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
@@ -68,7 +68,7 @@ namespace ProjectM.Simulation
if (isServer)
{
foreach (var dummyTransform in
SystemAPI.Query<RefRO<LocalTransform>>().WithAll<TrainingDummyTag>())
SystemAPI.Query<RefRO<LocalTransform>>().WithAny<TrainingDummyTag, EnemyTag>())
{
candidatePositions.Add(dummyTransform.ValueRO.Position);
}
@@ -81,7 +81,7 @@ namespace ProjectM.Simulation
SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>,
RefRO<EffectiveAbilityStats>, RefRO<AbilityRef>, RefRW<AbilityCooldown>,
RefRO<GhostOwner>>()
.WithAll<Simulate>()
.WithAll<Simulate>().WithDisabled<Dead>()
.WithEntityAccess())
{
// The InputEvent on the component carries the per-tick delta: set => fired this tick.
@@ -162,7 +162,7 @@ namespace ProjectM.Simulation
// Earliest raw tick the player may fire again. Clamp cooldown to >= 1 tick.
uint cooldownTicks = (uint)math.max(1, eff.ValueRO.CooldownTicks);
cd.ValueRW.NextFireTick = serverTick.TickIndexForValidTick + cooldownTicks;
cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks);
}
ecb.Playback(state.EntityManager);