StagingAmbiance was attached to nothing and its flora wiring searched for a Game.unity parent, which is what read as "static"; it also force-played the combat one-shot pool, now restricted to looping emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm. 304/304 EditMode green; death-recovery, palette and particulate all verified live in Game.unity Play. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -316,7 +316,8 @@ AnimatorState:
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m_Name: Death
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions: []
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m_Transitions:
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- {fileID: 8293450300144498373}
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@@ -508,6 +509,31 @@ AnimatorState:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &8293450300144498373
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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m_Conditions:
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- m_ConditionMode: 2
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m_ConditionEvent: IsDead
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m_EventTreshold: 0
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 8302574255206078140}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.9
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m_HasExitTime: 0
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1102 &8302574255206078140
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AnimatorState:
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serializedVersion: 6
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