M8 — ProjectM/EmissiveGloam had no DOTS instancing but is bound to
M_Drowner_EyeGlow on EnemyDrowner.prefab, a baked GHOST prefab that
Entities Graphics renders through BatchRendererGroup. Its skinned sibling
has carried the pragmas since 07-16; this one was simply missed, and murk
hides the symptom (CLAUDE.md: "a dark-lit screenshot MASKS material
bugs"). Added #pragma target 4.5 + multi_compile DOTS_INSTANCING_ON +
UNITY_SETUP_INSTANCE_ID, and a DepthOnly pass so the glows stop being
absent from the URP depth texture (soft particles / SSAO / DoF punch
straight through them otherwise). Verified: shader compiles, isSupported,
2 passes, 0 messages.
M7 — EnemyRigTools was dead at EVERY entry point. All eight hard-coded
prefab paths were deleted by DR-051, and the template check ran BEFORE
the idempotent in-place branch, so even re-running a builder on an
existing prefab failed. The three shipping skinned creatures were
unreproducible. Now the template only matters when there is no output to
edit in place, and a new creature templates off the shipping EnemyDrowner
ghost (GhostTemplate) instead of the deleted Enemy.prefab. Retired the
four menu items that drove the deleted Werewolf/Kaiju/Charger bestiary
rather than leave them advertising entry points that cannot work.
Deleted 19 materials with zero references from any scene, prefab,
ScriptableObject, script or settings asset — verified three ways, not
from the audit's list. Kept everything with a live reference, including
several the audit's asset-only scan called dead but which code loads by
path (M_Skinned_Palette, PixelOutline, M_Env_Fallback).
NOT fixed here, deliberately: MakeMat still points each creature at a
per-PACK Synty atlas rather than the shared palette. That is a visual
decision about the shipping Drowner/Grindylow, not a mechanical fix — the
doc-vs-reality gap gets reconciled in Art_Direction_Lantern instead.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
SwordCombat React (1.4x, 0.3s pulse) + Stagger (1.2x, 0.55s) as Any-State
states on AC_EnemyTopDown via EnemyRigTools.WireEnemyHitReacts; driven by
EnemyAnimationDriveSystem's cache (now Pos/Hp/ReactUntil/Heavy) off
replicated Health drops. Windup-honesty gate: light reacts require
!IsAttacking (a sub-poise hit never visually cancels a live windup);
the heavy tier tracks the server's B2 poise break (stagger threshold 50
= finisher staggers, light flinches at the locked tuning). Knobs:
HitReactSeconds (0=off) / HitStaggerSeconds / HitReactStaggerDamage.
Replaces the review-cut positional vibrate (Rukhanka inverse-fold no-op).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
EnemyRigTools.BuildDrowner (menu ProjectM/Animation) — SciFiSpace Crew_Male
body (same rig/atlas/avatar as the player) through the proven DR-023 path:
EnemyDrowner.prefab = ownerless interpolated ghost + AnimatedLitShader
(Skinned-Palette) gloam material + AC_EnemyTopDown + RigDefinitionAuthoring.
Structurally identical to the shipping werewolf/charger enemies -> animates
in-game via the same EG/Rukhanka path. (Renders only in the baked ECS world,
not a plain scene; ArtStaging keeps the static bake for art review.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
An attack clip that keys ONLY the Root bone makes Rukhanka collapse every un-keyed bone (Hips/Spine/legs) to identity for the duration of the state -> the body folds halfway into the floor (player MeleeSwing + enemy Attack; writeDefaultValues does NOT prevent it -- confirmed since even a pure yaw, which is height-preserving, still sank). Fix: build the attack clips FROM the full idle pose (every bone keyed) + a Root YAW twist on top, so nothing is un-keyed. Applied to both runtime clips (PlayerMeleeSwing/EnemyAttackWindup) and both editor recipes (PlayerRigTools/EnemyRigTools) so rebuilds stay correct. Operator-verified in Play.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The procedural attack clips key only the Root bone, but the Attack/MeleeSwing states had writeDefaultValues=true -> a partial (Root-only) clip resets every un-keyed bone (Hips/Spine/legs) to Rukhanka defaults (~identity), collapsing the body into the floor (player + enemy). Root carries the mesh-positioning offset (localPos -0.90, identity rot) while Hips/Spine carry the authored orientation. Fix: writeDefaultValues=false on the attack states (leave un-keyed bones in pose, only lean the Root). Patched both controllers + both recipes (PlayerRigTools/EnemyRigTools) so a rebuild can't regress. Rule: partial bone-subset overlay clips => writeDefaultValues=false.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extends the DR-022 player pipeline to Husk enemies. A Husk is an ownerless
interpolated ghost = structurally a remote player, so the new client-only
EnemyAnimationDriveSystem mirrors PlayerAnimationDriveSystem's remote path:
velocity from LocalTransform-delta (prevPos cache, pruned every frame), facing
from LocalTransform.Rotation (AnimParamMath.PlanarForward), maxSpeed from baked
EnemyStats, IsAttacking from the already-replicated AttackWindup telegraph. No
new [GhostField], no server/asmdef/ghost-hash change.
Monster-mash roster: Werewolf (Grunt), Werewolf-Undead (Swarmer), Kaiju (Brute),
built by the reusable, GUID-preserving EnemyRigTools editor tool (materials +
AC_EnemyTopDown + EnemyAttackWindup clip + 3 rigged prefabs). WaveSystem now
preserves the baked variant Scale (was reset to 1 by LocalTransform.FromPosition).
See DR-023. EditMode 208/208; validated in Play (rigs skin, scales replicate,
locomotion + attack telegraph drive correctly).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>