Dark-ambient, dynamic-light-first look (RoR2/Death Scourges reference),
built filter-agnostic so the pixel style composes on top:
- New DynamicLightSystem (client-only, PresentationSystemGroup): pooled
point lights follow projectile ghosts; pulsing portal light during
RoomExplore (same ExpeditionPortalPos authority as the beacon); soft
resource-node glow that fades with harvest-shrink; short impact
FLASHES fed by CombatFeedbackSystem's burst funnel (EmitColored +
SpawnVfx -> RequestFlash). Knobs in DynamicLightConfig (scene object,
code defaults when absent).
- Atmosphere darkened: WorldAtmosphereConfig/System palettes moved to
the dark set (base cool dusk, arid burnt dusk, per-room biome consts
darkened); scene fog switched Linear -> ExponentialSquared (the
system's per-region DENSITY writes were dead in Linear mode);
trilight ambient lowered; directional 1.9 -> 1.05 slightly warm.
- 6 landmark mood lights (warpgate cyan, artefact violet x2, survey
camp warm x2, cabin warm); URP additional-lights-per-object 4 -> 8
(was starving the existing Aether lights).
- Art-look gate material: Assets/Screenshots/artlook_{base,room}_
pixel{ON,OFF}.png over the lit scene.
Verified: lights live in Play (20 static at base incl. new landmarks;
pooled dynamics active in-room: node glows + impact flashes), fog/
ambient values confirmed live, 466/466 EditMode, console clean.
Co-Authored-By: Claude Fable 5 <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>
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>
Direction locked 2026-07-06: trunk fixes + full Co-op Hades conversion
(mothball tower-defense, win expedition-side, hub base, mechanic-changer
boons, 2nd ability, node types, 2nd boss, revive), depth folded in now,
Blender at hero-props+decals scope. Evidence: 9-agent analysis workflow +
live play tour (screenshots referenced by the plan doc).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Remove 158 LFS-tracked files whose objects never reached origin
(incomplete push) and so couldn't be fetched on a fresh checkout:
Rukhanka Samples~/ demo assets (Unity-ignored), editor inspector
icons + RukhankaAnimation.pdf, and 2 doc screenshots. All editor-only
or Unity-ignored; verified non-essential (clean compile, 390/390 tests,
clean netcode boot without them). Each asset removed with its .meta.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.
Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>