Commit Graph

3 Commits

Author SHA1 Message Date
kronic c58439d33a LANTERN realignment P3: one look everywhere + scene surgery
- PostFX_Lantern.asset: the ONE shared grade (ACES, bloom 0.6 cool-tinted for the
  HDR gloam, vignette 0.28, faint teal filter) applied to Game, DevSandbox, and
  ArtStaging; PostFX_DarkSciFi / PostFX_Daylight / Sky_DaytimeProcedural deleted.
- Env_SeabedKit.prefab: ArtStaging's environment (seabed, flora, rocks, marine
  snow, caustics, warm pool, gloam fill, key light, StagingAmbiance animator)
  prefab-ized and placed in Game + DevSandbox; ArtStaging connected to it.
- Scene surgery: old DevSandbox.unity deleted; Gym.unity RENAMED DevSandbox.unity
  (GUID preserved -> GymSub wiring + the F1/F2 dev scripts that gate on the
  'DevSandbox' name come back to life). SyntyWorld root deleted from DevSandbox;
  BaseBiome/ExpeditionBiome/Slot1 deleted from Game.
- RenderSettings unified: no skybox, Exp2 teal fog {0.02,0.10,0.12} @ 0.035, flat
  near-black ambient {0.03,0.055,0.08}; camera clearFlags -> solid deep-water.
- ScenePolicy.IsGameplayScene() replaces the six scene.name=="Game" string gates
  (Game + DevSandbox share the dynamic look; menu/ArtStaging untouched).
- WorldAtmosphereSystem rewritten as water-column murk (LANTERN defaults; biome
  variants re-meant to kelp/trench/gloam-bloom; Ground_Arid tint block deleted).

390 green; Play-verified in Game: murk values live, warm-vs-cold reads, no errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:12:00 -07:00
kronic 649f656833 Decals: explosion scorch pool + cover damage-cracks + room-arena scars (Phase 1.5b bundle 2)
All procedural, client-only, observe-only in PresentationSystemGroup, zero
netcode surface (read existing replicated state). Shared FeedbackFx decal
primitives (scorch blob + crack star meshes + transparent decal material).
ScorchDecalSystem: static RequestScorch queue -> pooled fading discs
(mirrors DynamicLightSystem), wired from the barrel boom, reusable by the
geyser. CoverDamageSystem: crack accretion keyed on BlightClutter.Remaining
(Variant 4) + proximity-gated shatter-scorch. RoomDressingSystem: persistent
arena scars on a distinct hash sub-stream, torn down with dressing. Knobs in
DecalConfig. Cover cracks use decals (not URPMaterialPropertyBaseColor) because
the Synty prop shader is not Hybrid-Per-Instance.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 12:58:33 -07:00
kronic 2fc5ae9a10 World: ground bundle — macro-blend ground materials, per-room dressing scatter, biome ground tint, base flora + worn paths
Phase 1.5b ground bundle (operator: "the ground is very plain"):
- Ground materials rebuilt: Grass/Sand base maps at real tiling (22x/26x, was a
  2x smear across 90-130u) + Synty normal maps + a generated 0.5-centered macro
  noise detail texture (LINEAR import — sRGB detail mul2x darkens 2.3x) with
  baked rim vignette. Meadow ground moved OFF the shared Synty asset onto
  project-owned Mat_Ground_Meadow.
- WorldAtmosphereSystem: per-room-biome ground tint on the expedition quads via
  MaterialPropertyBlock (Meadow green / Cavern blue / Blight purple; Arid sand
  default), lerped alongside the existing fog/ambient palettes.
- RoomDressingSystem + RoomDressingConfig (new, client-only observe-only):
  26 biome-flavoured cosmetic props per room, scattered inside the room's ACTUAL
  shape (same RoomLayoutMath authority as the server, distinct 0xD2E55 hash
  stream), deterministic from the replicated run seed, torn down with the room,
  colliders stripped. 47 curated prefab refs wired in Game.unity (build-safe).
- Base: 357 curated flora props re-enabled (bushes/wildflowers/grass clumps;
  buildings/pond/FX stay parked) + generated worn-dirt paths storage->warpgate
  and storage->base gate.

Live-verified: dressing 26/26 inside x[981,1023] z[-11,12] y=0, 11 varieties,
0 colliders; teardown on run end; Meadow tint converged to exact target; 470
EditMode green; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:47:44 -07:00