Found by running the A0 style-proof against the SHIPPING scene instead of
ArtStaging (which judges static glTF bakes on an import shader, with zero
SkinnedMeshRenderers and no Animator — it cannot answer "does the game look
like this").
Player-facing bugs fixed:
- AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions.
Any State enters on IsDead and nothing ever leaves. The player ghost is a
persistent entity, so its Rukhanka animator never resets: once you died you
rendered sprawled on the seabed permanently — sim fully respawned, moving and
fighting, visually a corpse. Added Death -> Idle on (IsDead == false).
- AmbientMotionSystem drift was still the deleted biome system: key 0 =
"meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a
36x7x24 box following the camera — the most off-palette thing in the frame.
Its x>500 region probe pointed at space now holding zero renderers. Collapsed
to one cold marine particulate; dropped the 4 dead mote colours + AridWind.
- FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so
every procedural particle rendered as a hard SQUARE. Added a procedural soft
dot (no Resources.Load — build-stripped; asset-free presentation is the rule).
- Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft)
outranking KeyWarm as a second competing shadow caster, plus 6 orphaned
LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two
with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold
for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft.
ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only
shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition
and is what read as "flat". StagingAmbiance was attached to nothing and its
flora wiring searched for a Game.unity parent, which is what read as "static";
it also force-played the combat one-shot pool, now restricted to looping
emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm.
304/304 EditMode green; death-recovery, palette and particulate all verified
live in Game.unity Play.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Review-first netcode slice (design review wf_900e9965-8f0 -> 11 folded;
post-impl wf_5c8299f8-299 clean). A PERMANENT periodic telegraphed AoE in
Blight-biome rooms only; one new [GhostField] uint NextEruptTick.
- Geyser component + GeyserEruptSystem (server): inverted invalid-tick guard
(a baked-0 tick must NEVER erupt -> lazy-stamps born-correct instead of the
party-wiping per-tick barrage), inline both-sides gather (SourceNetworkId=-1),
reschedule = now + period (never +=), never destroyed.
- GeyserTelegraphSystem (client): absolute-tick growing warning disc +
erupt burst on the >0->=<0 crossing, latched per NextEruptTick + arm-guard
(never edge-detects the replicated field -> no phantom on 0->stamp /
relevancy re-entry). Reuses ScorchDecalSystem + DynamicLightSystem.
- Seeded in RoomFieldSystem (Blight-gated on plan.Biome, born-correct staggered
stamp from live ServerTick), GeyserFieldSpawner + authoring wired into the
Gameplay subscene. Geyser.prefab duplicated from ResourceNode (no collider).
- BuildDisc promoted to FeedbackFx (shared with the barrel fuse ring).
- 474/474 EditMode incl. the unstamped-storm regression; live no-storm end-to-end.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
All procedural, client-only, observe-only in PresentationSystemGroup, zero
netcode surface (read existing replicated state). Shared FeedbackFx decal
primitives (scorch blob + crack star meshes + transparent decal material).
ScorchDecalSystem: static RequestScorch queue -> pooled fading discs
(mirrors DynamicLightSystem), wired from the barrel boom, reusable by the
geyser. CoverDamageSystem: crack accretion keyed on BlightClutter.Remaining
(Variant 4) + proximity-gated shatter-scorch. RoomDressingSystem: persistent
arena scars on a distinct hash sub-stream, torn down with dressing. Knobs in
DecalConfig. Cover cracks use decals (not URPMaterialPropertyBaseColor) because
the Synty prop shader is not Hybrid-Per-Instance.
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>