- Repoint CLAUDE.md testing example from the deleted HeartbeatSystemTests to HealthApplyDamageSystemTests.
- Stale deleted-system refs: ResourceFieldSpawner/ClutterFieldSpawner(+Authoring) now cite RoomFieldSystem (was ExpeditionFieldSystem); BuildPlaceRequest drops the deleted RegionTransitRequest from its 'mirrors' list.
- Stale package version: 'Netcode 1.13.2' -> 'Netcode 1.x' in ProjectileClassificationSystem + BuildPlaceRequest.
- WorldCollisionComponents: remove the duplicated EnvironmentMask summary line; FeelConfig: fix the mangled 'is hitmap)' sentence.
Comment/doc only; compiles clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>