Bundle 2 (decals): explosion scorch pool, cover damage-cracks, room-arena
scars — all procedural, client-only, zero netcode. Records the pivotal
finding that a stock Synty prop shadergraph's _BaseColor is Unity-Per-Material
(not Hybrid-Per-Instance), so URPMaterialPropertyBaseColor darkening silently
no-ops on cover — the fork to decal quads.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Second ground iteration ("better but could be further improved"): the remaining
plainness was single-texture ground — noise only modulated brightness, never
MATERIAL. Now each biome bakes a unique 1024 splat-blended base map (zero
repetition at macro scale) with the fine texture moved to the detail slot as a
high-pass layer at real tiling:
- Meadow: grass + dirt + clover patches masked by fbm; the worn paths
(storage->warpgate, storage->base-gate) and a congregation-wear disc at the
storage crystal are baked INTO the splat as organic dirt zones (exact
plane-UV mapping probed: u=0.5-x/90 — both axes inverted).
- Arid: sand + sand2 + arid-dirt patches + a subtle arena-wear disc at the
quad center (= the room origin on both quads) + warm/cool hue drift.
- Detail slot: generated 2048 high-pass (full - 128-blur, 1.4x) of the
grass/sand textures, LINEAR import, tiled 22x/26x — crisp up close, the
splat carries identity at distance.
- Superseded assets removed: the overlay WornPath quads + material + texture
(double-darkened over the baked wear and caught fog as a ghostly rectangle)
and the old macro-noise detail textures.
Biome tint MPB + normals unchanged and still active. Measured ground luminance
0.30/0.33 (edit ambient) — play fog/dark ambient pulls it down; tints remain
the one-line brightness knob.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Operator: base flora too dense + "the waving/shader doesn't look great".
Diagnosis: EVERY Synty flora prop (both biomes) uses the Synty/Foliage
VERTEX-wind shader — the transform root-tilt sway has been double-animating
all flora since 1.5, and ground-flush carpet props (Flowers_Flat,
Grass_*_Plane) visibly lift their edges when tilted.
- AmbientMotionConfig.SwayEnabled -> false (code default + the serialized
scene value): idle motion = the authored per-vertex shader wind (tips bend,
bases planted). Knob kept for A/B; walk-through RUSTLE stays as the
reactive layer the shader can't provide.
- AmbientMotionSystem: flat carpet props excluded from the flora cache
entirely — no tilt even from rustle.
- Flower density thinned deterministically: Flowers_Flat keep 40%,
Wildflowers/Sunflowers keep 50%, center (r<13) thinned harder (x0.6) —
17/38 drifts off; play/build area reads clear, flowers become ring accents.
Console clean; sway/rustle knobs remain live-tunable in the scene.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 1.5b ground bundle (operator: "the ground is very plain"):
- Ground materials rebuilt: Grass/Sand base maps at real tiling (22x/26x, was a
2x smear across 90-130u) + Synty normal maps + a generated 0.5-centered macro
noise detail texture (LINEAR import — sRGB detail mul2x darkens 2.3x) with
baked rim vignette. Meadow ground moved OFF the shared Synty asset onto
project-owned Mat_Ground_Meadow.
- WorldAtmosphereSystem: per-room-biome ground tint on the expedition quads via
MaterialPropertyBlock (Meadow green / Cavern blue / Blight purple; Arid sand
default), lerped alongside the existing fog/ambient palettes.
- RoomDressingSystem + RoomDressingConfig (new, client-only observe-only):
26 biome-flavoured cosmetic props per room, scattered inside the room's ACTUAL
shape (same RoomLayoutMath authority as the server, distinct 0xD2E55 hash
stream), deterministic from the replicated run seed, torn down with the room,
colliders stripped. 47 curated prefab refs wired in Game.unity (build-safe).
- Base: 357 curated flora props re-enabled (bushes/wildflowers/grass clumps;
buildings/pond/FX stay parked) + generated worn-dirt paths storage->warpgate
and storage->base gate.
Live-verified: dressing 26/26 inside x[981,1023] z[-11,12] y=0, 11 varieties,
0 colliders; teardown on run end; Meadow tint converged to exact target; 470
EditMode green; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Operator feel report: the explosion radius was unreadable and the fuse
too short to react to. Two changes:
- Tuning.BarrelFuseTicks 36 -> 90 (~1.5s): long enough to READ the
danger and walk out, and better for baiting enemies onto a lit
barrel.
- WorldFeedbackSystem draws a pulsing ground DISC at exactly
Tuning.BarrelExplodeRadius under every lit fuse (keyed on the same
replicated Remaining=0-on-a-live-barrel cue as the boom split; one
shared pulsing material; removed via the existing prune path).
Verified live: disc appeared 0.07s after the pop (first fuse
snapshot), persisted to the boom at 1.54s, scale read exactly 3.25 =
the true detonation radius; 470/470 EditMode; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Phase 1.5 environmental hazard v1 (design-review wf_2cb10454-fdf: 13
findings confirmed + folded; Build Spec in the vault). ~25% of room
clutter seeds as EXPLOSIVE (Variant 3 on the existing replicated byte
- zero new GhostFields/prefabs/RPCs).
The FUSE is the review's fold - one mechanism closes both HIGHs:
- Pop sites (projectile sweep + isServer-gated melee harvest) do NOT
destroy an explosive: they zero the replicated Remaining + add a
server-only BarrelFuse (~36 ticks). The client sees Remaining=0 on a
still-alive barrel across snapshots -> unambiguous fuse cue, and
booms at despawn ONLY when cached Remaining<=0 - a teardown despawn
carries Remaining>0, so portal-advance teardowns can never fire
false booms (HIGH #1).
- HazardExplosionSystem (server, plain group, presence-gated on
BarrelFuse, never lifecycle-gated) detonates at ExplodeTick: radius
damage to LIVING enemies AND players (boss-slam player filter
verbatim; friendly fire = the bait mechanic), SourceTick stamped at
detonation = the authoring moment (HIGH #2: the authored-tick
contract dash i-frames negate against), SourceNetworkId=-1 (the
environment convention - a player id would consume Charger
whiff-punish windows). Fuse rides the RoomTag'd barrel -> teardown
cleans lit barrels free.
- Lit barrels are unhittable at both snapshot sites (no double-pop).
- Client: WorldFeedback caches Variant -> boom-vs-puff split (big
burst + light flash + boom SFX vs the old puff); DynamicLightSystem
gives Variant-3 barrels a red danger glow that STROBES once fused.
Verified: 470/470 EditMode (4 new: fused pop instead of destroy +
unhittable, both-sides damage w/ -1 source + authored tick, dead-player
+ radius filters, unelapsed-fuse inert); live smoke - seeded 3/8
explosive, real-sweep pop, CLIENT observed the fuse cue on the live
ghost, pinned bait enemy took exactly 26 (30->4), walk-out escape
confirmed; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every enemy kind now has a unique read on the existing replicated
state (client-only, zero netcode):
- Telegraph COLOURS per EnemyTelegraph.Kind: grunt orange, charger
crimson (boss shares it - shapes already differ: cone/wedge/ring),
spitter toxic-green lane, swarmer yellow. Shapes were already
per-kind; they all rendered the same HDR red.
- Windup VOICES at the onset edge (the existing _prevWindup edge +
strike-beep distance gate): grunt low thud, charger rising roar,
spitter wet hiss, swarmer chitter - kinds read by EAR before the
telegraph ramps.
- Projectile light colour by ownership in DynamicLightSystem: owned
shots stay player-cyan, un-owned (Spitter spit) glows toxic green
(EnemyProjectileColor knob).
Verified live: 12 s combat histogram shows zones rendering with
EnemyDanger_K0 (grunt) + EnemyDanger_K1 (charger) materials keyed to
real windups (screenshot); 466/466 EditMode; console clean. Remaining
distinctness depth (per-kind anim clips, creature locomotion) rides
the parallel Blender workstream.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
Dark-ambient, dynamic-light-first look (RoR2/Death Scourges reference),
built filter-agnostic so the pixel style composes on top:
- New DynamicLightSystem (client-only, PresentationSystemGroup): pooled
point lights follow projectile ghosts; pulsing portal light during
RoomExplore (same ExpeditionPortalPos authority as the beacon); soft
resource-node glow that fades with harvest-shrink; short impact
FLASHES fed by CombatFeedbackSystem's burst funnel (EmitColored +
SpawnVfx -> RequestFlash). Knobs in DynamicLightConfig (scene object,
code defaults when absent).
- Atmosphere darkened: WorldAtmosphereConfig/System palettes moved to
the dark set (base cool dusk, arid burnt dusk, per-room biome consts
darkened); scene fog switched Linear -> ExponentialSquared (the
system's per-region DENSITY writes were dead in Linear mode);
trilight ambient lowered; directional 1.9 -> 1.05 slightly warm.
- 6 landmark mood lights (warpgate cyan, artefact violet x2, survey
camp warm x2, cabin warm); URP additional-lights-per-object 4 -> 8
(was starving the existing Aether lights).
- Art-look gate material: Assets/Screenshots/artlook_{base,room}_
pixel{ON,OFF}.png over the lit scene.
Verified: lights live in Play (20 static at base incl. new landmarks;
pooled dynamics active in-room: node glows + impact flashes), fog/
ambient values confirmed live, 466/466 EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report: walking onto hilly-looking colliders (the new convex rock
hulls are ramps) raised the character's Y, and with gravity zero +
SnapToGround off nothing ever brought it back down - the character
floated and its shadow drifted away.
Fix inside CharacterProcessor.PhysicsUpdate: capture the pre-update Y
and restore it (plus zero RelativeVelocity.y) after the CC sequence -
the character update itself can never change the movement plane, while
spawn/teleport writes made outside the update stay honored.
Deterministic + idempotent (rollback-safe), identical on server +
predicted client.
Verified live: player shoved into a cover-hull sloped edge decollided
~1 u horizontally with Y bit-exact at 1.0000 (the case that previously
rode up the slope); 466/466 EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 1.5 stabilize #2 (gate-approved incl. missing-collider adds + the
07-09 height/solid-sweep directive). New ColliderFitTools (Editor,
audit/apply, idempotent) refits the subscene Environment colliders to
the Game.unity render meshes:
- Boundary rings rebuilt 16/24/24 -> 54/82/82 segments (~3.5-4 u arcs)
around the DESIGN radii (30/52 - fitting from the current segments
ratchets inward on re-runs), inner faces fitted to ankle-band
(0.45-2.5) cliff vertices so the wall stops the player before any
visibly rising skirt.
- 8 room cover boxes -> convex MeshColliders of the actual CoverRock_*
meshes (needed Read/Write on 2 PNB rock meshes: a MeshCollider bakes
ONLY if the mesh is readable - InvalidOperationException per bake,
classic scene view still shows the collider).
- 11 landmarks: hint-matched claim-once OBB fits (cabin/tent walk-into
fixed; well/sign/artefact invisible walls removed).
- 85 adds: generic solid sweep (>=0.5 u tall, non-flora, walk-band
geometry, gated by the LOCAL fitted wall radius) - cacti, succulents,
boulders, bone piles, small rocks, craters (full set-piece blocks),
crates, tree trunk, turbine poles, dish, solar rigs. Collider tops
pinned to the visual top (cap 3): nothing solid-looking is
walk-through or walk-over. Elevated-only geometry (rotors, panels)
excluded - no phantom ground walls.
Verified: baked-CollisionWorld probes (ring closure 32/32/region, 10/10
solidity samples across base + both room slots, open ground free,
server==client parity at 323 static bodies), enemy backstop live smoke
(enemy embedded in the new crater block depenetrated out and re-engaged
across ~12 u; 4 others converged normally through ~40 obstacles),
466/466 EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Session log Part C (execution + validation evidence), roadmap stabilize #2
ticked, CLAUDE.md gains the MeshCollider-bakes-only-if-Read/Write gotcha
(38.4 KB, in budget), validation-harness.md gains the EditorApplication.update
guardian + EditorPrefs handoff pattern.
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>
- 10 EditMode files: every bare trailing world.Dispose() now inside using(world){} (single-world) or a [TearDown]+List<World> (the multi-world reject-matrix tests in BoonApplyTests/RouteSelectSystemTests) — an assertion failure can no longer leak the World and mask the true first failure. No test logic changed.
- HudSystem: collapse the blank-line run before the class close; trim the extracted route-map clause from the READY-panel comment.
466/466 EditMode tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extract 7 sibling PresentationSystemGroup systems (client-only, observe-only), faithfully relocating methods+fields so behavior is preserved by construction:
- HudSystem (2129->1588L): BoonModalHudSystem, RouteMapHudSystem, MetaShopHudSystem, ClassPrepPortalHudSystem — each owns its own runtime UIDocument (MenuUi.LoadPanelSettings + own sortingOrder + EnsureEventSystem), the proven EnemyMarkerSystem/OnboardingSystem pattern; no shared root, no new static bridge.
- CombatFeedbackSystem (1300->914L): RoomPortalBeaconSystem, EnemyHealthBarSystem, EnemyDangerTelegraphSystem — each owns its FX-root + mats (via FeedbackFx), self-queries enemies + self-detects its edge (health-bar LastHp; danger _prevWindup), prunes its caches each frame.
Verified: compiles clean (0 errors), 466/466 EditMode tests pass, Play world-creation clean (no ComponentSystemSorter cycle, no OnCreate exception, 0 console errors). NOTE: the final VISUAL smoke (panels appear at the right lifecycle; enemy health bars / danger telegraphs / portal beacon render; buttons live) needs a FOCUSED Play pass — the play-mode transition throttles while Unity is unfocused, so I could not drive live frames headlessly.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The byte-identical ResolveCamera() (Camera.main -> PrototypeCameraRig fallback) in PlayerInputGatherSystem, BuildSendSystem, and AimReticleSystem now call one CameraResolver.Resolve(); camera-resolution policy lives in one place. Behaviour-identical; compiles clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
7 plain-Entities tests: phase-1/2 HP gating, expedition-only targeting (idle on no valid target), telegraphed radial-slam AoE + radius boundary, the B4 lunge-vs-slam windup disambiguation (a lunge elapse must not slam), and knockback immunity. Values pinned to Tuning.Boss* so they track tuning. Closes the last missing-coverage gap from the audit.
466/466 EditMode tests pass (7 new).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
New FeedbackFx static (MakeClip/MakeParticleMaterial/MakeBurst/PlayClip/EmitTinted/EmitAt); the 3 *FeedbackSystem copies + AmbientAudio.MakeSting now route through it via 'using static'. MakeBurst takes the FX-root + the per-use gravity/radius/sizeTail that were the only diffs between copies; MakeClip folds in noise + decay. Behaviour-identical by construction (every particle/clip param preserved exactly).
459/459 EditMode tests pass; compiles clean. VFX are presentation-only (no EditMode coverage) -> wants a Play-mode smoke to eyeball hit/death/harvest/structure bursts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- CycleDirectorSpawnSystem: drop the dangling <see cref="CyclePhase.ExpeditionTicks"/> (deleted const in B2) -> plain 'initial phase delay'.
- BuildSendSystem: remove the stale '(Conveyor uses s_ConveyorDir for facing)' comment (field + hotkey deleted in B2).
Comment-only; 459/459 EditMode tests pass. Adversarial verification round (2 agents over the full diff) found no behavior regressions and no false-confidence tests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- 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>
- TestWorld: shared plain-Entities fixture (Make/Make<T>/SetTick reconciling the two SetServerTick variants + Player/Enemy builders). Additive; new tests consume it (40-file migration of existing tests deliberately deferred as pure churn).
- TestAttributeGuardTests: scans *Tests.cs and fails on any parameterless public-void method missing a runner attribute — guards the swallowed-[Test] bug (B0). Confirms the suite has no other dead tests.
- PrepPurchaseSystemTests (6): the previously-untested RPC economy — afford, reject-when-broke, once-per-run, non-Staging reject, unknown-id drop, and DR-014 same-tick atomicity.
- SystemOrderingCycleTests: registers the real run/cycle/combat system set and asserts SortSystems() has no circular dependency (invisible to single-system fixtures; only throws at Play) — also de-risks the B5 splits.
459/459 EditMode tests pass. (BossAISystemTests remains queued — the most complex to author faithfully; the boss stays Play-validated meanwhile.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- StructureCatalogAuthoring: WallCostOre -> WallCostBiomass (it bakes a Biomass cost; [FormerlySerializedAs] preserves the scene value).
- Harvester/Fabricator authoring: resource-id byte defaults reference ResourceId.Ore/.Charge instead of magic 2/4.
- RegionMath.RegionBoundaryX (= ExpeditionOffsetX*0.5) single-sources the region-flip X used by HudSystem + OnboardingSystem (was 500f in 3 places).
- CharacterComponent.DefaultGroundedSharpness single-sources the CC sharpness 15f (GetDefault, DashSystem, PlayerDeathStateSystem, PlayerCharacterAuthoring).
- InventorySlot [InternalBufferCapacity] references Tuning.InventoryMaxSlots.
- ConnectionMode enum -> byte-const class (project convention; removes the latent enum-in-Burst trap); field + one Seed() param become byte.
- Tuning.ChargerWindupTicks single-sources the Charger telegraph windup (EnemyBaker + TuningConfig.Defaults; was a bare 30 that could drift).
- (TicksPerSecond deliberately NOT added: no seconds->ticks conversion site exists; the tick-count fields are per-authoring designer tunables, so a const would be unreferenced.)
451/451 EditMode tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
- Restore swallowed [Test] on EnemyAIMathTests.SlideVelocity_DegenerateNormal_DeflectsToTangent (dead regression guard for the shipped enemy-stuck-on-cover fix; now runs + passes).
- Extract shared HarvestMath.DepositYield used by ResourceHarvestSystem + MeleeComboSystem; fixes melee mining silently ignoring per-item StackMax (it hard-coded DefaultStackMax) and hoists the melee ledger-buffer fetch out of the per-target loop.
- StatMath.Apply switches on the raw byte (case (byte)ModOp.X) instead of casting to the enum inside the Bursted fold — removes the latent cross-assembly enum-in-Burst ICE trap.
- Add [Min] guards on CycleDirectorAuthoring loss-critical ints (CoreIntegrityMax>=1 so a mis-authored 0 can't bake an instant-loss core; siege sizes >=0).
456/456 EditMode tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Serena dropped from .mcp.json + .serena/ untracked (unused in practice,
flaky on Unity per CLAUDE.md's own caveat); memory stack is now three
layers. Standing auths recorded in the skill: docs auto-commit + auto-push
main->gitea (origin stays ask-first).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
MenuUi FindAnyObjectByType; GA prefabAssetPath->assetPath x2; Synty sample
FindObjectsByType overload; dead death_b field removed. Real bug caught by
the sweep: the F3 pixel-art toggle used legacy Input.GetKeyDown under
Input System-only handling -> InvalidOperationException every frame in Play.
Suite green (455).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 07-07 knob edit to WorldFeelConfig replaced the attribute line above
ResetDefaults(), so Enabled/ChipBurstCount/Node* all stayed C# defaults and
NodeFeedbackSystem + WorldFeedbackSystem chips/SFX/micro-punch never ran.
Live-verified: root PTM 0.783 -> child LTW 1.723 (= 2.2 x 0.783), 455/455.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>