Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash):
- AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it).
- AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone).
- BlinkState: predicted, non-replicated blink window (DashState sibling).
- BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement-
archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its
socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6
args, under the 7-cap). Baked BlinkState on the player.
L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §7 (additive; legacy single EffectiveAbilityStats + its
fold stay until steps 2/2.5 migrate readers, then retired):
- EffectiveSocketStats: 4-wide derived (non-replicated) per-socket effective-stats buffer.
- PlayerAuthoring bakes it (4 rows).
- StatRecomputeSystem: a SECOND fold loop (separate query, under the 7-arg cap) folds each
socket's SparkId blob base with the SHARED StatModifier band (uniform; per-Spark warping =
Phase 4) into EffectiveSocketStats[i]; empty socket (SparkId 0) -> zeroed default.
Fixed CS1654 by writing through a mutable local copy of the buffer handle.
L1 clean; L2 489/489 (new SocketFold_Folds_Per_Socket_With_Uniform_Band).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Additive socket data model per Phase1_Combat_Gym_Build_Spec §3 (no behaviour; legacy
AbilityRef/AbilityCooldown left intact for the step-2 migration):
- AbilitySocket: cold per-socket loadout buffer (EquipmentSlot-modelled, [GhostField] byte
SparkId, SendToOwnerType.All, 4 rows baked empty).
- SocketCooldown: hot owner-predicted per-socket cooldown (4x [GhostField] uint + Burst-safe
switch indexer; SendToOwnerType.All for remote ability-feel parity with AbilityCooldown).
- FrameId: replicated [GhostField] byte frame/class signal (SendToOwner; the class source the
socket model needs since no single ability id maps 1:1 to a class).
Baked onto the player ghost in PlayerAuthoring. L1 clean compile + domain reload.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- StructureCatalogAuthoring: WallCostOre -> WallCostBiomass (it bakes a Biomass cost; [FormerlySerializedAs] preserves the scene value).
- Harvester/Fabricator authoring: resource-id byte defaults reference ResourceId.Ore/.Charge instead of magic 2/4.
- RegionMath.RegionBoundaryX (= ExpeditionOffsetX*0.5) single-sources the region-flip X used by HudSystem + OnboardingSystem (was 500f in 3 places).
- CharacterComponent.DefaultGroundedSharpness single-sources the CC sharpness 15f (GetDefault, DashSystem, PlayerDeathStateSystem, PlayerCharacterAuthoring).
- InventorySlot [InternalBufferCapacity] references Tuning.InventoryMaxSlots.
- ConnectionMode enum -> byte-const class (project convention; removes the latent enum-in-Burst trap); field + one Seed() param become byte.
- Tuning.ChargerWindupTicks single-sources the Charger telegraph windup (EnemyBaker + TuningConfig.Defaults; was a bare 30 that could drift).
- (TicksPerSecond deliberately NOT added: no seconds->ticks conversion site exists; the tick-count fields are per-authoring designer tunables, so a const would be unreferenced.)
451/451 EditMode tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Melee combo (left-click / pad-West) becomes the player's primary verb; the ranged projectile is demoted to right-click / pad-left-trigger. Predicted, owner-replicated combo Step (path-dependent -> [GhostField] anchor + absolute-write idempotency, NOT derived like the dash), server-only cleave mirroring ProjectileDamageSystem (SourceTick-stamped DamageEvent + KnockbackState), dash-cancellable movement-commit, 9 live TuningConfig knobs, and swing juice scaling with the combo step. The MC-6 archetype byte is deferred (the melee is its own verb). See DR-030.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Data-driven ItemDatabase catalog + per-player replicated InventorySlot ([GhostField] OwnerSendType.All, a StatModifier twin). Harvest reroutes to the firing player's personal inventory (optional ComponentLookup<GhostOwner> in ResourceHarvestSystem; remainder/un-owned -> ledger); the G-key InventoryDepositRequest RPC moves the bag into the shared ledger the build economy spends. Catalog asset (Aether/Ore/Biomass + Stone Pickaxe) wired into the Gameplay subscene; read-only HUD inventory panel. ushort ItemId subsumes ResourceId; byte Category/Tier baked for gear-tier progression. Session-only (no SaveData bump).
Play-validated host+client: catalog baked into both worlds, the re-baked player ghost carries InventorySlot with a clean handshake, a server write replicates to the client owner, the deposit RPC round-trips, and the HUD renders catalog names. See DR-026.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>