Player-built structures now physically block enemies (husks walked straight through walls before). Dedicated
"Structure" physics layer (slot 9) so the player passes its own walls while enemies are stopped:
- New WorldCollisionConfig.StructureMask, baked from the "Structure" layer in WorldCollisionAuthoring (mirrors
EnvironmentMask). EnemyAISystem ORs it into the movement sweep filter (CollidesWith = envMask | structMask) —
no new system, same 1-2 SphereCasts per enemy.
- Wall/Turret/Pylon prefabs get a cell-sized BoxCollider on the Structure layer (Wall's existing one relayered).
- Physics matrix: Default x Structure unchecked, so the kinematic player CC (Default) passes its own walls while
the enemy's explicit cast still hits them. Despawn frees collision for free (collider dies with the entity).
Play-verified baked filters: StructMask=512; structure colliders BelongsTo=512, CollidesWith=0xFFFFFFFE
(includes Environment for the enemy cast, EXCLUDES bit 0 so the player passes). 389/389 EditMode, no exceptions.
Server-only/static colliders -> deterministic, no client divergence. SaveData stays v5.
Phase C complete (C5-C7). A visual fun-gate (husk stops at wall, player walks through) is the operator's eyes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Owned structures (Turret/Wall/Fabricator/Pylon) now read cyan-owned via a dedicated Mat_StructureOwned_Cyan (dark desaturated-cyan body + a subtle cyan self-illum below the bloom gate) - replacing the shared PolygonFantasyKingdom atlas + M_Turret so there's no atlas bleed. Tuned dimmer than the Core so the Engine Core stays the single luminance peak. Completes the faction palette: dark ground / cyan owned (Core bright, structures muted) / amber Ore / orange Husks. Edit-mode-instantiated + screenshot-verified. Follow-up (deferred): the research's dark-when-unpowered dynamic (emissive only on active/powered structures) needs a small presentation system reading structure state.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace every placeholder-cube ghost prefab with nested Synty (PolygonFantasyKingdom) models: ResourceNode->crystal, Turret->ballista, Wall->spike palisade, Pylon->crystal beacon, Storage->chest, UpgradePickup->gem, BlightClutter->rock chunk (nest as a Model child, strip colliders, reset the [GhostField] root Scale, atlas for bare FBXs). Gameplay subscene: place the BaseFieldSpawner, trim Harvester/Fabricator/Conveyor from the build palette. CycleDirector prefab bakes the schedule siege config. See DR-031.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>