Commit Graph

30 Commits

Author SHA1 Message Date
kronic bbf418e779 Hazard: destructible cover — carve-able rocks that genuinely block until broken
Phase 1.5 long-term #8, the LAST 1.5 item (design review wf_e14dd739-069:
both HIGHs + the distinct MEDs verified before the session limit ate the
duplicate verifiers; unverified leftovers reasoned-closed in the spec).

Cover = a BlightClutter ghost (Variant 4) with a baked Environment-layer
BoxCollider: the runtime ghost's collider joins BuildPhysicsWorld ->
blocks the player CC and the enemy sweep while alive, and the gap opens
the instant the entity dies. Both hit paths already break it (the
clutter chassis); 8 hits to carve.

Review folds:
- HIGH: the 07-07 anti-stuck nudge would phase enemies THROUGH cover
  after ~1.5s (it exists to prevent room soft-locks). The nudge is now
  COVER-AWARE: a SphereCast identifies the blocker; a live BlightClutter
  ghost suppresses the phase (no soft-lock possible - the blocker is
  destructible); static-geometry wedges still nudge.
- HIGH: yield==durability made tanky cover an economy faucet. Deposit
  is DECOUPLED from the decrement at both hit sites: ScrapPerHit=0 =
  breaks in Remaining hits, yields NOTHING; fractional POSITIVE yields
  still credit >=1 (the B1 immortal-sink test pinned this - zero means
  zero, positive floors to 1).
- MEDs: HitRadius 1.2 (visual core, not a shot-eating disc), NO cover
  in Boss rooms (no boss depenetration backstop), scatter keep-out >=7u
  from the room origin (player landing + portal), Variant=4 explicit
  (the clutter block's explosive reroll cannot leak).
- Old static layer removed: 8 WorldColliders_RoomCover colliders
  (subscene) + the RoomCover_Visuals root (Game.unity).

Verified live: 3 cover ghosts spawned with SOLID baked colliders;
BLOCK - NudgeUntilTick stayed 0 across 3.5s of forced zero-progress
(old code arms at 1.5s); DEPENETRATE - an enemy shoved inside a live
rock exited to 1.7u (backstop holds against ghost colliders); CARVE -
the rock died to the real sweep and the spot probed OPEN. 470/470
EditMode; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:15:38 -07:00
kronic 53bc21143d Feel: breakable clutter reads as Hades-style barrels, one-hit pop
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>
2026-07-09 22:14:43 -07:00
kronic 589e712db3 Hygiene B2: dead-code removal
Delete (unreferenced in any scene, per operator decision):
- TrainingDummy* chain (authoring/spawner/system/components/prefab) + UpgradePickup* chain (authoring/spawner/systems/components/prefab); remove TrainingDummyTag from the 3 live combat queries (AbilityFire/Melee/HealthApplyDamage now key on EnemyTag) and repoint HealthApplyDamageSystemTests to EnemyTag.
- Dead RPC RegionTransitSystem + RegionTransitRequest (no sender, ungated) + its test.
- Heartbeat + HeartbeatSystem (no WorldSystemFilter, ran no-op every tick) + its test.
- BuildSendSystem dead conveyor/pylon dev hooks (s_ConveyorDir, [/] rotation, Place{Pylon,Harvester,Conveyor} statics).
- Deprecated CyclePhase alias consts (Expedition/Defend/Build/*Ticks); repoint WaveSystemTests to Siege/Calm.
- Unread FeelConfig fields (HitFlashDurationMs, RumbleHeavy) + dangling HudUi doc-comments + stale crefs.

451/451 EditMode tests pass. CLAUDE.md HeartbeatSystemTests example ref to be repointed in B7.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:16:53 -07:00
kronic eeaf8a4247 Pronounced combat animation: 3-swing sword combo, per-class specials, sword in hand
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>
2026-07-06 21:18:07 -07:00
kronic 304ee8c2a7 Base<->Expedition ties: portal rooms, class-at-base, prep spend + Health.Max, C3/C4/Spitter (DR-046)
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>
2026-07-06 10:37:24 -07:00
kronic 3995af736c Boss becomes a real fight + readable-but-fair enemy threat
BossState (server-only) + BossAISystem: sole mover, seek -> telegraphed
radial slam (AttackWindup) -> phase-2 speed + swarmer summon. Excluded from
the EnemyAISystem Charger pass; knockback-immune at all 3 stamp sites;
arena-anchored spawn; scaled Health/HitRadius/AttackRange. Grunt windup now
commits in its last ~30% (whiffs out-of-range); Charger stagger roots; grunt
speed 4.2->5.2; swarmer telegraph synced. SweptMove + zone-enemy spawn-stamp
extracted to shared helpers. Zero new [GhostField].

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:21:18 -07:00
kronic 16e396841e Run Re-Do 2026-07-02 20:41:43 -07:00
kronic 09183cc139 Turrets: 40 Ore + per-base cap of 6 + fit-one-cell textured model (fix cheap/spam/massive/untextured)
Operator: turrets were "super duper cheap", spammable "unlimited", "spaced weirdly", "massive and not textured".
All four were real and independently rooted (placement grid was actually fine).

- Cost: TurretCostOre 10 -> 40 (authoring default + the serialized Gameplay subscene value, which overrides the
  code default). A node yields 30 Ore, so a turret is now ~1.3 nodes instead of 1/3 of one.
- Cap: new Tuning.TurretCap=6, enforced server-authoritatively in BuildPlaceSystem (count live Base turrets while
  building the occupancy set; reject placement at the cap, same-tick-safe). Was unlimited.
- Model: the 1.6x Synty ballista (~5m on a 1m cell, clipping neighbours) scaled to 0.8 to fit one cell; the C5
  BoxCollider shrunk to match (0.8x1.2x0.8, center y 0.6); all 6 sub-renderers swapped off the flat untextured
  teal Mat_StructureOwned_Cyan to the Synty atlas PolygonFantasyKingdom_Mat_01_A (textured). Play-verified
  TurretCost=40 Ore / cap=6 baked; no exceptions.

Also fixes 3 EditMode tests that pinned the old dash knobs (the prior tuning commit changed iframe 12->14 /
cooldown 45->36 but I committed it without re-running tests): DashSystemTests now derives the expected dash speed
from TuningConfig.Defaults() (robust to future tuning) + asserts now+14/+36; TuningConfigTests pins the new
defaults. 390/390 EditMode green.

Investigation: wf_c6c87dc5-9c3 (turret lane). Operator fork: 40 Ore + cap 6 (stricter).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 23:07:57 -07:00
kronic 1b704ca0b9 Combat tuning: lift sluggish chasers toward kiteable band + snappier dash (research-backed)
Deep-research-backed ratios (GDKeys, gamedeveloper.com twin-stick study, Hades/RoR, critpoints i-frames):
enemies should sit ~0.5-0.85x of player move speed (kiteable but pressing), telegraphs >= ~250ms.

- Enemy move speed (on the RIGGED prefabs the directors actually spawn - verified the live ZoneEnemy/Wave
  rosters at runtime: Grunt=EnemyWerewolf, Charger=EnemyChargerMuscle, Spitter=EnemySpitter, Swarmer=
  EnemySwarmerUndead): Grunt 3.0->4.2 (0.70x base), Charger walk 2.6->3.0, Spitter 2.8->3.0. The 0.43-0.50x
  cluster was trivially out-walked by the 6.9 Ranger; lifted to credible pressure while still kiteable.
  Swarmer kept at 6.5 (intentional surround/rush). Telegraph windups unchanged (already research-aligned).
- Dash (live TuningConfig defaults): IFrameWindowTicks 12->14 (0.20->0.23s, covers a reacted telegraph),
  DashCooldownTicks 45->36 (0.75->0.60s, horde-kiter cadence). Dash distance/arc unchanged.

Play-verified the baked rosters: Grunt 4.2 / Charger 3 / Spitter 3 / Swarmer 6.5; dash 14/36. 390/390 EditMode.
All are live-tunable (dash) or one re-bake (enemy speeds). Investigation: wf_c6c87dc5-9c3 (tuning lane).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 22:55:42 -07:00
kronic bd8458853b DR-042 Phase C (legibility, part 2): walls block enemies (C5) — restore the fortress fantasy
Player-built structures now physically block enemies (husks walked straight through walls before). Dedicated
"Structure" physics layer (slot 9) so the player passes its own walls while enemies are stopped:

- New WorldCollisionConfig.StructureMask, baked from the "Structure" layer in WorldCollisionAuthoring (mirrors
  EnvironmentMask). EnemyAISystem ORs it into the movement sweep filter (CollidesWith = envMask | structMask) —
  no new system, same 1-2 SphereCasts per enemy.
- Wall/Turret/Pylon prefabs get a cell-sized BoxCollider on the Structure layer (Wall's existing one relayered).
- Physics matrix: Default x Structure unchecked, so the kinematic player CC (Default) passes its own walls while
  the enemy's explicit cast still hits them. Despawn frees collision for free (collider dies with the entity).

Play-verified baked filters: StructMask=512; structure colliders BelongsTo=512, CollidesWith=0xFFFFFFFE
(includes Environment for the enemy cast, EXCLUDES bit 0 so the player passes). 389/389 EditMode, no exceptions.
Server-only/static colliders -> deterministic, no client divergence. SaveData stays v5.

Phase C complete (C5-C7). A visual fun-gate (husk stops at wall, player walks through) is the operator's eyes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 21:26:56 -07:00
kronic ed65770cc9 DR-042 Phase A: expedition-driven win — move win-driver off base-siege survival, kill the AFK path
Design-review-gated (wf_ebef4e81-dba, GREEN-WITH-CHANGES). The win-driver moves
from "survive N base sieges" to "clear N expeditions". The review overturned the
literal plan: credit on RETURN, not at the clear edge (clear-edge crediting arms
the undefended final base siege -> uncontestable terminal Loss).

- ExpeditionGateSystem: now the sole production writer of GoalProgress.Charge —
  a clamped +1 per cleared expedition folded into the existing once-per-epoch
  reward block, reusing the LastRewardedEpoch latch (Ore + Charge share fate) +
  a SaveRequest checkpoint. No new latch, no new GhostField, no ordering change.
- CyclePhaseSystem: deleted the survived-siege +1 (the AFK win path). Victory
  latch unchanged; GoalReached still arms the final base siege at cap.
- CycleDirectorAuthoring + CycleDirector.prefab: ScheduleEnabled baked OFF
  (retaliation-only). A serialized prefab bool ignores the C# field initializer,
  so the value is flipped in the prefab, not just the code default.
- Tests: re-pointed CyclePhaseSystemTests + EndgameWinLoseTests survived-siege
  assertions; extended ExpeditionGateRewardTests (+1, no-double-credit, clamp).
  389/389 EditMode green; clean netcode Play smoke (no sort-cycle, Schedule=0).

SaveData stays v5. Docs: DR-042 build record + forks resolved, CLAUDE.md
base-loop line, Backlog (A done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:49:27 -07:00
kronic e32dadbc66 Slice Combat Depth (MC-3 + wiring + review fixes): Spitter aim-line + player-hit punch, rigged enemies, in-band gate (DR-041)
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>
2026-06-24 21:08:59 -07:00
kronic 5de30bd9c7 SL-4: structure cyan-emissive pass (owned faction colour)
Owned structures (Turret/Wall/Fabricator/Pylon) now read cyan-owned via a dedicated Mat_StructureOwned_Cyan (dark desaturated-cyan body + a subtle cyan self-illum below the bloom gate) - replacing the shared PolygonFantasyKingdom atlas + M_Turret so there's no atlas bleed. Tuned dimmer than the Core so the Engine Core stays the single luminance peak. Completes the faction palette: dark ground / cyan owned (Core bright, structures muted) / amber Ore / orange Husks. Edit-mode-instantiated + screenshot-verified. Follow-up (deferred): the research's dark-when-unpowered dynamic (emissive only on active/powered structures) needs a small presentation system reading structure state.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 17:59:06 -07:00
kronic fc27b9ff76 SL-1/SL-4: dark-frontier visual cohesion pass (camera, grade, bullseye)
Research-grounded transform of the base arena from a bright meadow into a dark 'Aether Siege Outpost' reading as a concentric bullseye (Core -> Ore ring -> dark perimeter). Camera (Game.unity): pitch 45->58, FOV 55->44, dist 13->17, lead 1->0.5, follow 8->6, targetH 1.3 (telephoto so Core + arena read together, near-iso enemy spacing). Lighting: sun dimmed+cooled 1.6->0.9, ambient 1.0->0.62 dark-cool, fog Linear 18->42 dark; WorldAtmosphere base darkened. Post-FX (PostFX_Daylight): ACES kept, bloom gated (thr 1.0->1.2 + clamp 10), exposure/contrast up, saturation +6->0, added ShadowsMidtonesHighlights cool-shadow/warm-highlight split, vignette 0.15->0.32. Ground re-tinted dark teal-grey; ~390 meadow-cheer objects cut. Core staged as hero (crystal 14m->4.6m cyan glow + cyan beacon light). Ore ring pulled into the arena (23.5-27m -> 6-11.5m, count 10->12) and recoloured AMBER (new Mat_OreNode_Amber, emissive, no atlas bleed).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 14:07:53 -07:00
kronic 2da29783fd EB-2: felt spend - turrets burn a shared Charge pool, ledger-fed Fabricator mints it from Ore
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>
2026-06-12 19:14:52 -07:00
kronic 11ff043d6a Assets: real Synty models for ore/turret/structures; base-field + schedule wiring
Replace every placeholder-cube ghost prefab with nested Synty (PolygonFantasyKingdom) models: ResourceNode->crystal, Turret->ballista, Wall->spike palisade, Pylon->crystal beacon, Storage->chest, UpgradePickup->gem, BlightClutter->rock chunk (nest as a Model child, strip colliders, reset the [GhostField] root Scale, atlas for bare FBXs). Gameplay subscene: place the BaseFieldSpawner, trim Harvester/Fabricator/Conveyor from the build palette. CycleDirector prefab bakes the schedule siege config. See DR-031.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:00:18 -07:00
kronic da522efe7a Vault Re-Alignment 2026-06-09 23:26:20 -07:00
kronic 2fcff9a7a1 Animate enemies: client-derived Rukhanka rigs (Werewolf/Kaiju Husks)
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>
2026-06-06 23:30:03 -07:00
kronic 951b7ec273 Animate the player: Rukhanka skeletal locomotion (client-derived)
Replace the capsule with a rigged Synty SciFiSpace soldier driven by Rukhanka 2.9 (netcode replication off; animation derived client-side from replicated state). Adds a slim top-down AnimatorController (idle / 2D-strafe locomotion / death) from Synty clips; client-only PlayerAnimationDriveSystem (local CC-velocity + remote position-delta paths); AnimParamMath (+10 EditMode tests); ServerStripAnimationSystem (disables Rukhanka on the server, zero server-side animation). Client.asmdef gains Rukhanka.Runtime/CharacterController/Physics. EditMode 204/204; Play-validated. See DR-022.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 18:18:11 -07:00
kronic f3f65bccbf M7 Automation: deterministic Harvester to Conveyor to Fabricator chains
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:15 -07:00
kronic 15bc1022ee Map Updates 2026-06-04 21:49:03 -07:00
kronic 51401d2c2b Further Tests & Progress 2026-06-04 11:35:57 -07:00
kronic 5c11ff4fad Continued 2026-06-04 00:06:18 -07:00
kronic 8e9b4412ce Core Game Loop Additions 2026-06-03 22:41:27 -07:00
kronic 9091388bc2 Asset Dump 2026-06-03 13:46:13 -07:00
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
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>
2026-06-02 22:50:43 -07:00
kronic dd0064c377 Init Homebase 2026-06-02 18:28:23 -07:00
kronic 2ee30c01fd CC Package and Physics 2026-06-02 08:56:26 -07:00
Luis Gonzalez 1f647dd5e1 Initial Combat Implementation 2026-05-31 21:35:12 -07:00
Luis Gonzalez 7fa77ce821 Netcode Bootstrap 2026-05-31 14:27:52 -07:00