The BlightClutter destructible-ghost chain (per-room seeding, unified
DR-018-safe sweep, melee + projectile breaking, personal-inventory
drops) already existed end-to-end - the roadmap item's gap was FEEL:
- Visual: prefab Model mesh swapped SM_Env_Rock_Chunk_01 (read as
scenery) -> SM_Prop_Barrel_01 (FantasyKingdom, same proven atlas
material). Base-pivot barrel offset -1 on the Model child (scatter
y=1 is the capsule plane - the base-pivot float gotcha).
- One-hit pop: prefab Remaining 8 -> 2 (both hit paths decrement by
max(1,(int)ScrapPerHit)=2, so one swing/shot shatters); authoring
default kept in sync.
- Density: MaxClutterPerRoom 6 -> 8.
Verified live: 8 barrels seeded in a combat room, grounded (screenshot);
an injected projectile through the real ResourceHarvestSystem sweep
popped one barrel in ONE hit (8 -> 7) and credited 2 Biomass; 466/466
EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- New Server/PlayerResolve.TryResolve single-sources the RPC
SourceConnection -> NetworkId -> conn->player map resolve (3 sites:
ClassSelectReceive, PrepPurchase, DebugCommandReceive); EntityManager
reads keep it source-gen-safe from Bursted receivers.
- ecb.Dispose() after Playback in 9 Temp-ECB systems (explicit-lifetime
hygiene).
- The TuningConfig.GetOrDefault(ref state) variant of this tail was
REVERTED: state.GetEntityQuery in OnUpdate trips the Entities
"creates a query during OnUpdate" diagnostic per system per world
(caught in Play smoke) - the SystemAPI.TryGetSingleton idiom is
already source-gen-optimal, confirming the original B4 deferral.
Verified: 466/466 EditMode green on the final tree, console clean,
Play smoke 0 errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>