Docs: session log Part F — lighting/atmosphere pass + art-look gate open
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -144,11 +144,36 @@ plane is Y=1 (GridOrigin capsule-center plane) and ONLY spawn/teleport code may
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arbitrarily sloped now.** Verified live (guardian): player shoved into a cover-hull sloped edge decollided
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~1 u horizontally with Y bit-exact 1.0000 across 4.5 s; 466/466; console clean.
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## Part F — lighting/atmosphere pass SHIPPED (`414f9ff62`); art-look gate OPEN
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Dark-ambient dynamic-light-first look (roadmap 1.5 #3), built filter-agnostic:
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- **`DynamicLightSystem`** (client presentation, pooled/pruned Entity-key pattern): projectile follow-lights ·
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pulsing portal light @RoomExplore (ExpeditionPortalPos authority) · resource-node glow (fades with the
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harvest-shrink scale) · impact flashes fed by CombatFeedbackSystem's TWO burst funnels (`EmitColored` carries
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pos+count+color for every procedural hit; `SpawnVfx` covers authored VFX) via a static `RequestFlash` queue
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(same-thread, reset via `[RuntimeInitializeOnLoadMethod]`). Knobs: `DynamicLightConfig` (scene object).
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- **Atmosphere darkened** (WorldAtmosphereConfig scene values + code fallbacks + per-biome consts in sync):
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base cool-dusk (fog 0.09/0.13/0.14 den 0.010, amb sky 0.32/0.38/0.48), arid burnt-dusk (den 0.016),
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Meadow/Cavern/Blight room palettes darkened. **Found+fixed: scene fog was LINEAR mode — the system's
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per-region fogDensity writes were DEAD** (density only applies to exponential modes) → ExponentialSquared.
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Trilight equator/ground lowered; directional 1.9 → 1.05 slightly warm.
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- **6 landmark mood lights** (warpgate/artefact×2/survey×2/cabin) joining the 13 existing Aether lights;
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**URP `maxAdditionalLightsCount` is the PER-OBJECT limit — was 4, now 8** (the classic-Forward ceiling;
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it was starving the placed lights).
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- Gotchas hit: bare `Time.time` in a `SystemBase` binds to the deprecated `ComponentSystemBase.Time`
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(qualify `UnityEngine.Time`); an `apply_text_edits` span-end short of the real line end leaves comment-tail
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residue (compile error caught it).
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- Verified: 20 static lights at base (exact expected count), pooled dynamics live in-room (node glows +
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impact flashes observed), fog/ambient values confirmed live in Play, 466/466, console clean.
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- **Art-look gate material committed:** `Assets/Screenshots/artlook_{base,room}_pixel{ON,OFF}.png`.
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## Next-session intent
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Phase 1.5 continues: lighting/atmosphere pass → art-look decision gate (pixel filter ON/OFF side-by-sides).
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Operator: eyeball the refit walls + cover + the 85 new prop colliders in a real lap — special attention to the
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solid CRATERS (set-piece blocks vs walkable rim-gap follow-up) — plus the still-pending B5 split-panels smoke.
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**OPERATOR GATE: lock the art look** from the artlook_* side-by-sides (pixel-art-3D vs clean dark-Synty vs
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keep-both-toggle) — every later visual choice hangs off this. Then Phase 1.5 continues: ambient-motion layer →
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breakable clutter → attack distinctness. Feel-lap items still pending operator eyes: refit walls/cover/85 prop
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colliders + solid craters call + atmosphere value taste (arid rooms read bright-tan — all knobs live) + the B5
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split-panels smoke.
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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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