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2026-07-07 20:51:18 -07:00
parent d2203c8aa1
commit cc2e7ad95e
20 changed files with 794 additions and 35 deletions
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@@ -110,7 +110,7 @@ Long-form originals + the milestone each came from: `Docs/Vault/_Meta/CLAUDE_Bui
- **A dark-lit screenshot MASKS material bugs — verify material *values*.** `shader.GetPropertyType(idx)`-guard before `GetColor`/`GetFloat`/`GetTexture` (`S_General`'s `_BaseColorMultiply` is a float → `GetColor` returns black). Gate emission on the `_Emissive` flag + a fixture name; keep converted env metallic low (0.10.2).
- **VolumeProfile.Add persistence + the URP `m_AssetVersion` build blocker** → archive 2026-07-06 (+ native memory `urp-global-settings-version-blocks-build`).
- **`LocalTransform.FromPosition()` resets Scale=1** — server spawners read the prefab's baked `LocalTransform`, override only Position (Scale is a `[GhostField]` → consistent-but-wrong).
- **Static decor → gameplay subscene** (EG renders only baked entities); **strip colliders from cosmetic props** + no `GhostAuthoring` on scenery (classic-URP cosmetic colliders are **inert to the DOTS PhysicsWorld**). **World collision = subscene-only ★:** `Environment`-layer boundary ring + landmark box colliders (player blocked via the default layer matrix); enemies slide via a server `CollisionWorld.SphereCast` in `EnemyAISystem` (filter=`WorldCollisionConfig.EnvironmentMask`). Boundary = a height-gated `SM_Env_Rock_Cliff` bowl rim. See [[2026-06-08_World_Collision_HUD_Scaling]].
- **Static decor → gameplay subscene** (EG renders only baked entities); **strip colliders from cosmetic props** + no `GhostAuthoring` on scenery (classic-URP colliders are inert to the DOTS PhysicsWorld). **World collision = subscene-only ★:** `Environment`-layer boundary ring + landmark colliders (player blocked via the layer matrix); enemies slide via a server `CollisionWorld.SphereCast` in `EnemyAISystem`. **★ enemy slide has NO pathfinding — a near-vertical wall normal or an embedded spawn FROZE Husks on cover rocks (soft-locks a room on one leftover); fixed 07-07 via `EnemyMoveUtil.Depenetrate` + tangent-slide + an `EnemyNavState` nudge backstop. Re-validate movers aren't frozen when adding Environment cover.** Boundary = `SM_Env_Rock_Cliff` rim. See [[2026-06-08_World_Collision_HUD_Scaling]].
- **A GA "projectile" prefab self-propels** — strip to particles before `Start` (`CombatFeedbackSystem.StripCosmetic`); verify *components*, not the name.
### Aim controls