Docs: exploding-barrels Build Spec + session log Part J + roadmap tick
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -214,14 +214,28 @@ Verified live: a 12 s combat histogram showed zones rendering K0+K1 materials ke
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Client presentation file that only used Simulation types before). Remaining distinctness depth (per-kind
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anim clips, creature locomotion) rides the parallel Blender workstream.
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## Part J — exploding barrels SHIPPED (`cd607ae15`; 07-10, session continued past midnight)
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The 1.5 long-term hazard v1, **review-first as mandated**: 3-lens adversarial workflow `wf_2cb10454-fdf`
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(23 agents; the first run lost 8 verifiers to the session limit — resumed via `resumeFromRunId`, cache
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replayed, 13 findings CONFIRMED / 3 refuted; Build Spec kept at [[Exploding_Barrels_Build_Spec]]).
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**The fold: the FUSE** — one mechanism closed both HIGHs (despawn-inference false booms on room teardown ·
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the SourceTick authored-tick contract): pop → replicated `Remaining=0` on a still-alive barrel + server-only
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`BarrelFuse` (~36 ticks) → detonation damages LIVING enemies AND players (boss-slam filter verbatim,
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`SourceNetworkId=-1`, SourceTick at detonation) → single destroy. Client: boom-vs-puff keys on cached
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`Remaining<=0` (teardowns carry >0 → no false booms); Variant-3 barrels get a red glow that STROBES when
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fused. ~25% seeding on the existing replicated Variant byte — **zero new GhostFields/prefabs/RPCs**.
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Verified: 470/470 (4 new tests) · live smoke: client OBSERVED the fuse cue on the live ghost, pinned bait
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enemy took exactly 26 (30→4), walk-out escape confirmed (fuse is escapable by design — first unpinned bait
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simply left the radius) · console clean.
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## Next-session intent
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**Phase 1.5 short-term wins are COMPLETE** (collision ✓ lighting ✓ art-look ✓ ambient motion ✓ breakables ✓
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attack distinctness ✓). Next: either the 1.5 long-term slices (**environmental hazards** / **destructible
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cover** — BOTH adversarial design-review-first, and cover must re-validate the enemy backstop) or jump to
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**Phase 1.7 boon overhaul** (~12 mechanic-changers; design review required — replicated ability swaps).
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Operator gate: a feel-lap over the whole 1.5 package ("no longer static"?) decides. Queued taste items:
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re-enable curated base flora · arid brightness · craters call · B5 split-panels smoke.
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Phase 1.5 remaining: **destructible cover** (the last long-term item — design-review-first, MUST re-validate
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the enemy stuck-fix backstop when cover can vanish mid-fight) → then the 1.5 gate lap → **Phase 1.7 boon
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overhaul** (design review required — replicated ability swaps). Queued taste items: re-enable curated base
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flora · arid brightness · craters call · B5 split-panels smoke · barrel VFX polish (authored explosion
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prefab instead of the procedural burst).
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Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
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[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]
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