Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS

Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-02 22:50:43 -07:00
parent dd0064c377
commit e362aaeb43
4830 changed files with 1293057 additions and 38 deletions
@@ -28,6 +28,14 @@ namespace ProjectM.Authoring
/// <summary>Projectile hit-test radius for the player as a damageable target, in world units.</summary>
[Min(0f)] public float HitRadius = 0.6f;
[Min(1)]
[Tooltip("Ticks the player stays down before respawning at base (~60 ticks/sec).")]
public int RespawnDelayTicks = 180;
[Min(0)]
[Tooltip("Ticks of post-respawn damage immunity (~60 ticks/sec).")]
public int RespawnInvulnTicks = 120;
private class PlayerBaker : Baker<PlayerAuthoring>
{
public override void Bake(PlayerAuthoring authoring)
@@ -66,6 +74,13 @@ namespace ProjectM.Authoring
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddComponent<AbilityCooldown>(entity);
AddBuffer<DamageEvent>(entity);
// Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive;
// plus the server-only respawn timer.
AddComponent<Dead>(entity);
SetComponentEnabled<Dead>(entity, false);
AddComponent(entity, new RespawnState { RespawnTick = 0, DelayTicks = authoring.RespawnDelayTicks, InvulnTicks = authoring.RespawnInvulnTicks });
AddComponent(entity, new RespawnInvuln { UntilTick = 0 });
}
}
}