From edc476adfd3d55d9e44f497e6a0cd1ad32568bd5 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Thu, 9 Jul 2026 20:38:23 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20session=20log=20Part=20F=20=E2=80=94=20?= =?UTF-8?q?lighting/atmosphere=20pass=20+=20art-look=20gate=20open?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5 --- ...2026-07-09_B4d_Tail_Collision_Grounding.md | 31 +++++++++++++++++-- 1 file changed, 28 insertions(+), 3 deletions(-) diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 30ff31432..57f1db4c0 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -144,11 +144,36 @@ plane is Y=1 (GridOrigin capsule-center plane) and ONLY spawn/teleport code may arbitrarily sloped now.** Verified live (guardian): player shoved into a cover-hull sloped edge decollided ~1 u horizontally with Y bit-exact 1.0000 across 4.5 s; 466/466; console clean. +## Part F — lighting/atmosphere pass SHIPPED (`414f9ff62`); art-look gate OPEN + +Dark-ambient dynamic-light-first look (roadmap 1.5 #3), built filter-agnostic: +- **`DynamicLightSystem`** (client presentation, pooled/pruned Entity-key pattern): projectile follow-lights · + pulsing portal light @RoomExplore (ExpeditionPortalPos authority) · resource-node glow (fades with the + harvest-shrink scale) · impact flashes fed by CombatFeedbackSystem's TWO burst funnels (`EmitColored` carries + pos+count+color for every procedural hit; `SpawnVfx` covers authored VFX) via a static `RequestFlash` queue + (same-thread, reset via `[RuntimeInitializeOnLoadMethod]`). Knobs: `DynamicLightConfig` (scene object). +- **Atmosphere darkened** (WorldAtmosphereConfig scene values + code fallbacks + per-biome consts in sync): + 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), + Meadow/Cavern/Blight room palettes darkened. **Found+fixed: scene fog was LINEAR mode — the system's + per-region fogDensity writes were DEAD** (density only applies to exponential modes) → ExponentialSquared. + Trilight equator/ground lowered; directional 1.9 → 1.05 slightly warm. +- **6 landmark mood lights** (warpgate/artefact×2/survey×2/cabin) joining the 13 existing Aether lights; + **URP `maxAdditionalLightsCount` is the PER-OBJECT limit — was 4, now 8** (the classic-Forward ceiling; + it was starving the placed lights). +- Gotchas hit: bare `Time.time` in a `SystemBase` binds to the deprecated `ComponentSystemBase.Time` + (qualify `UnityEngine.Time`); an `apply_text_edits` span-end short of the real line end leaves comment-tail + residue (compile error caught it). +- Verified: 20 static lights at base (exact expected count), pooled dynamics live in-room (node glows + + impact flashes observed), fog/ambient values confirmed live in Play, 466/466, console clean. +- **Art-look gate material committed:** `Assets/Screenshots/artlook_{base,room}_pixel{ON,OFF}.png`. + ## Next-session intent -Phase 1.5 continues: lighting/atmosphere pass → art-look decision gate (pixel filter ON/OFF side-by-sides). -Operator: eyeball the refit walls + cover + the 85 new prop colliders in a real lap — special attention to the -solid CRATERS (set-piece blocks vs walkable rim-gap follow-up) — plus the still-pending B5 split-panels smoke. +**OPERATOR GATE: lock the art look** from the artlook_* side-by-sides (pixel-art-3D vs clean dark-Synty vs +keep-both-toggle) — every later visual choice hangs off this. Then Phase 1.5 continues: ambient-motion layer → +breakable clutter → attack distinctness. Feel-lap items still pending operator eyes: refit walls/cover/85 prop +colliders + solid craters call + atmosphere value taste (arid rooms read bright-tan — all knobs live) + the B5 +split-panels smoke. Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] · [[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]