Re-exported the skinned kit from the ONE master .blend with the reshaped diving helmet, grouped into
Metal/Beacon/Porthole SMRs. Darkened the helmet (M_Diver_Metal_Skinned flat gunmetal - the AnimatedLitShader
was multiplying the tint by the gold PaletteAtlas sample, so the atlas map is cleared to force the flat dark
base), kept the warm shoulder-lamp beacon, dimmed the porthole (M_Diver_PortholeGlow_Skinned), shifted the body
to a cool diver tone. Rebuilt Player.prefab via the proven PlayerRigTools graft chain. Verified live in
DevSandbox from the game camera: the gold-dome lamp is gone. Remaining full-match gap (brass-armour/teal-
undersuit split + the shoulder/boot silhouette edits) needs the Synty body replaced by the .blend body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
EnemyDrowner: Emissive-Gloam eyes bone-parented to Head + boneEntityStrippingMode
=None (attachments ride the rig). New skinned prefabs EnemyGrindylow +
SuitFrame_Bathynaut. Pipeline run 3x -> A1 repeatability exceeded.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>