Commit Graph

5 Commits

Author SHA1 Message Date
kronic 13d591e789 Fix: revive the walk-through flora rustle — a fourth orphaned presentation layer
Track 1. Before building any new "world responds to you" work, I checked what
already existed, because today's score was three presentation systems that were
present, enabled, and produced nothing. This is the fourth.

AmbientMotionSystem's rustle layer (flora parting as the local player brushes
past) was dead in the shipping arena via THREE independent gates, each a
leftover of the deleted biomes:

  1. Root gate required a scene root literally named "BaseBiome" or
     "ExpeditionBiome*". Both went with the expedition, so the loop matched
     nothing at all. The seabed flora live under
     Env_SeabedKit/Seabed_Flora/FloraClump_N.
  2. Name regex was pure LAND flora: bush|grass|flower|fern|cactif|clover...
     Nothing in a seabed matches that. Added seabed terms first; the land terms
     stay only so an older scene still works.
  3. Renderer gate tested for a renderer ON the matched object. The natural sway
     unit is the CLUMP ROOT, which carries no renderer of its own - only
     children - so the test rejected exactly the object we want to rotate. Now
     accepts a renderer anywhere beneath, and skips a child whose parent already
     matched so the clump tilts once instead of every stalk tilting out of its
     socket.

Verified live: AmbientMotionSystem._flora.Count 0 -> 4 (the four clump roots).

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:50:13 -07:00
kronic b407f7cd6f Art/Fix: A0 gate pass — death-pose lock, off-palette drift, lighting debris
Found by running the A0 style-proof against the SHIPPING scene instead of
ArtStaging (which judges static glTF bakes on an import shader, with zero
SkinnedMeshRenderers and no Animator — it cannot answer "does the game look
like this").

Player-facing bugs fixed:

- AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions.
  Any State enters on IsDead and nothing ever leaves. The player ghost is a
  persistent entity, so its Rukhanka animator never resets: once you died you
  rendered sprawled on the seabed permanently — sim fully respawned, moving and
  fighting, visually a corpse. Added Death -> Idle on (IsDead == false).

- AmbientMotionSystem drift was still the deleted biome system: key 0 =
  "meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a
  36x7x24 box following the camera — the most off-palette thing in the frame.
  Its x>500 region probe pointed at space now holding zero renderers. Collapsed
  to one cold marine particulate; dropped the 4 dead mote colours + AridWind.

- FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so
  every procedural particle rendered as a hard SQUARE. Added a procedural soft
  dot (no Resources.Load — build-stripped; asset-free presentation is the rule).

- Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft)
  outranking KeyWarm as a second competing shadow caster, plus 6 orphaned
  LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two
  with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold
  for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft.

ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only
shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition
and is what read as "flat". StagingAmbiance was attached to nothing and its
flora wiring searched for a Game.unity parent, which is what read as "static";
it also force-played the combat one-shot pool, now restricted to looping
emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm.

304/304 EditMode green; death-recovery, palette and particulate all verified
live in Game.unity Play.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 14:45:18 -07:00
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00
kronic 9670465e25 World: flora feel fix — kill double-animation (root sway off, shader wind is the idle motion) + thin flowers
Operator: base flora too dense + "the waving/shader doesn't look great".
Diagnosis: EVERY Synty flora prop (both biomes) uses the Synty/Foliage
VERTEX-wind shader — the transform root-tilt sway has been double-animating
all flora since 1.5, and ground-flush carpet props (Flowers_Flat,
Grass_*_Plane) visibly lift their edges when tilted.

- AmbientMotionConfig.SwayEnabled -> false (code default + the serialized
  scene value): idle motion = the authored per-vertex shader wind (tips bend,
  bases planted). Knob kept for A/B; walk-through RUSTLE stays as the
  reactive layer the shader can't provide.
- AmbientMotionSystem: flat carpet props excluded from the flora cache
  entirely — no tilt even from rustle.
- Flower density thinned deterministically: Flowers_Flat keep 40%,
  Wildflowers/Sunflowers keep 50%, center (r<13) thinned harder (x0.6) —
  17/38 drifts off; play/build area reads clear, flowers become ring accents.

Console clean; sway/rustle knobs remain live-tunable in the scene.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:12:34 -07:00
kronic 90d4bed381 Feel: ambient motion layer + art look locked (clean dark-Synty, pixel OFF)
Art look LOCKED by the operator from the artlook_* side-by-sides:
clean dark-Synty; PixelOutline._MasterEnabled=0 shipped (feature stays
dev-toggleable via F3; other fullscreen effects remain backlog).

New AmbientMotionSystem (client-only PresentationSystemGroup, the
"world alive" anti-static beat, zero netcode):
- per-biome DRIFT particles from one world-space emitter following the
  camera (meadow motes / arid wind-blown dust / cavern motes / blight
  spores; palette keys on camera-X region + replicated room biome,
  mirroring WorldAtmosphereSystem's switch)
- idle SWAY on the ACTIVE cosmetic flora prop roots near the camera
  (LOD children follow the root; probed: none static-batched)
- walk-through RUSTLE: flora brushed by the local player
  (GhostOwnerIsLocal idiom) gets a decaying energy shake
Rotations write around a cached base (lossless when toggled off);
knobs in AmbientMotionConfig (scene object, code defaults when absent).

Verified live: drift palettes exact in both regions (meadow
0.62/0.85/0.60 -> arid 0.85/0.68/0.45 on region cross), flora beside
the player rocked (0,0)->(-4.0,+5.0) deg within the rustle+sway
envelope, 466/466 EditMode, console clean. Discovery for follow-up:
the BASE biome's flora props are authored INACTIVE (84 bushes etc.) -
the base has no sway targets until some are re-enabled.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 21:01:14 -07:00