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>
WeaponGripAnchor under Hand_R in Player.prefab carries the actual axe
mesh as an EditorOnly preview (baker skips it; play-verified single axe)
so grip manipulation is the real model live in the prefab stage;
AttachMeleeWeapon reads the anchor (consts = seed/fallback). Includes
the operator's first gizmo-tuned grip (rebaked mesh matches expected
radius exactly). PlayerRigTools also carries the heavy-lock clip
re-speeds (1.0/0.85/0.88) consumed by the next commit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GymSub bakes no WaveDirector (why sandbox enemies never spawned); the
sandbox's combat target is now a TargetDummyTag'd enemy ghost all five
EnemyAISystem passes exclude (planted; knockback stamps inert), spawned
at player+3m with 400 HP by an editor-only scene-gated server system,
dying through the normal Dying path and respawning 1.5s after the corpse.
EnemyTag-reuse audited: sandbox-only by design (cleared-checks would
count it elsewhere).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New PlayerRigTools.BuildBathynautPlayer (menu: ProjectM/Animation) - forks the
proven EnemyRigTools recipe: strips the Synty-soldier skeleton+SMRs from
Player.prefab IN PLACE (GUID preserved; ghost/authoring/CC/Animator/
RigDefinitionAuthoring untouched), flattens the SpaceSoldier_HelmetArmor suit
body under the root, keeps the -0.90 feet offset, re-slots
M_SuitFrame_Bathynaut_Animated on every SMR, adopts the shared CharactersAvatar
(AC_PlayerTopDown muscle clips retarget). 17 inactive Synty variant SMRs stripped.
Both frames share this visual until per-frame models land; the brass-dome/tank
kitbash attachments are a follow-up /art-dev export.
Play-verified in DevSandbox: suit renders + idles correctly under the LANTERN
murk, Rukhanka rig baked with all 9 drive params, dev overlay alive in the
renamed scene, no console errors.
=> Movement/animation tuning is now UNBLOCKED (the operator's next priority).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- WaveDirector + ZoneEnemyDirector rosters re-pointed (ORDER-CRITICAL before prefab
deletion: null-skip pools collapse kinds): [Drowner, Grindylow, Drowner, Drowner]
(grunt/charger(boss)/spitter-slot/swarmer-slot; ranged+pack kinds fall back to
Drowner until LANTERN kinds land in Phase 2).
- WorldColliders_Landmarks + WorldColliders_Props deleted from the subscene (their
visuals died with the host-scene biomes -> they were invisible walls). Boundary
rings + room cover + all spawners/configs kept.
- 10 old-theme enemy prefabs deleted (Enemy, Brute, Charger, ChargerMuscle,
Spitter, Swarmer(+Undead), Werewolf(+Undead), Kaiju); EnemySpit kept for a
future ranged kind. Zero dangling GUID refs (verified).
Play-verified in Game: Drowner wave spawns, seeks, strikes; AFK player dies and
respawns (full loop); no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- 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>
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Deletes the M7 production systems, automation components/math, authoring, 3
machine prefabs, and 6 test files (-43 tests, 459 green). Trims the automation
paths out of BaseRestoreSystem/SaveStructureScan/BuildPlaceSystem/BuildSendSystem/
HudSystem/HudTheme/StructureCatalogAuthoring/Tuning. RuntimePlacedTag (save
marker, a keeper) re-homed into StructureComponents.cs. StructureType byte codes
stay reserved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Baseline before the LANTERN realignment & purge (plan: one look, four scenes,
Bathynaut on the player). Gym.unity edits are operator-made in-editor.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gym.unity = the dev-test host re-based on DevSandbox (camera + DebugOverlay dev UI
+ world visuals), its SubScene repointed to GymSub. GymSub.unity = a fresh minimal
baked subscene (PlayerSpawner, AbilityDatabase with all 9 abilities incl. the 5
Sparks, NetCodePhysicsConfig, WorldCollisionConfig, ProjectileSpawner, GymRoster =
GymTag + Drowner/Grindylow roster). Open Gym.unity + Play → GymTag clean-spawn with
a per-frame Spark loadout; on-demand SpawnEnemy. Subscene GameObjects still named
*_Copy (cosmetic); visuals = the operator's future underwater-match pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per connection, marks every ENEMY ghost OUTSIDE the player's lamp radius
IRRELEVANT (monsters in the dark aren't replicated — the gamma test). Modelled
on the proven RegionRelevancySystem: SetIsIrrelevant so players/global ghosts
stay relevant for free. Shared-set discipline — RegionRelevancySystem is the SOLE
clearer (runs every tick); LightRelevancySystem is [UpdateAfter] it and only ADDs
light hides via TryAdd (no clear; defensive against a region+light overlap dup).
Gated on GymTag (LANTERN-only; legacy region relevancy untouched). Pure decision
in LightRelevancyMath (+3 EditMode tests, 500 green). Per-player dim/bright
(variable radius) + the L3 gamma-test verification are follow-ups; the ★adversarial
netcode review is recommended before this ships.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
FrameId (replicated frame/class signal) now WRITTEN server-side at spawn for all
players; the two class-HUD readers (ClassPrepPortal, MetaShop) read FrameId (with
an AbilityRef fallback for pre-FrameId players) instead of ClassForAbility. The
gym seeds a PER-FRAME default Spark loadout via ClassTraits.FrameLoadout —
Harpooner (Ranger slot): reel/mobility/skillshots; Bathynaut (Warrior slot):
pull-in/dash/zone-control. FrameId uses ecb.AddComponent (baked on the real
player; absent on the minimal MetaSeeding test prefab). 497 EditMode green.
Deferred to a focused pass (risky wholesale refactor, "still works" via the
transition): full removal of legacy AbilityRef/AbilityCooldown/EffectiveAbility
Stats (woven through equip/class/meta/StatRecompute + tests) and the CharacterId
Bathynaut/Harpooner rename.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
AbilityDefBlob/AbilityDefinition gain WindupTicks. AbilityFireSystem's socket
loop resolves each socket at the historical command (serverTick - WindupTicks)
via GetDataAtTick — a pure fn of replicated data on both worlds (Build Spec §4/
DB-6: no local fireAtTick that would diverge under reprediction; fireCount from
that command, spawn uses the current tick's aim/pos; history gap = no-fire).
WindupTicks set on the 4 non-Blink Sparks (Blink is movement, resolved by
BlinkSystem). 497 EditMode green (no regression). Client telegraph VFX + the
reprediction L3 test are operator-eyes / netcode-world follow-ups.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 5 AbilityDefinition SOs (DecoyWisp/HookPull/Vortex/Blink/LightZone) with
archetypes, tunables, EffectFlags (HookPull=Reel), and prefab refs. Three
interpolated ownerless-ghost prefabs (EffectVortex w/ Vortex flag, EffectLightZone,
DecoyWisp) via the duplicate-ResourceNode recipe + ZoneAuthoring/DecoyAuthoring.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown;
server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect
vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state
(ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's
live position each tick; EnemyAISystem stays sole Position writer), stamped by
ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic
AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp).
Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains
EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green).
Co-Authored-By: Claude Opus 4.8 (1M context) <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>
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>
ProjectM/EmissiveGloam — URP HLSL, HDR emission (Bloom-catching), with the
readability 'steady=true / flicker=false' channel as a material param
(_FlickerAmount), no script. Applied to the staging flora bulbs (cold, flicker).
The other two master shaders already exist (Lit URP graph, AnimatedLitShader).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Beacon left unmodulated (steady=true light); cold flora gutter on Perlin flicker
(flicker=false light) so the warm/cold read survives with hue removed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Light-only ambiance animator (caustics spin, beacon flicker, bioluminescent
pulse); self-wires by name; no material writes so nothing persists on Play exit.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash):
- AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it).
- AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone).
- BlinkState: predicted, non-replicated blink window (DashState sibling).
- BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement-
archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its
socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6
args, under the 7-cap). Baked BlinkState on the player.
L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DebugInputInjectionSystem (#if UNITY_EDITOR) gains FireSocket(i, frames) + per-socket hold
frames + the OnUpdate socket-event sets, mirroring the legacy Fire injection. Drives the real
gather->command->prediction->AbilityFireSystem path per socket for headless validation.
Used to validate group-A live (instant-play ServerWorld+ClientWorld): socket 0&1 = a projectile
Spark, injected same-frame -> maxSrvProj=2, maxCliProj=2 (server==client parity),
distinctSpawnIds=2 with distinctSocketBits=2 (the SpawnId desync fix confirmed LIVE), both
per-socket cooldowns advanced. Netcode half of the group-A gate: PASS.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §8 (the "KEEP as-is" feel layer was really a migration):
- PlayerAnimationDriveSystem: both jobs (Local/Remote) now read SocketCooldown +
DynamicBuffer<AbilitySocket>/<EffectiveSocketStats> instead of the single AbilityCooldown/
AbilityRef/EffectiveAbilityStats; shared SocketFireAndCone helper (any-socket-firing model:
IsFiring if any socketed Spark's per-socket cooldown window is mid-fire; IsCone if any such
is Cone).
- CombatFeedbackSystem: the muzzle-flash + cone-cue blocks unified into one per-socket
fire-edge loop over SocketCooldown (per-socket uint cache); non-Cone -> muzzle flash,
Cone -> the aimed slash-arc cue. Dropped the now-dead single-cooldown latches.
L1 clean; L2 494/494 (no regression).
Deferred to the AbilityRef-removal cleanup (surfaced, NOT silent): the FrameId server-writer +
the 2 class-HUD re-points (ClassPrepPortalHudSystem/MetaShopHudSystem) + HudSystem's ability
bar. Rationale: AbilityRef is still baked + set (EquipSystem/ClassSwapUtil), so ClassForAbility
remains a valid class signal through the transition; FrameId is baked ready. No feel regression.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §7 (additive; legacy single EffectiveAbilityStats + its
fold stay until steps 2/2.5 migrate readers, then retired):
- EffectiveSocketStats: 4-wide derived (non-replicated) per-socket effective-stats buffer.
- PlayerAuthoring bakes it (4 rows).
- StatRecomputeSystem: a SECOND fold loop (separate query, under the 7-arg cap) folds each
socket's SparkId blob base with the SHARED StatModifier band (uniform; per-Spark warping =
Phase 4) into EffectiveSocketStats[i]; empty socket (SparkId 0) -> zeroed default.
Fixed CS1654 by writing through a mutable local copy of the buffer handle.
L1 clean; L2 489/489 (new SocketFold_Folds_Per_Socket_With_Uniform_Band).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Additive socket data model per Phase1_Combat_Gym_Build_Spec §3 (no behaviour; legacy
AbilityRef/AbilityCooldown left intact for the step-2 migration):
- AbilitySocket: cold per-socket loadout buffer (EquipmentSlot-modelled, [GhostField] byte
SparkId, SendToOwnerType.All, 4 rows baked empty).
- SocketCooldown: hot owner-predicted per-socket cooldown (4x [GhostField] uint + Burst-safe
switch indexer; SendToOwnerType.All for remote ability-feel parity with AbilityCooldown).
- FrameId: replicated [GhostField] byte frame/class signal (SendToOwner; the class source the
socket model needs since no single ability id maps 1:1 to a class).
Baked onto the player ghost in PlayerAuthoring. L1 clean compile + domain reload.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The material-decision keystone (Art_Direction_Lantern / Lantern_Art_Pipeline_Recipes):
one shared palette atlas + ~3 materials, zero per-asset texturing.
- PaletteAtlas.png: 8x8 swatch grid encoding the ontology (warm-gold light / corpse-green
+ cold-blue gloam / lure-red bait / white-hot conversion / neutral / steel); sRGB, point,
no-mip, clamp, uncompressed.
- M_Lit_Palette (statics, Lit URP graph), M_Skinned_Palette (creatures/suits, the
deformation-aware AnimatedLitShader with per-instance tint + vertex-colour), M_Emissive_Gloam
(URP/Lit + HDR emission; hue/intensity = the gloam param axis). All wired to the atlas.
Dedicated master-shader graphs (flicker param, Hybrid-Per-Instance on statics) + the
style-proof scene are the next A0 steps. Verified by material values, not just a render.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Client-only, procedural, zero netcode — a sibling of AmbientMotionSystem,
biome-keyed + camera-following. Three cosmetic beats: fleeing critters (ground
bugs + a few birds that dart out of the flee radius = the scatter beat,
biome-tinted, recycled at the ring edge), drifting cloud-shadow discs, and
Blight-room-only double-blink directional lightning flash + delayed thunder
(dedicated flash light -> no RenderSettings fight with WorldAtmosphereSystem).
Reuses the FeedbackFx disc/scorch primitives + procedural SFX. Live knobs in
AmbientLifeConfig. 474/474 EditMode; live-verified at base (flee confirmed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Review-first netcode slice (design review wf_900e9965-8f0 -> 11 folded;
post-impl wf_5c8299f8-299 clean). A PERMANENT periodic telegraphed AoE in
Blight-biome rooms only; one new [GhostField] uint NextEruptTick.
- Geyser component + GeyserEruptSystem (server): inverted invalid-tick guard
(a baked-0 tick must NEVER erupt -> lazy-stamps born-correct instead of the
party-wiping per-tick barrage), inline both-sides gather (SourceNetworkId=-1),
reschedule = now + period (never +=), never destroyed.
- GeyserTelegraphSystem (client): absolute-tick growing warning disc +
erupt burst on the >0->=<0 crossing, latched per NextEruptTick + arm-guard
(never edge-detects the replicated field -> no phantom on 0->stamp /
relevancy re-entry). Reuses ScorchDecalSystem + DynamicLightSystem.
- Seeded in RoomFieldSystem (Blight-gated on plan.Biome, born-correct staggered
stamp from live ServerTick), GeyserFieldSpawner + authoring wired into the
Gameplay subscene. Geyser.prefab duplicated from ResourceNode (no collider).
- BuildDisc promoted to FeedbackFx (shared with the barrel fuse ring).
- 474/474 EditMode incl. the unstamped-storm regression; live no-storm end-to-end.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Second ground iteration ("better but could be further improved"): the remaining
plainness was single-texture ground — noise only modulated brightness, never
MATERIAL. Now each biome bakes a unique 1024 splat-blended base map (zero
repetition at macro scale) with the fine texture moved to the detail slot as a
high-pass layer at real tiling:
- Meadow: grass + dirt + clover patches masked by fbm; the worn paths
(storage->warpgate, storage->base-gate) and a congregation-wear disc at the
storage crystal are baked INTO the splat as organic dirt zones (exact
plane-UV mapping probed: u=0.5-x/90 — both axes inverted).
- Arid: sand + sand2 + arid-dirt patches + a subtle arena-wear disc at the
quad center (= the room origin on both quads) + warm/cool hue drift.
- Detail slot: generated 2048 high-pass (full - 128-blur, 1.4x) of the
grass/sand textures, LINEAR import, tiled 22x/26x — crisp up close, the
splat carries identity at distance.
- Superseded assets removed: the overlay WornPath quads + material + texture
(double-darkened over the baked wear and caught fog as a ghostly rectangle)
and the old macro-noise detail textures.
Biome tint MPB + normals unchanged and still active. Measured ground luminance
0.30/0.33 (edit ambient) — play fog/dark ambient pulls it down; tints remain
the one-line brightness knob.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
Operator feel report: the explosion radius was unreadable and the fuse
too short to react to. Two changes:
- Tuning.BarrelFuseTicks 36 -> 90 (~1.5s): long enough to READ the
danger and walk out, and better for baiting enemies onto a lit
barrel.
- WorldFeedbackSystem draws a pulsing ground DISC at exactly
Tuning.BarrelExplodeRadius under every lit fuse (keyed on the same
replicated Remaining=0-on-a-live-barrel cue as the boom split; one
shared pulsing material; removed via the existing prune path).
Verified live: disc appeared 0.07s after the pop (first fuse
snapshot), persisted to the boom at 1.54s, scale read exactly 3.25 =
the true detonation radius; 470/470 EditMode; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>