Operator at the A0 gate: "a little too dark to play, not very readable yet."
Measured rather than guessed, and the diagnosis was NOT "add light":
seabed _BaseColor (0.08,0.12,0.15) — the floor was painted near-black, so it
reflected ~10% of anything and could never read as a surface
fog colour (0.02,0.10,0.12) — distance faded to VOID rather than to murk;
real water scatters, so far things should get lighter and lower-contrast
ColorAdjustments contrast +10 on top of ACES — the low end was crushed twice
Vignette 0.28 — ate the periphery, which is where threats arrive from
Murk pass (operator picked "murk + closer camera"):
BaseFogColor/ExpeditionFogColor -> (0.06,0.20,0.25) [WorldAtmosphereConfig
drives RenderSettings every frame, so the CONFIG is the real knob]
M_Staging_Seabed albedo -> (0.18,0.26,0.30)
contrast 10 -> 4, vignette 0.28 -> 0.16
camera Distance 17 -> 14
That fixed the void but INVERTED figure-ground, which the numbers caught:
player 0.144 | rock 0.269 | flora 0.258 | warm haze 0.368
The protagonist was the second-darkest thing on screen. The shoulder lamp is a
forward-facing spot tilted 26 deg down — it lights the seabed ahead and never
its own wearer — so the diver had no personal light at all. Raising KeyWarm
would have lifted the scenery by the same amount and left the ratio unchanged;
only a light that TRAVELS with the diver changes it. Added ~SuitGlow: a warm,
steady point light at torso height (FeelConfig.SuitGlowIntensity 5 /
SuitGlowRange 4.5, live-tunable, 0 = off). "Light is territory", made literal.
player 0.144 -> 0.320, now above rock 0.282 and flora 0.250
figure-to-murk contrast 1.32x -> 2.94x, with scene brightness unchanged
304/304 EditMode green. Awaiting the operator's eyes on the result.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The serialized component keeps its own values, so changing the C# field
initialisers in the previous commit never reached the shipping scene (the
standing 'a serialized field ignores the C# initializer' rule). Colour was
already fixed in code, so only rate and size were still stale.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Self-inflicted, found by the operator the moment they pressed Play: "the camera
is so far zoomed in and shaking".
StagingAmbiance rides Env_SeabedKit.prefab, which Game.unity instantiates as
well as ArtStaging — a placement that predates this session and was harmless
while the component only pulsed flora. The camera lissajous drift added in
b407f7cd6 then wrote _cam.position every LateUpdate against
PrototypeCameraRig's follow, pinning the camera to the authored _camBase
(0, 1, -10) while the rig lerped toward its desired (2.50, 16.72, -9.01).
Measured before: camera y oscillating 1.157 <-> 13.559, max 7.43 units per tick.
Measured after: y settles 16.658..16.709 (target 16.72), span 0.051, max step
0.004 — a ~1800x reduction in per-tick jitter.
Gate on the presence of PrototypeCameraRig, not on a scene name (scene-name
checks are banned by CLAUDE.md). Verified both directions: ArtStaging has no rig
so its drift still runs; Game.unity has one so the drift is correctly inert.
Note for next time: two `refresh_unity scope=scripts` calls reported
compile_requested=false and the editor kept running the STALE assembly, so the
first verification pass showed the guard "not working" when it simply was not
loaded. scope=all mode=force was required. Confirm a behavioural fix by probing
runtime state (_cam == null), not by re-reading the source.
304/304 EditMode green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
Assets/ 14 GB -> 5.5 GB.
- Assets/BefourStudios DELETED (8.2 GB). Transitive-closure reachability
from every project scene, prefab and settings asset found exactly FOUR
reachable files in the whole pack — four textures. Relocated them to
Assets/_Project/Textures/Env via AssetDatabase.MoveAsset with the GUIDs
verified preserved, then removed the pack. It was HDRP art for a
direction DR-051 deleted; re-downloadable from the Asset Store.
(3.3 GB of that was gitignored .unitypackage archives git rm could not
see — removed separately.)
- 92 vendor demo/gallery/overview scenes deleted (294 MB). They are the
ten largest tracked blobs in the repo, stored as non-LFS YAML that
Unity must parse and index on every database rebuild. Build settings
reference only MainMenu and Game.
- com.shadercrew.the-toon-shader.3d + .core removed (132 MB embedded,
referenced by nothing).
- Assets/Screenshots (182 PNGs, 22 MB) moved to the gitignored
_visual_scratch/ — Unity was importing them as textures.
- manifest: dropped com.unity.ai.navigation and com.unity.cinemachine
(zero references — no NavMesh assets, no Cinemachine in any scene).
Pinned com.coplaydev.unity-mcp to a SHA instead of #main; that floating
branch ref silently re-resolving IS what the dirty packages-lock.json
was, and it means two machines can run different bridge versions while
both match the committed manifest.
KEPT after checking, against the audit's suggestion: visualeffectgraph
(27 .vfx assets) and timeline (213 .playable) are genuinely used. And I
RESTORED com.unity.ai.assistant + com.unity.ai.inference after removing
them left half the AI Toolkit resolved in Library/PackageCache and
crashed two AssetImportWorkers on domain reload — editor-only tooling is
not worth destabilising the install for.
Verified after: 0 compile errors, 304/304 green, DevSandbox plays with
the player, an enemy, live socket stats and no leaked RPCs.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
M8 — ProjectM/EmissiveGloam had no DOTS instancing but is bound to
M_Drowner_EyeGlow on EnemyDrowner.prefab, a baked GHOST prefab that
Entities Graphics renders through BatchRendererGroup. Its skinned sibling
has carried the pragmas since 07-16; this one was simply missed, and murk
hides the symptom (CLAUDE.md: "a dark-lit screenshot MASKS material
bugs"). Added #pragma target 4.5 + multi_compile DOTS_INSTANCING_ON +
UNITY_SETUP_INSTANCE_ID, and a DepthOnly pass so the glows stop being
absent from the URP depth texture (soft particles / SSAO / DoF punch
straight through them otherwise). Verified: shader compiles, isSupported,
2 passes, 0 messages.
M7 — EnemyRigTools was dead at EVERY entry point. All eight hard-coded
prefab paths were deleted by DR-051, and the template check ran BEFORE
the idempotent in-place branch, so even re-running a builder on an
existing prefab failed. The three shipping skinned creatures were
unreproducible. Now the template only matters when there is no output to
edit in place, and a new creature templates off the shipping EnemyDrowner
ghost (GhostTemplate) instead of the deleted Enemy.prefab. Retired the
four menu items that drove the deleted Werewolf/Kaiju/Charger bestiary
rather than leave them advertising entry points that cannot work.
Deleted 19 materials with zero references from any scene, prefab,
ScriptableObject, script or settings asset — verified three ways, not
from the audit's list. Kept everything with a live reference, including
several the audit's asset-only scan called dead but which code loads by
path (M_Skinned_Palette, PixelOutline, M_Env_Fallback).
NOT fixed here, deliberately: MakeMat still points each creature at a
per-PACK Synty atlas rather than the shared palette. That is a visual
decision about the shipping Drowner/Grindylow, not a mechanical fix — the
doc-vs-reality gap gets reconciled in Art_Direction_Lantern instead.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
- New TuningInvariantTests (6 tests). Two gaps the audit named:
* The six-site knob drift: adding a knob touches the struct field,
Defaults(), the TuningKnob const and three switches, and nothing
caught a knob wired into Apply but forgotten in ClampKnob. The clamp
is the only thing stopping a 0 reaching the i-frame divide, which
TuningConfig's own header records as "NaNs the kinematic body
permanently". Now every LIVE knob round-trips Apply -> Get against
ClampKnob.
The knob set is read by reflection, not assumed to be 0..Count:
CLAUDE.md reserves retired indices (20-23), so the space has holes
on purpose. A second test pins that those stay reserved — re-using
one would silently re-mean a value in saved feel profiles and in the
DebugOp wire payload.
* MeleeTiming had ZERO test references while producing the locked
20/12/25 contact ticks, and MeleeComboTests pins fixture values that
differ from the shipped defaults on nine of ten knobs. The new tests
assert RELATIONSHIPS against Defaults() — finisher contact stays
inside both CastFacingTicks and MeleeRecoverTicks — so a deliberate
retune stays green and only a broken coupling fails. That coupling
was previously enforced only by a [MenuItem] a human had to remember
to run.
- Test asmdef now references ProjectM.Authoring + Unity.Entities.Hybrid,
so bakers are reachable from tests at all (L18). Nothing referenced
them before, which is why "no prefab carries ChargerAuthoring" could
coexist with a green suite.
CORRECTION to the audit: "10 test files leak ECS Worlds" is REFUTED.
That finding came from counting `.Dispose()` tokens, which misses the
`using (world)` blocks these files actually use. Measured empirically:
World.All is 6 before the suite and 6 after — zero leaked.
304/304 green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
M1 — two systems timed INTERPOLATED ghosts against the PREDICTED tick,
the exact hazard CLAUDE.md documents and the one that is invisible on
loopback:
- EnemyDangerTelegraphSystem timed the red danger cone off nt.ServerTick,
so over a real connection the dodge tell finished ~RTT/2 + interp
buffer EARLY. The cue lied.
- PlayerAnimationDriveSystem fed the same predicted tick to RemoteDriveJob
([WithDisabled(GhostOwnerIsLocal)] — i.e. interpolated teammates), so a
teammate's swing animation desynced from their damage.
Both now use the ZoneTelegraphSystem idiom. The LOCAL drive job keeps
ServerTick: the owning player really is predicted.
M12 — the RPC leak I reproduced live during the audit. Every receiver in
this project gates on RequireForUpdate over a scene-baked singleton; in a
scene without it the receiver never runs and the request entity is never
destroyed. Netcode's WarnAboutStaleRpcSystem Consume()s but never
destroys, and is compiled out of player builds — so these accumulated
silently, and worst in a shipped build.
New StaleRpcReaperSystem (server, OrderLast, no RequireForUpdate) destroys
any unconsumed request that outlived its receiving frame. Consumed
requests are left to their owner. Verified live: a planted unconsumed
request is gone within a few frames. Three regression tests pin both
halves of the contract.
Also: HealthApplyDamageSystem and ProjectileDamageSystem now filter
.WithAll<Simulate>(). They are ServerSimulation-only so it was not a bug,
but the audit's "all predicted systems filter Simulate" reassurance was
false until now — the rule is unconditional again.
The five undisposed Allocator.Temp ECBs the audit flagged all lived in
systems the purge deleted; none remain.
298/298 green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
H2 was the audit's sharpest finding: in Game.unity every player spawned
with four ability sockets pointing at SparkIds the baked AbilityDatabase
did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0.
Melee and dash were the only working combat verbs in the built game.
Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to
Gameplay.unity.
- Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the
4 legacy ids keep their numbers; Sparks are 5-9) with their effect
prefabs. Live-verified in Play: sockets now read
Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull
15dmg/25range/120cd, Light Zone 6dmg/5range/480cd.
- Removed 6 orphaned authoring GameObjects the purge left behind in the
subscene (StorageSpawner, StructureCatalog, ItemDatabase,
SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing
object in Game.unity — the latter is what scattered 47 Synty desert
props into the seabed murk.
- Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall.
- Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner,
93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save
impact. The menu said "Warrior"/"Ranger" to players three weeks after
the frames were renamed in design.
- Menu now reads LANTERN / "Light is territory — co-op descent" instead
of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine
tagline, two directions stale).
- Removed the "Replay Tutorial" button and the Settings ONBOARDING
section: both drove coach-marks DR-051 deleted. The settings fields
still round-trip so existing settings files load unchanged.
All four project scenes + all prefabs verified free of missing scripts.
Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
Silhouette: broadened the armour's shoulder pads (inflate Shoulder_L/R-weighted pad caps about the
shoulder joint, smooth falloff, arms untouched) + beefed the boots -> Silhouette_Armour.asset (built
idempotently from the stock Synty armour). Bind pose is a T-pose, so broadening is by BONE WEIGHT, not
raw X (a naive |X| threshold would grab the outstretched arms).
Drift fix: baked the correct assignments into the tools so a re-run no longer reverts them -
BuildBathynautPlayer now does the brass/undersuit split + swaps the armour to Silhouette_Armour;
AttachBathynautKit assigns gunmetal tanks / warm beacon / Mark-V brass-gunmetal-glass (3 submeshes).
Full rebuild chain re-run clean + verified live: identical correct diver, reproducible.
(replace_method stripped the [MenuItem] attrs -> re-added; see the swallow-adjacent-line gotcha.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The approved staging character is now in the shipping animated Player.prefab:
- Re-exported the skinned kit FBX dome-less + the Synty Mark-V helmet skinned to the Head bone (3
submeshes brass/gunmetal/glass); replaced the old fused dome.
- Split materials: brass armour, dark-teal undersuit, gunmetal tank pack, warm shoulder beacon, teal
porthole glow.
- ★ per-instance _BaseColor gotcha: the hit-flash system sets URPMaterialPropertyBaseColor=(1,1,1) on
every player render child, which REPLACES the material _BaseColor -> flat-color materials washed
cream. Fix = drive color via a solid-color _BaseColorMap texture (DiverTex/), not _BaseColor.
Verified live in DevSandbox from the game camera: copper Mark-V + brass armour + teal undersuit +
gunmetal tanks + warm beacon, animated, reads at true game scale.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The AI-generated helmet's photoreal copper texture + smooth high-poly dome clashed with the flat-shaded
low-poly Synty suit. Restyled to match: dropped the baked texture, decimated 4.2k->1090 tris for chunky
facets, flat-shaded (hard normals), and painted it with the suit's OWN flat palette materials -
M_Diver_Brass bonnet + M_Diver_HelmetMetal accents (valve/collar/bezel) + a new M_Diver_Porthole teal
glass. Now shares the suit's exact materials so cohesion is guaranteed; the teal porthole also ties into
the bioluminescent palette. GLB dropped 1.7MB->736KB.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 0.10-ratio collapse tore the generated helmet (holes + fragmentation). Re-imported fresh, welded
doubles + recalc normals + deleted loose geometry FIRST, then a gentler 0.18 collapse -> 4198 tris with
0 boundary edges (watertight). Re-exported the static staging GLB; ArtStaging now shows a clean copper
Mark-V (bolted porthole, seam ridges, top valve) at head scale.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The generated helmet is meter-scale but the suit rig is cm-scale (0.01 armature); skinning it applied
the armature's 0.01 -> the helmet imported at ~5mm (invisible). Fix: make the helmet a RIGID
attachment (dropped the mis-bound skinning), sized correctly (~0.5m) at the head. Re-exported static +
ArtStaging now shows the copper Mark-V clearly on the brass diver.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scripted primitive helmets kept reading as golf-ball/blocky-robot, so generated a proper classic
brass Mark-V (Hyper3D text-to-3D): rounded copper bonnet, bolted round porthole, rivet seams, top
air-valve. Decimated 23k->2.3k tris, skinned to the Head bone, replaces the old dome + porthole kit
in the master .blend. Static staging GLB re-exported + ArtStaging updated (reads as a real diving
helmet). Gameplay body-swap (this helmet + brass armour + silhouette onto Player.prefab) is next.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Reshaped the helmet dome from a squashed sphere into a diving-helmet form (modest vertical stretch +
flatter faceplate + chunky collar ring + bigger porthole bezel); broadened the outer shoulder pads and
beefed the boots for a heavier, more imposing silhouette. Master .blend is the single source; static
posed GLB re-exported + ArtStaging updated (connected instance, diver materials intact).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Camera: runtime POV switcher (StagingCameraSwitcher; V/]/[ cycle, 1-4 jump) with POV_1_Game matching
the in-game rig (Pitch45/Dist13/FOV55) as the default + hero/front/close-up; deep-water SolidColor
clear kills the no-skybox corner bleed at the wide game framing.
Character (the 'reads like a lamp' fix, operator-directed): darkened the helmet to dark gunmetal with
a dim lit porthole and moved the warm beacon to the shoulder lamp (light is carried, not the head);
color-blocked the body into a brass-and-teal deep-sea-diver palette (brass armour / dark-teal
undersuit / dark-metal kit) for value contrast + identity at game scale; bulked the back tank-rig
silhouette. Master .blend keeps rig+pose+materials re-editable; posed static GLB reimported into the
connected prefab instance with instance material overrides reset to the GLB's diver materials.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The suit .blend was rigged, but the base body/armour/head had vertex groups with NO Armature
modifier (why the export baked a static T-pose) and 2 orphan lamp parts were unweighted. Added the
modifiers, weighted the lamp parts to Spine_03, posed a grounded combat-ready stance (shoulders
down ~63deg, elbows braced forward ~22deg), baked the pose into static geometry (depsgraph
new_from_object) and re-exported. Master .blend keeps the rig+pose re-editable; the in-place GLB
overwrite flowed into the connected ArtStaging prefab instance (38 parts intact, materials +
extracted staging emissive preserved). Suit width 2.05m T-pose -> 1.04m posed; A0 silhouette now
reads from the top-down game camera.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the empty-bar leak into ArtStaging / menu / pre-connect: AbilityBarSystem.OnUpdate
early-returns when there is no valid NetworkTime, so the 'hide when no local player' line never
ran. Root now DisplayStyle.None at build, flips to Flex only when the local player is found —
also kills any pre-connect flash in gameplay.
Global fill cut (KeyWarm 1.25->0.15, CausticsSpot 32->9, GloamFill 0.5->0.22) so the scene
goes dark-except-where-ours-reaches; WarmPool point light -> downward warm SPOT = a defined
ground-territory disc that lights the suit top-down (a low point light was blasting the chest
into a blown bloom streak). Suit lamp + Drowner gloam emissives extracted from .glb sub-assets
to durable .mat assets (M_Suit_LampWarm_Staging, M_Drowner_GloamAccent_Staging). Recomposed the
triad (crate in-pool / Drowner faced-to-camera at the lit edge / suit center). Grayscale-verified:
the beacon dome is the value winner + the warm disc reads as territory. Suit pose still T-pose
(a Blender rig sitting; A3-adjacent).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Netcode accumulates InputEvent counts on the wire; only the decoded component is delta-corrected.
AbilityFireSystem's windup resolve gated on raw IsSet, so after the first press every socket
re-fired the instant its cooldown reopened (live repro: recasts at exactly t3933/t4353 with zero
input). Gate is now a count-STEP vs the previous tick's command; missing prior command = no-fire.
Also lands the G6 ConeContactPending schedule machinery + the cone test fixture (wire-true
monotonic counts) + regression Cast_Never_Refires_When_The_Cooldown_Reopens. 430/430; live proof:
one tap -> one cast -> silence across 2+ reopens.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>