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