The 07-07 knob edit to WorldFeelConfig replaced the attribute line above
ResetDefaults(), so Enabled/ChipBurstCount/Node* all stayed C# defaults and
NodeFeedbackSystem + WorldFeedbackSystem chips/SFX/micro-punch never ran.
Live-verified: root PTM 0.783 -> child LTW 1.723 (= 2.2 x 0.783), 455/455.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BLENDER (5 new/re-authored clips, all full-body, mirrored-left-arm axes
FIXED - Synty L shoulders mirror X/twist vs R, verified by axis probes):
- A_Swing_R2L / A_Swing_L2R (0.47s): horizontal slash + backhand with real
anticipation (torso wound 25 deg), 2-frame strikes, follow-through past
the target.
- A_Swing_Finisher (0.60s): overhead crash with a crouch drop into impact.
- A_Special_Slam (0.53s): two-handed ground slam - the Warrior cone finally
LOOKS like a cone attack.
- A_Fire_OneHand re-authored punchier (cock -> full-extension thrust with
torso commit -> recoil kick).
Export lesson: Blender 4.4 slotted actions - reassigning animation_data.
action does NOT bind the slot; force animation_data.action_slot before
export/render or you bake a stale pose.
CONTROLLER: MeleeSwing (one clip for everything) replaced by Swing1/2/3
keyed on new ComboStep int param (replicated MeleeCombo.Step); Fire gated
!IsCone (Ranger shot), new SpecialSlam state on IsFiring+IsCone (Warrior).
DRIVE SYSTEM: writes ComboStep from the replicated combo step and IsCone
from the replicated AbilityRef -> AbilityDatabase blob archetype (works for
remote teammates too).
SWORD: SM_Wep_Sword_01 (SciFiSpace - same pack/atlas as the soldier) as a
mesh-sub-asset child of Hand_R, grip rot (90,0,0) tuned live against the
running entity. Required RigDefinitionAuthoring boneEntityStrippingMode
Automatic -> None so the hand bone entity exists + is posed (stripped bones
never animate attachments). Play-verified: the energy blade rides the fist.
456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four clips authored programmatically in Blender on the PolygonSyntyCharacter
skeleton (full-body keys per pose, numeric world-space verification of the
fall: hips 0.88->0.14m) and exported per-action FBX (Key All Bones, Force
Start/End Keying, FBX Units Scale). Imported as HUMANOID - the project's
pipeline is Human rigs (CharactersAvatar isHuman=true; CLAUDE.md's 'Generic'
note was stale), so muscle-space retargeting plays these on the player AND
every monster rig with zero bone-path matching. CopyFromOther failed on the
Blender-added 'Armature' node (hierarchy mismatch) -> CreateFromThisModel;
root motion fully baked into pose (the CC owns the transform).
- A_Death_FallBack (0.90s = exactly the 54-tick corpse window): recoil ->
fall -> flat on the back -> settle. Wired as the Death state on BOTH
controllers, replacing the crouch-idle placeholder.
- A_Fire_OneHand (0.4s): new IsFiring param + Fire state on the player
controller; PlayerAnimationDriveSystem routes FireActive to it (melee owns
IsAttacking again).
- A_Dash_Lean (0.33s): new IsDashing param + Dash state; driven from the
local player's predicted DashState window (not replicated -> remotes skip).
- A_HitReact (0.27s): imported + avatar'd, wiring deferred (needs a
replicated hit-tick source; body flash covers the read today).
456/456 EditMode; Play-validated: forced IsDead renders the soldier flat on
the ground in-game (Blender->FBX->Humanoid->Rukhanka chain proven), Fire
state enters and plays; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
B1 SEPARATION: pairwise soft-collision pass INSIDE EnemyAISystem (sole
enemy-Position writer preserved; O(n^2) fine at MaxAlive<=14). Knocked/
lunging enemies keep committed motion but still push neighbours; the boss is
never pushed; enemies yield a small personal radius around players (below
melee range per review B1-1); displacement goes through the swept move so
nothing shoves through walls. SeparationMaxSpeed = live knob.
B2 POISE: the windup-cancel lived in the knockback CONTINUE branches (grunt/
charger/spitter). Threshold on the EXISTING KnockbackState.Speed channel:
light melee (6) nudges without interrupting; the finisher (10.8) and cone
(8) stagger as before. StaggerKnockbackSpeed = live knob (default 7).
B4 BOSS LUNGE: a telegraphed gap-closer on its own cooldown when the target
sits outside slam reach (repositioning - the slam stays the damage beat).
BossState.PendingAttack (server-only byte) disambiguates the shared windup
elapse (review-confirmed: naive reuse would SLAM on a lunge elapse);
LungeState.UntilTick spans windup+travel so the existing IsLunging ghost bit
replicates the tell, and the client draws a travel wedge instead of the slam
ring while it is set.
B5 PARTY HP SCALE: boss Health x(1 + 0.75/extra LIVING expedition player) at
spawn (not RunParticipant - dead-respawned members park at base). Max is a
GhostField so the bar stays truthful.
B6 RUN-FAILED BANNER: silent wipes used to land players home with zero
explanation. Client detects the (in-run)->Staging edge with a launch-cached
Charge (NEVER Returning - a 1-tick transient that precedes the bank by a
tick) and shows EXPEDITION FAILED for 6 s.
B7 FIRE ANIM: the class ability finally moves the body - a stateless window
from replicated AbilityCooldown.NextFireTick minus derived CooldownTicks
(works for predicted local + interpolated remotes, no cached edges).
456/456 EditMode; live Play smoke: launch -> 5 kills credit the room clear
through the corpse window -> boon window opens -> corpses expire clean, no
exceptions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Server: HealthApplyDamageSystem marks EnemyTag Dying{UntilTick} (TickUtil.
NonZero, ~54 ticks) on the lethal 0-crossing instead of instant destroy,
zeroes every live cue (replicated AttackWindup, LungeState + IsLunging bit,
KnockbackState), destroys on expiry; plain-world tests keep instant destroy
(no NetworkTime) so the suite's assertions stay meaningful.
Every consumer now ignores corpses (all confirmed entity-count/unfiltered by
the design review): EnemyAISystem all 4 passes, BossAISystem brain + summon
cap, RoomEnemyDirector room-clear + MaxAlive fit, WaveSystem cap + cleared,
CyclePhaseSystem breach wipe + DefendCleared, ThreatDirector timeout cull,
TurretFire targeting, CoreDamage drain, ProjectileDamage snapshot (corpses
are not shields), AbilityFire auto-aim candidates, debug cull + telemetry.
Wipe passes skip Dying to avoid cross-ECB double-destroys.
Client: EnemyAnimationDriveSystem finally drives the controller's IsDead
param (Health.Current<=0 is the replicated death read; corpse locomotion
zeroed); CombatFeedbackSystem moves the kill CRUNCH to the 0-crossing (the
prune-edge timing would land it ~1 s late) - the prune keeps a small
dissolve puff for corpses and the legacy full read for alive-vanish culls.
456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SLICE A - rooms become places: ExpeditionBiome duplicated to sub-slot 1
(X+1500) - ground, 205 decor children, rim cliffs, ambience; collider ring +
3 landmark colliders duplicated in the subscene; NEW in-room cover at BOTH
slots (4 collidable rocks each: Environment-layer box colliders in the
subscene + matching Synty rock meshes in Game.unity, placed clear of the
landing point, portal spot, spawn ring and boss spawn). Half of all rooms
previously played on a literal void.
SLICE C - owned FX wired: VFXConfig gains Portal + EnemySpawn slots
(FX_Portal_Round_01 / FX_Dust_Big_01 from PolygonParticleFX); the portal
beacon prefers the authored effect (procedural pillar stays as fallback);
enemies get a spawn-emerge cue on the ghost add-edge (primed-scan guard
skips the connect flood).
SLICE D (teaching) - the two undiscoverable verbs are now taught: dash on
the Move step, class ability + attack on the Rooms step (scheme-aware
glyphs); How-to-Play Controls adds Class ability + Dash rows and fixes the
wrong RT glyph; Loop step 1 mentions class pick + prep; the stale '50
starting Ore' now interpolates Tuning.StartingOre.
456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The center-top phase banner read the CyclePhase label ("AT BASE") inside
expedition rooms - now shows ON EXPEDITION whenever a run is past Staging.
- The location-line switch had no RoomExplore case, so "choose your boon"
stuck through the whole loot window - added the portal-steer line.
- Storage crate floated 1u: GridOrigin.y=1 is the CC capsule-CENTER plane;
CellToWorld returns it, and the crate's mesh pivot is at its base (Turret/
Wall pivots are centered, which is why structures look grounded). The
container now sits on the terrain; same grounding for the portal beacon,
whose pos.y was the capsule plane too.
- Beacon HDR 2.6/3.4 bloomed into a white egg that swallowed the prompt -
tamed to 1.2/1.55 + slimmed the pillar.
456/456 EditMode before and after; Play smoke: crate at y=0, banner correct
at Staging.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The room-exit portal was invisible in the first playtest - players loitered
out the 30s ExploreGrace timeout. Adds RegionMath.ExpeditionPortalPos as the
single client-derivable portal-position authority (HUD prompt + beacon can't
drift), a pooled breathing HDR pillar in CombatFeedbackSystem shown only
during RoomExplore, and an in-range/out-of-range two-stage prompt.
Also repairs the comment-swallowed _portalMat initialization (NRE in
OnStartRunning killed ALL combat feedback each session and auto-paused the
editor via Error Pause). 456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes
persist past the last kill; PortalInteractRequest -> server-only PortalCommand
advances (client derives the portal pos). RunDirectorSystem moves teardown off
the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit,
and advances an empty expedition immediately (incl. a boss clear).
Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class
MetaTierState replay, so the base RPC and the dev SetClass can't drift);
ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest,
PrepCatalog): once-per-run == the row's prep StatModifier band is present,
TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band.
Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss +
floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3),
hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold.
456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded;
post-impl clean bar the RoomExplore boss-clear dead-time, fixed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Lap-1 Fabricator affordable (StartingOre 50->90); mine prompt shows IN the room;
Return no longer false-completes on death (WasOnExpedition latch + soft timeout,
never the 1-tick Returning edge); HUD keeps room/siege/ammo cues during combat
steps; Welcome needs an explicit confirm; READY panel shows FINAL DEFENSE when
goal-full; dev Force-Each-Launch hidden from public Settings. GoalProgress.Target
4->2 (~10-20 min demo). Onboarding tests updated to the new contracts (456/456).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Boss bar reconstructs the true max client-side (Health.Max unreplicated) via
Kind==Charger + expedition-pos filter; boss slam telegraph = a full ground ring
at BossSlamRadius; IsAttacking OR's IsLunging. Player body flash on hurt (distinct
red, jitter-safe threshold). Dash toward movement input when moving else facing.
Warrior cone: muzzle-cue suppressed (cone arc is its cue). Minimal finisher-only
hit-stop (PrototypeCameraRig.Hold, behind FeelConfig flag; never Time.timeScale).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A remote/cold client added NetworkStreamInGame the instant it got a
NetworkId, before the gameplay subscene's ghost prefabs finished
streaming. The server's first ghost snapshot then hit a client that
couldn't resolve those prefabs -> "ghost ... ENTITY_NOT_FOUND" ->
forced disconnect ("nothing loads"). On loopback / fast LAN the
go-in-game handshake beats the ~0.4s entity-subscene stream. The host
never hit it (it shares the server's loaded subscene); every remote
join did -- MPPM virtual players and real networked clients alike.
GoInGameClientSystem now gates full-client go-in-game on the gameplay
subscene being loaded (HasSingleton<PlayerSpawner>); thin clients skip
the gate. Verified cross-process in a standalone build over loopback:
join ghost-prefab errors 15->0, disconnects 1->0, client stays
connected and resolves all server ghosts.
Also adds a -mhost / -mjoin <ip> command-line hook to MainMenuController
for headless co-op testing (drives WorldLauncher.StartSession, no UI).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Teaches the deep, interlocking loop — especially the inverted win condition
(you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043).
- OnboardingSystem: client-only observe-only PresentationSystemGroup overlay
(own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence
with a world-space ▶ pointer; never mutates sim / never destroys a ghost.
- OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied +
scheme-aware prompts + pointer kinds + persisted-mask helpers).
- HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats /
Win-Lose), reachable from the main menu and the pause overlay.
- Per-client client-local state in GameSettings (TutorialHints + OnboardingMask
bitmask, additive) — a Join client keeps its own; a host save-wipe never
re-teaches. Settings toggle + menu "Replay Tutorial".
- Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch):
SettingsService.Boot wipes the mask + forces hints on in-memory every launch
so the tutorial always replays fresh.
- HudSystem suppresses its own location hint while onboarding is active
(single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)].
Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean
U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end.
Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clears the three follow-ups deferred by the combat-overhaul pass (c3b53cef2) + the
DR-041 "needs its own ShaderGraph slice" note. All client-only, observe-only presentation
(PresentationSystemGroup; no sim mutation, no [GhostField], no server work).
- Item 1: EnemyHitFlashSystem flashes the ACTUAL enemy body by driving the stock
Entities-Graphics URPMaterialPropertyBaseColor override on the Rukhanka render-entity
LEG children (root has no MaterialMeshInfo) -- NO ShaderGraph edit, no new component type.
Lerp white->BodyFlashColor on a Health-decrease edge, decay back to white. Verified on
screen (the AnimatedLitShader honors the per-instance _BaseColor override).
- Item 2: per-remote-player slash-arc pool in CombatFeedbackSystem, edge-detected from the
replicated MeleeCombo on interpolated teammates (.WithDisabled<GhostOwnerIsLocal>());
BuildSlashMesh -> BuildSlashInto(mesh,...) refactor; local player keeps _slashMr.
- Item 3: once-per-windup near-impact strike beep folded into the danger-cone loop, gated
to a resolved local player.
- 9 new FeelConfig knobs (+ ResetDefaults).
390/390 EditMode, clean compile, zero Play exceptions. 3-lens adversarial review
(wf_8a998c6c-af9) -- no critical/major; fixed 4 minors: spurious beep at base origin before
the local player resolves, frozen tint if BodyFlashEnabled toggles off mid-flash, render-child
capture with no recovery, OnDestroy GO symmetry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements the "what's missing" feel backlog from the combat overhaul investigation (wf_c6c87dc5-9c3). All
client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe; new FeelConfig knobs
default-stamped on play-enter.
- ENEMY HIT-FLASH (#1 missing): on the enemy Health-decrease edge, a bright body-scaled particle puff in the
previously-unused FeelConfig.HitFlashColor (via a new EmitColored helper using per-emit startColor) -- the staple
"I connected" read. (A true material body-flash needs an AnimatedLitShader emission property + Entities Graphics
MaterialProperty; the puff is the asset-free version.)
- MELEE CONNECT-vs-WHIFF: on the local swing, a client-side MeleeConeMath.InCone overlap over the cached enemy
snapshot -> immediate connect read (brightens the slash arc, hit-spark at the nearest enemy, a meaty low "thunk"
SFX, extra FOV punch) before the authoritative server spark arrives. Whiffs stay dim.
- KILL POP: a colored flash burst + rumble on enemy death (on top of the existing burst/shake/FOV).
- GAMEPAD RUMBLE: new RumbleUtil (auto-stopping pulse, gamepad-only, stops on focus-loss, reset on play-enter)
pulsed on local hit-taken / hit-dealt / kill, gated on AimPresentation.Scheme==Gamepad.
- FOOTSTEPS: edge-detect local locomotion from the position delta -> soft step SFX at a cadence while moving.
- DAMAGE-NUMBER TIERING: SpawnNumber scales font + life by hit magnitude (vs HitStopRefDamage) so heavy hits read.
390/390 EditMode, clean compile + Play (no exceptions; per-frame footstep/rumble-tick paths verified). On-screen
feel is the operator's eyes. Deferred (focused follow-ups): true material body hit-flash (ShaderGraph), co-op
remote-swing rendering, near-impact telegraph beep (clip reserved).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Operator: "the melee ability needs visual clarity, on what it does." The cleave is instant (kept — operator chose
instant + VFX), and the arc already matched the exact cone range/half-angle — but it popped whole then faded
(read as a flash) and all 3 combo steps looked byte-identical.
Client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe by construction:
- SWEEP: BuildSlashMesh takes a reveal fraction + sweep sign; UpdateSlash rebuilds the crescent each frame so the
blade wipes across the arc over the first ~60% of life, then holds + fades. Leading edge is brightest. Sweep
direction alternates per combo step -> reads as alternating strikes.
- PER-STEP RAMP: TriggerSlash takes step + comboLen; tint/brightness/life ramp per link so the chain visibly
builds to the warm-HDR finisher (steps were indistinguishable before). Facing is already snapped at the swing
edge.
Compiles clean, no runtime exceptions (per-frame 33-vert rebuild is negligible). The on-screen feel is the
operator's eyes. Deferred to a feel follow-up (they share the enemy-cache / damage-edge code path): connect-vs-
whiff flash, co-op remote-swing rendering, and enemy hit-flash. Investigation: wf_c6c87dc5-9c3 (melee lane).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Scoping/design-gated (wf_7c5a555e-136). Fixes "the base reads as inert after Phase A":
- C7b objective readout: new replicated ExpeditionObjective{[GhostField] byte State, short Remaining} on the
untagged CycleDirector ghost (cross-region safe). Sole writer ZoneEnemyDirectorSystem, written ABOVE its
early-returns (snapshot-above-early-return) so the HUD never freezes stale. Play-verified it replicates
server->client.
- C7a gate prompt + C7b HUD readout: HudSystem shows "GO TO THE EXPEDITION GATE" / "EXPEDITION IN PROGRESS - N
remaining" / "CLEARED - return to claim", below the siege/overrun overrides.
- C6a Aether upgrade button: un-gated BuildSendSystem.UpgradeAbility (was #if UNITY_EDITOR); HudSystem adds a
MenuUi.Button with live affordability tint (the only Aether sink was U-key only).
- C6c cold-start seed: CycleDirectorSpawnSystem seeds Tuning.StartingOre (50) into the ledger on a NEW game only
(born-correct, pre-Playback), killing the silent turret-before-fabricator deadlock. Play-verified seededOre=50.
- C6b Biomass sink: Wall cost Ore->Biomass (the dead currency now has a home). Play-verified WallCostRes=Biomass.
- C6d palette declutter: hide dead Pylon/Harvester/Conveyor from the build palette + trimmed their dev hotkeys
(catalog/prefabs stay baked, code-intact per DR-020).
389/389 EditMode + clean netcode Play smoke (ghost re-hash OK, no exceptions). SaveData stays v5.
C5 (walls block enemies) is the remaining Phase C item, sequenced separately.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- DR-042 (new): canonical loop re-shape — win-driver moves from base-siege
survival to expedition clears; blind scheduled siege retired; base siege
becomes retaliation consequence. Build order A (coherence) -> B (retaliation)
-> C (legibility) -> D (Slice 4 persistent meta).
- Backlog/Path_to_Fun/Home reconciled to the expedition-driven direction;
Slice 3 + Combat Depth marked built.
- DR-036 (END-2) flagged superseded-in-part; DR-034 (END-1) repurposed (Core
is a consequence, not the win-gate); DR-037 forward-pointer to DR-042.
- CombatFeedbackSystem: fix enemy health bar (sprite-less Filled Image ignored
fillAmount -> size via anchorMax.x).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Completes the Combat Depth slice on top of the MC-2 server spine (56cf60cce):
MC-3 impact juice (client, observe-only):
- 7 FeelConfig fields + ResetDefaults; magnitude-scaled player-dealt-hit camera
PunchFov on the enemy-Health-decrease edge (camera-only hit-stop, never timeScale).
- Spitter Kind==2 aim-LANE telegraph (BuildLaneMesh) — reads baked SpitterState
client-side, falls back to a fixed length. True freeze + material flash deferred.
Content / wiring:
- SpitterProjectilePrefabAuthoring (the SpitterProjectilePrefab singleton).
- Both directors rebuilt to a 4-entry KIND-INDEXED roster [Grunt,Charger,Spitter,
Swarmer] + mix/MaxAlive config + the SpitterProjectileConfig singleton in the subscene.
- Real rigged models: EnemySpitter (re-skinned Kaiju, ranged poker) + EnemySwarmerUndead
(Undead-Werewolf, fast/low-HP); grunt/charger keep Werewolf/ChargerMuscle. EnemySpit =
ownerless interpolated ghost (no Health, no collider).
Post-impl adversarial review fixes (wf_febdcfdb-665):
- [MED] in-band fire gate: the Spitter committed its telegraph from ANY range (fired while
advancing from far). Now commits only when sInBand || sCornered (gives CorneredRange a
real read site) — a Spitter out-of-band holds fire and repositions.
- [LOW] EnemyProjectileDamageSystem early-returns on !ServerTick.IsValid (sibling parity).
- [LOW] EnemyAuthoring bake-time guard: errors if a prefab composes both Charger+Spitter
(would match zero AI passes -> never move).
- [LOW] tests: Spitter brain fires from Expedition (kills the Base==0 region false-green);
a direct partition-exclusion test replaces the order-masked claim; added out-of-band +
cornered negative tests.
388/388 EditMode green + two Play smokes (clean boot, fire, swept-hit, region, server==
client; rigged Kaiju spitter bakes + fires with zero console errors). Accepted as-is
(documented in DR-041): global spit soft-cap, co-op punch attribution.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Editor-only class swap via the existing scalar dev-RPC family (new DebugOp.SetClass): F1/F2 keybind (ClassSwitchHotkeySystem), DebugOverlay '- Class -' buttons, and DebugCommandSendSystem.SetWarrior/SetRanger/SetClass statics. Server (DebugCommandReceiveSystem) swaps class in place on the spawned player: strips+re-seeds the ClassTraits StatModifier seeds, swaps the AbilityRef Fire slot, resets the ability cooldown, and heals a LIVING player to the new max (dead players skip the heal so respawn isn't raced). Server-authoritative + prediction-correct (same buffer-mutation path as GrantUpgrade); wire type unchanged so the RpcCollection hash is unaffected.
ClassTraits gains a shared Seeds core (spawn + swap can't drift), ClassSeedCount, IsClassSeed, a DynamicBuffer AppendSeeds overload, and Reapply. +3 EditMode tests (exact-count round-trip, value-equality fold, boundary/foreign-mod preservation); 351/351 green; Warrior<->Ranger round-trip Play-validated (server+client agree).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
MainMenuController gains a 2-class picker that sets WorldLauncher.SelectedClass;
WorldLauncher seeds a ClassSelection singleton into the client world at session start,
which GoInGameClientSystem carries on the spawn RPC. Default Warrior. Completes the
Slice 2 loop: pick a class in the menu -> spawn with its kit. Editor-default boot stays
Warrior (the menu path drives the choice). 348/348.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The per-player class travels on GoInGameRequest.ClassId (client reads a ClassSelection
singleton); GoInGameServerSystem seeds the class at spawn via ClassTraits (AbilityRef +
permanent trait StatModifiers on a reserved ClassSourceId; CharacterStatsRef stays Default
so the DRG-asymmetry deltas ride the replicated OwnerSendType.All buffer). AbilityFireSystem
gains the aim-directed Cone archetype: cooldown predicted both worlds, server-only cone
damage to living enemies (same-tick, SourceTick-stamped, like the melee cleave). 345/345.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Four playtest do-now wins:
- Enemy health bars: pooled world-space Canvas, on-damage-sticky + fade,
always-on <25% HP (CombatFeedbackSystem; no new replication).
- Telegraph fix: new baked client-safe EnemyTelegraph sizes the danger-cone ramp
per enemy (0->1 ending at impact, fixes the Charger plateau); windup 18->22;
a windup scale-pulse.
- Build-mode toggle: BuildPaletteState.PaletteOpen hides the palette by default,
Tab / gamepad-Y toggles, with a discovery chip (HudSystem/BuildSendSystem).
- Charger committed-lunge tell: [GhostEnabledBit] IsLunging derived once/tick from
LungeState (the Dead idiom); the danger cone persists through the lunge.
345/345 EditMode (+3 IsLunging derive tests); Play-validated: ghost-hash change
did not break the handshake, bake correct (telegraph on all enemies, IsLunging
baked-disabled on the Charger, replicated to client), no runtime errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The terminal banner gains PLAY AGAIN + QUIT TO MENU buttons so a finished run has a clear action (no Esc-hunting). PLAY AGAIN restarts a fresh Single run via WorldLauncher.StartSession (the proven menu lifecycle, no save load); QUIT TO MENU reuses TeardownToMenu (autosave + menu); both self-guard on WorldLauncher.Busy. The button row picks (Position) under the Ignore banner root, matching the build-palette idiom. AimReticleSystem (the sole Cursor.visible writer) keeps the cursor visible while RunOutcome != InProgress so the buttons are clickable regardless of aim state. 342/342 EditMode green. Co-op retry-together stays a cut slice-limit (a client's Play Again starts a solo run). See DR-036.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The client derives the climactic final siege from the replicated Charge>=Target and marks it distinctly: 'FINAL SIEGE INCOMING - Ns' during the cap-reached arming window (vs the generic 'INCURSION'), 'HOLD THE ENGINE - FINAL SIEGE' + intense red during the wave, and a last-stand location line. Pure client presentation (no sim/replication change); 342/342 EditMode green. Serves the END-2 fun-gate (the Engine telegraphs the climax + prompts deliberate prep).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
At GoalProgress.Charge>=Target a new server-only GoalReachedSystem arms a larger final siege (x live FinalSiegeMultiplier) and flips RunPhase=FinalDefense; CyclePhaseSystem latches a REPLICATED RunOutcome (Victory on clear / Loss on Core breach) and halts the director. RunOutcome is a [GhostField] byte on the global CycleDirector ghost (the client banner observes it); RunPhase stays server-only. ThreatDirector/CoreRestore/CoreDamage halt once decided; SiegeTimeout is off during the final siege. SaveData v5 persists the outcome so a won/lost run loads finished. GoalProgress.Target 10->4. Completes Path A's spine. See DR-036.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds CoreIntegrity{[GhostField] Current,Max,OverrunTick} on the GLOBAL
CycleDirector ghost (no new ghost/relevancy). CoreDamageSystem (server,
after EnemyAISystem): a Husk within ~3u of PlotCenter drains + is consumed;
CoreRestoreSystem regenerates only in Calm. The SOFT-loss edge lives inside
CyclePhaseSystem (sole Phase writer): Current<=0 in Siege flips to Calm with
NO goal reward, StorageMath.DrainFraction drains the shared ledger, all Husks
despawn, and OverrunTick is stamped (a transient HUD-flash pulse, not a
latching outcome - the Victory latch is END-2's). EnemyAISystem treats the
Core as a FALLBACK target so an undefended base is overrun instead of idling.
SaveData -> v4 persists CoreCurrent (0 -> born full, the EB-1 HP sentinel);
3 live TuningConfig knobs + a red HUD Core bar. Soft-loss + targeting +
breach-resolution forks operator-locked.
See DR-034.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mined Ore now has an ongoing sink: a ledger-fed Fabricator converts Ore->Charge
(1 Ore -> 3 Charge / 30t) and turrets spend Charge per shot, soft-failing (no
shot, no cooldown burn) when the shared pool runs dry.
- ResourceId.Charge=4 rides the existing [GhostField] StorageEntry ledger (no new wire).
- TurretFireSystem: single ledger resolve + atomic spend / soft-fail / partial-refund.
- Fabricator.InputFromLedger (byte, server-only) feeds input from the shared ledger,
read live in-loop so two machines split a finite pool; both modes deposit to ledger.
- HudSystem: violet Charge chip + global quiet-turret cue when siege && Charge==0.
- StorageMath.TotalOf backs the affordability read; catalog re-enables the Fabricator (4 entries).
See DR-033.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Consolidate the divorced combat + economy halves into one base-local loop. BaseFieldSpawnSystem tops up RegionTag{Base} Ore nodes around the plot; harvest routes Base->shared ledger and Expedition/untagged->personal inventory for BOTH the projectile (ResourceHarvestSystem) and melee (MeleeComboSystem server-only block, writes Remaining back for VFX). Activate the reserved Schedule source in ThreatDirectorSystem so base sieges arm WITHOUT an expedition trip (the loop-closer: previously zero waves ever attacked a base-only player). Region-filter the ExpeditionFieldSystem teardown so it no longer wipes the permanent base field. HudSystem shows phase-aware loop copy. See DR-031.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The movement look-ahead added its 2.5u lead raw onto the framed point and smoothed only the final camera position, so the lead target snapped with the instantaneous input -- start/stop panned the view and reversing direction swung it ~5u (the jarring walk-shift).
Fix with the genre-standard separate view-position technique: ease a dedicated _leadOffset toward the desired lead via a new gentle LeadSharpness knob, independent of FollowSharpness. Cut the lead magnitude 2.5->1.0 (AimLeadDistance, 0 = fully centred like Diablo/PoE) and pull the default zoom 16->13 (~19% closer). Code defaults + the live Game.unity Main Camera values both updated. See 2026-06-11_Camera_Feel_LookAhead_Zoom.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CombatFeedbackSystem.UpdateEnemyDanger paints a red ground danger cone at each enemy while its AttackWindup counts down -- oriented along the enemy facing, sized to EnemyStats.AttackRange, brightening + scaling as the strike nears (intensity = 1 - ticksRemaining/22) so the player reads WHERE + WHEN to dodge. Client-only observe-only; one pooled mesh per winding-up enemy, pruned each frame. Play-verified (14-enemy wave, 8 telegraphs at once, zero errors).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rukhanka swing animation: PlayerRigTools builds a procedural Root-bone PlayerMeleeSwing.anim and adds an IsAttacking param + MeleeSwing state to AC_PlayerTopDown (mirroring the enemy attack recipe -- no authored Synty Generic melee clip exists). PlayerAnimationDriveSystem pulses IsAttacking from the replicated MeleeCombo swing window (local + remote, NetworkTick wrap-safe, re-triggers per chained hit). CombatFeedbackSystem flashes a procedural cone slash-arc mesh matching the LIVE cleave range + half-angle on each swing (finisher wider/warmer) -- the arc IS the range telegraph. Addresses 'range isn't clear + no animation'.
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>
Replace the sci-fi-colony dressing with two cosmetic classic-URP biomes in Game.unity: a lush Meadow_Forest base sanctuary (origin) and a hostile Arid_Desert survey expedition (+1000) - ~380 collider-stripped instances, warpgate/outpost landmarks, cyan/orange Aether accent lights. Warm daylight sun + Trilight ambient + a procedural daytime skybox + a cloned daylight post-FX grade (ACES kept). New client-only WorldAtmosphereSystem(+Config) cross-fades per-region fog/ambient by camera X>500 (mirrors HudSystem). Cosmetic-only - colliders stripped, never the subscene - so zero sim/netcode/PhysicsWorld impact (adversarially verified). Shadow-casting disabled on small foliage. EditMode 214/214. See DR-025.
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>
Delete the NetConnectionUI GameObject from Game/DevSandbox/SampleScene + ConnectionUI.cs (the UITK frontend menu owns Host/Join+IP now); repoint 4 stale doc-comments (GameBootstrap done in commit C; DebugOverlay/ConnectionConfig/EditorAutoHostSystem here) to MainMenuController/WorldLauncher; remove the Assets/_Recovery crash-recovery scenes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rebuild the in-game HUD on UI Toolkit (HudUi/HudSystem, Aether palette) consistent with the menu; build-palette bar (BuildPaletteState) drives cursor->cell ground-ghost preview (green/red via BuildPreviewMath), left-click place / right-click cancel / rotate; fire suppressed in build mode; combat juice restyle. +4 BuildPreviewMath EditMode tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>