Commit Graph

5 Commits

Author SHA1 Message Date
kronic 8c2bf3c37b Tuning: operator pixel-panel slider state from the art-look lap (master stays OFF)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 22:15:10 -07:00
kronic 90d4bed381 Feel: ambient motion layer + art look locked (clean dark-Synty, pixel OFF)
Art look LOCKED by the operator from the artlook_* side-by-sides:
clean dark-Synty; PixelOutline._MasterEnabled=0 shipped (feature stays
dev-toggleable via F3; other fullscreen effects remain backlog).

New AmbientMotionSystem (client-only PresentationSystemGroup, the
"world alive" anti-static beat, zero netcode):
- per-biome DRIFT particles from one world-space emitter following the
  camera (meadow motes / arid wind-blown dust / cavern motes / blight
  spores; palette keys on camera-X region + replicated room biome,
  mirroring WorldAtmosphereSystem's switch)
- idle SWAY on the ACTIVE cosmetic flora prop roots near the camera
  (LOD children follow the root; probed: none static-batched)
- walk-through RUSTLE: flora brushed by the local player
  (GhostOwnerIsLocal idiom) gets a decaying energy shake
Rotations write around a cached base (lossless when toggled off);
knobs in AmbientMotionConfig (scene object, code defaults when absent).

Verified live: drift palettes exact in both regions (meadow
0.62/0.85/0.60 -> arid 0.85/0.68/0.45 on region cross), flora beside
the player rocked (0,0)->(-4.0,+5.0) deg within the rustle+sway
envelope, 466/466 EditMode, console clean. Discovery for follow-up:
the BASE biome's flora props are authored INACTIVE (84 bushes etc.) -
the base has no sway targets until some are re-enabled.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 21:01:14 -07:00
kronic cc2e7ad95e Polishes 2026-07-07 20:51:18 -07:00
kronic d2203c8aa1 Add 3D pixel-art render style (pixelation + depth/normal outlines)
Full-screen URP post effect on the active PC renderer that pixelates the
scene to a fixed low-res grid and draws depth + normal edge-detection
outlines, with color posterization and tone controls, for a stylized
"3D pixel art" look. Runs via Unity's built-in Full Screen Pass feature
(no custom C#); reads camera depth/normals so it applies to DOTS entities
and GameObjects identically.

- PixelOutline.shader/.mat: pixel-snap fill + gamma-space posterize +
  brightness/contrast/saturation + depth/normal outlines. Normal
  threshold tuned high so outlines don't flood small characters.
- PC_Renderer.asset: FullScreenPassRendererFeature (Depth|Normal, after
  post-processing).
- PostFX_Daylight.asset: tonemapping ACES -> Neutral (poppier color).
- Game.unity: brighter base atmosphere (ambient + fog pushed back) and a
  stronger directional key light so the fill reads under the effect.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 22:30:18 -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