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
+14 -2
View File
@@ -21,7 +21,7 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
- [ ] **M2 follow-up — restart the editor to clear the corrupted Burst cache**, then confirm the console is clean on a warm play (no "not a known Burst entry point"). See [[2026-05-31_M2_Combat]] / [[DR-003_M2_Combat_Netcode_Architecture]].
- [ ] **M2 follow-up — live interactive fire test** (focused Play Mode: press Space / LMB / RT → predicted projectile + dummy HP drop). The server combat loop + replication are validated; the input→`AbilityFireSystem`→predicted-spawn→classification path is only validated structurally.
- [ ] **M2 follow-up — mouse-cursor aim for KBM** (needs a camera ground-ray rig); currently aim = gamepad right-stick + movement-heading fallback.
- [ ] **M2 follow-up — player death/respawn** (M2 only clamps player HP ≥ 0; dummies despawn on death).
- [x] **M2 follow-up — player death/respawn** — done in **M5.5**: derived `Dead` enableable gate (from replicated Health) + server `PlayerRespawnSystem` (full HP + reposition to base after a delay). [[DR-009_GameFeel_Identity_FirstBlood]]
- [ ] M2 polish — projectile/dummy visuals (primitive meshes/materials currently); optional predicted client-side auto-target if the soft server reconcile feels off.
- [ ] **M3 follow-up — UI/icon/description pipeline** for abilities (managed lookup keyed by `AbilityId`, off the blob). Deferred from M3 ([[2026-05-31_M3_Data_Driven_Abilities]]).
- [ ] **M3 follow-up — timed / removable modifiers** (expiry on `NetworkTick`, `ClearByType` via `StatModifier.SourceId`). M3 modifiers are permanent-once-granted.
@@ -42,4 +42,16 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
- [ ] **M5b follow-up — CC package version**: 1.4.2 declares `entities/physics@1.3.x` (resolves via SemVer floor on our 6.4.0/1.4.6). Move to a CC build explicitly targeting Entities 6.x when published.
- [ ] **M5 follow-up — physics lag compensation** (`NetCodePhysicsConfig.EnableLagCompensation` + `PhysicsWorldHistorySingleton`) if/when physics-based hit detection replaces the swept-segment server check.
- [ ] **M5 follow-up — projectiles as physics bodies** (currently kinematic + swept hit); convert for projectile-vs-world collision.
- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write.
- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write.
- [x] **Game identity defined** — sci-fi **frontier colony** fiction ([[Identity]]), layered over [[Pillars]] with no mechanical rework. Resolves the "mechanics without a fiction" gap. Delivered with M5.5 ([[DR-009_GameFeel_Identity_FirstBlood]]).
- [x] **M2 polish — projectile/dummy visuals** — addressed by the M5.5 emissive palette + URP post-processing (cyan crew, cyan projectiles, orange Husks, dark walls/ground). Real models/animation still deferred.
- [x] **M5.5 follow-up — auto-target on Husks** — done (deepening pass): `AbilityFireSystem` candidate query `.WithAny<TrainingDummyTag, EnemyTag>()`. [[2026-06-02_GameFeel_Deepening]]
- [x] **M5.5 follow-up — respawn safety** — done (deepening pass): replicated `RespawnInvuln` window (server-enforced damage immunity + HUD SHIELDED cue). [[2026-06-02_GameFeel_Deepening]]
- [x] **M5.5 follow-up — enemy variety + wave/threat director** — done (deepening pass): `WaveSystem` escalating waves (lull → spawn → clear → bigger) + 3 melee Husk variants (Grunt/Swarmer/Brute) round-robin from a baked pool. Ranged spitter + broodmaker/boss still open. [[2026-06-02_GameFeel_Deepening]]
- [ ] **Deepening follow-up — ranged Husk (Spitter)**: a server-spawned enemy-projectile subsystem for dodge depth (the next variety type; melee-only today).
- [ ] **Deepening follow-up — wave number on HUD**: needs a replicated game-state ghost (`WaveState` is server-only); the live "HUSKS N" count conveys threat for now.
- [ ] **Deepening follow-up — boss / per-wave composition weighting** (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns.
- [ ] **Deepening follow-up — server perf under wave load**: investigate the in-editor tick-batching (Burst cache health, multi-world cost); validate in a real build.
- [ ] **M5.5 follow-up — real assets**: authored audio (replace procedural SFX), stylized hard-surface crew/structures + corrupted-biomech Husks (replace primitives), TextMeshPro HUD; add the URP **SSAO** renderer feature for more depth.
- [ ] **M5.5 follow-up — multi-client juice/HUD**: validate remote-player death VFX (interpolation-timeline `Health==0`) + per-client HUD under two clients (pairs with the deferred M4/M5b two-build tests).
- [ ] **M5.5 follow-up — difficulty balance**: Husks tuned for a real moving/shooting player (dmg 5, strike 48 ticks, speed 3, `MaxAlive` 6); revisit once movement/fire feel is tuned and enemy variety lands.
+1
View File
@@ -16,6 +16,7 @@ permalink: gamevault/06-roadmap/milestones
| **M3 — Data-driven abilities & modifiers** | Ability **and** character stats authored in ScriptableObjects, baked to DOTS **blob assets**; runtime **flat + % modifier** stacks (upgrades/buffs) → effective stats, server-authoritative + prediction-correct. Pattern slice: refactor the current projectile ability + 12 sample abilities onto the data model. | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: blob DB baked into both worlds; data-driven base + replicated `StatModifier` ghost buffer → **identical effective stats on server & owner-predicted client** (held under tick-batching); data-only ability swap; real pickup grant; EditMode 38/38. Blob DB + replicated modifier buffer + every-tick effective recompute — [[DR-004_M3_DataDriven_Abilities_Modifiers]], [[2026-05-31_M3_Data_Driven_Abilities]]. |
| **M4 — Co-op** | 24 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) | ✅ Done 2026-06-02 — **LAN slice + multi-client validated**: no-auto-connect `ConnectionConfig` + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; `ConnectionUI` for builds; EditMode 45/45. **Two controllable characters in-game confirmed 2026-06-02 via Unity Multiplayer Play Mode** (extra virtual player; full connection handshake not exercised end-to-end, but in-scene co-op looks good). **Unity Relay + real two-build LAN join deferred** — [[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]. |
| **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | 🚧 In progress 2026-06-01 — **physics-in-prediction slice done + runtime-validated** on 6.4.7: player is a velocity-driven dynamic Unity Physics body in the predicted loop (built-in `CapsuleCollider`+`Rigidbody` bake; `PhysicsVelocity` auto-replicated), collides with baked static walls (stops at the surface, no tunnel/climb-over), planar-pinned, **server == client** with no desync; EditMode 51/51. **Base subscene streaming deferred** to a later pass — [[DR-006_M5_Physics_In_Prediction]], [[2026-06-01_M5_Physics_In_Prediction]]. **M5b (same day): player movement re-founded on the Unity Character Controller package** (`com.unity.charactercontroller` 1.4.2) — kinematic collide-and-slide, owner-predicted, data-driven speed; replaces the dynamic-Rigidbody mover (keeps the DR-006 predicted-physics infra). Runtime-validated (collide-and-slide, planar, server==client, CharacterInterpolation predicted-only); EditMode 47/47 — [[DR-007_M5b_Character_Controller_Package]], [[2026-06-01_M5b_Character_Controller]]. **Base-layer done 2026-06-02 + runtime-validated:** home base = baked ghost-free `BaseAnchor` + locked deterministic planar build-grid (`BaseGridMath`, 1.0u × 32²; M6 builds on it) + player spawn re-rooted onto the anchor + one **shared-storage ghost** (ownerless interpolated; deposit/withdraw via server-authoritative `IRpcCommand`; **server == client** buffer). EditMode 62/62. **Subscene split (base/expedition) + disk persistence still deferred** — [[DR-008_M5_HomeBase_BaseLayer_Storage]], [[2026-06-02_M5_HomeBase_BaseLayer]]. |
| **M5.5 — Game feel & identity** | Bridge "tech-demo → game": the **Husk** enemy (server AI, interpolated ghost), player death/respawn, combat juice (damage numbers/VFX/SFX/camera shake), a core HUD, and a sci-fi look pass — under the new fiction ([[Identity]], sci-fi frontier colony) | ✅ Done 2026-06-02 — runtime-validated on 6.4.7: Husks spawn(6)+replicate+chase+strike; death→respawn loop; HUD (health/cooldown/threat/downed); emissive dark-sci-fi look. EditMode **74/74**. ctx7-verified APIs. **Deepened same day:** auto-target on Husks, replicated respawn-invulnerability, and a `WaveSystem` threat director (escalating waves of 3 Husk variants — Grunt/Swarmer/Brute) replacing the flat sustain — runtime-validated (wave 1→2 escalation 4→6, distinct maxHP 30/15/80). [[DR-009_GameFeel_Identity_FirstBlood]], [[2026-06-02_GameFeel_Identity]], [[2026-06-02_GameFeel_Deepening]] |
| **M6 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ |
| **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ |