Clears the three follow-ups deferred by the combat-overhaul pass (c3b53cef2) + the
DR-041 "needs its own ShaderGraph slice" note. All client-only, observe-only presentation
(PresentationSystemGroup; no sim mutation, no [GhostField], no server work).
- Item 1: EnemyHitFlashSystem flashes the ACTUAL enemy body by driving the stock
Entities-Graphics URPMaterialPropertyBaseColor override on the Rukhanka render-entity
LEG children (root has no MaterialMeshInfo) -- NO ShaderGraph edit, no new component type.
Lerp white->BodyFlashColor on a Health-decrease edge, decay back to white. Verified on
screen (the AnimatedLitShader honors the per-instance _BaseColor override).
- Item 2: per-remote-player slash-arc pool in CombatFeedbackSystem, edge-detected from the
replicated MeleeCombo on interpolated teammates (.WithDisabled<GhostOwnerIsLocal>());
BuildSlashMesh -> BuildSlashInto(mesh,...) refactor; local player keeps _slashMr.
- Item 3: once-per-windup near-impact strike beep folded into the danger-cone loop, gated
to a resolved local player.
- 9 new FeelConfig knobs (+ ResetDefaults).
390/390 EditMode, clean compile, zero Play exceptions. 3-lens adversarial review
(wf_8a998c6c-af9) -- no critical/major; fixed 4 minors: spurious beep at base origin before
the local player resolves, frozen tint if BodyFlashEnabled toggles off mid-flash, render-child
capture with no recovery, OnDestroy GO symmetry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements the "what's missing" feel backlog from the combat overhaul investigation (wf_c6c87dc5-9c3). All
client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe; new FeelConfig knobs
default-stamped on play-enter.
- ENEMY HIT-FLASH (#1 missing): on the enemy Health-decrease edge, a bright body-scaled particle puff in the
previously-unused FeelConfig.HitFlashColor (via a new EmitColored helper using per-emit startColor) -- the staple
"I connected" read. (A true material body-flash needs an AnimatedLitShader emission property + Entities Graphics
MaterialProperty; the puff is the asset-free version.)
- MELEE CONNECT-vs-WHIFF: on the local swing, a client-side MeleeConeMath.InCone overlap over the cached enemy
snapshot -> immediate connect read (brightens the slash arc, hit-spark at the nearest enemy, a meaty low "thunk"
SFX, extra FOV punch) before the authoritative server spark arrives. Whiffs stay dim.
- KILL POP: a colored flash burst + rumble on enemy death (on top of the existing burst/shake/FOV).
- GAMEPAD RUMBLE: new RumbleUtil (auto-stopping pulse, gamepad-only, stops on focus-loss, reset on play-enter)
pulsed on local hit-taken / hit-dealt / kill, gated on AimPresentation.Scheme==Gamepad.
- FOOTSTEPS: edge-detect local locomotion from the position delta -> soft step SFX at a cadence while moving.
- DAMAGE-NUMBER TIERING: SpawnNumber scales font + life by hit magnitude (vs HitStopRefDamage) so heavy hits read.
390/390 EditMode, clean compile + Play (no exceptions; per-frame footstep/rumble-tick paths verified). On-screen
feel is the operator's eyes. Deferred (focused follow-ups): true material body hit-flash (ShaderGraph), co-op
remote-swing rendering, near-impact telegraph beep (clip reserved).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Operator: "the melee ability needs visual clarity, on what it does." The cleave is instant (kept — operator chose
instant + VFX), and the arc already matched the exact cone range/half-angle — but it popped whole then faded
(read as a flash) and all 3 combo steps looked byte-identical.
Client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe by construction:
- SWEEP: BuildSlashMesh takes a reveal fraction + sweep sign; UpdateSlash rebuilds the crescent each frame so the
blade wipes across the arc over the first ~60% of life, then holds + fades. Leading edge is brightest. Sweep
direction alternates per combo step -> reads as alternating strikes.
- PER-STEP RAMP: TriggerSlash takes step + comboLen; tint/brightness/life ramp per link so the chain visibly
builds to the warm-HDR finisher (steps were indistinguishable before). Facing is already snapped at the swing
edge.
Compiles clean, no runtime exceptions (per-frame 33-vert rebuild is negligible). The on-screen feel is the
operator's eyes. Deferred to a feel follow-up (they share the enemy-cache / damage-edge code path): connect-vs-
whiff flash, co-op remote-swing rendering, and enemy hit-flash. Investigation: wf_c6c87dc5-9c3 (melee lane).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- DR-042 (new): canonical loop re-shape — win-driver moves from base-siege
survival to expedition clears; blind scheduled siege retired; base siege
becomes retaliation consequence. Build order A (coherence) -> B (retaliation)
-> C (legibility) -> D (Slice 4 persistent meta).
- Backlog/Path_to_Fun/Home reconciled to the expedition-driven direction;
Slice 3 + Combat Depth marked built.
- DR-036 (END-2) flagged superseded-in-part; DR-034 (END-1) repurposed (Core
is a consequence, not the win-gate); DR-037 forward-pointer to DR-042.
- CombatFeedbackSystem: fix enemy health bar (sprite-less Filled Image ignored
fillAmount -> size via anchorMax.x).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Four playtest do-now wins:
- Enemy health bars: pooled world-space Canvas, on-damage-sticky + fade,
always-on <25% HP (CombatFeedbackSystem; no new replication).
- Telegraph fix: new baked client-safe EnemyTelegraph sizes the danger-cone ramp
per enemy (0->1 ending at impact, fixes the Charger plateau); windup 18->22;
a windup scale-pulse.
- Build-mode toggle: BuildPaletteState.PaletteOpen hides the palette by default,
Tab / gamepad-Y toggles, with a discovery chip (HudSystem/BuildSendSystem).
- Charger committed-lunge tell: [GhostEnabledBit] IsLunging derived once/tick from
LungeState (the Dead idiom); the danger cone persists through the lunge.
345/345 EditMode (+3 IsLunging derive tests); Play-validated: ghost-hash change
did not break the handshake, bake correct (telegraph on all enemies, IsLunging
baked-disabled on the Charger, replicated to client), no runtime errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CombatFeedbackSystem.UpdateEnemyDanger paints a red ground danger cone at each enemy while its AttackWindup counts down -- oriented along the enemy facing, sized to EnemyStats.AttackRange, brightening + scaling as the strike nears (intensity = 1 - ticksRemaining/22) so the player reads WHERE + WHEN to dodge. Client-only observe-only; one pooled mesh per winding-up enemy, pruned each frame. Play-verified (14-enemy wave, 8 telegraphs at once, zero errors).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rukhanka swing animation: PlayerRigTools builds a procedural Root-bone PlayerMeleeSwing.anim and adds an IsAttacking param + MeleeSwing state to AC_PlayerTopDown (mirroring the enemy attack recipe -- no authored Synty Generic melee clip exists). PlayerAnimationDriveSystem pulses IsAttacking from the replicated MeleeCombo swing window (local + remote, NetworkTick wrap-safe, re-triggers per chained hit). CombatFeedbackSystem flashes a procedural cone slash-arc mesh matching the LIVE cleave range + half-angle on each swing (finisher wider/warmer) -- the arc IS the range telegraph. Addresses 'range isn't clear + no animation'.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Melee combo (left-click / pad-West) becomes the player's primary verb; the ranged projectile is demoted to right-click / pad-left-trigger. Predicted, owner-replicated combo Step (path-dependent -> [GhostField] anchor + absolute-write idempotency, NOT derived like the dash), server-only cleave mirroring ProjectileDamageSystem (SourceTick-stamped DamageEvent + KnockbackState), dash-cancellable movement-commit, 9 live TuningConfig knobs, and swing juice scaling with the combo step. The MC-6 archetype byte is deferred (the melee is its own verb). See DR-030.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rebuild the in-game HUD on UI Toolkit (HudUi/HudSystem, Aether palette) consistent with the menu; build-palette bar (BuildPaletteState) drives cursor->cell ground-ghost preview (green/red via BuildPreviewMath), left-click place / right-click cancel / rotate; fire suppressed in build mode; combat juice restyle. +4 BuildPreviewMath EditMode tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>