Commit Graph

241 Commits

Author SHA1 Message Date
kronic 4e1ea3ecb9 World: baked splat ground — unique multi-texture base per biome, path/arena wear baked in, HP detail layer
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- Superseded assets removed: the overlay WornPath quads + material + texture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>
2026-07-11 23:23:17 -07:00
kronic 8d9d8d0d66 Docs: session log Part N — flora double-animation diagnosis + thinning
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:14:26 -07:00
kronic 9670465e25 World: flora feel fix — kill double-animation (root sway off, shader wind is the idle motion) + thin flowers
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>
2026-07-11 23:12:34 -07:00
kronic 741828e09d Docs: session log Part M + roadmap tick — Phase 1.5b ground bundle shipped
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:49:24 -07:00
kronic 2fc5ae9a10 World: ground bundle — macro-blend ground materials, per-room dressing scatter, biome ground tint, base flora + worn paths
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>
2026-07-11 22:47:44 -07:00
kronic cf206d356a Docs: roadmap — Phase 1.5b World Alive II locked (all four bundles)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:16:38 -07:00
kronic 6d7941bb40 Docs: session log Part L — barrel feel fix + 1.5 expansion round opened
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:14:02 -07:00
kronic eb7f572168 Fix: barrel fuse shows its blast radius + burns ~1.5s (was 0.6s)
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>
2026-07-11 17:13:13 -07:00
kronic 03083eb735 Docs: destructible-cover Build Spec + session log Part K — PHASE 1.5 COMPLETE
CLAUDE.md: the enemy anti-stuck nudge is now cover-aware (budget 38.5 KB).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:17:45 -07:00
kronic bbf418e779 Hazard: destructible cover — carve-able rocks that genuinely block until broken
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>
2026-07-11 16:15:38 -07:00
kronic d8e724e40a Docs: exploding-barrels Build Spec + session log Part J + roadmap tick
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:42:41 -07:00
kronic cd607ae156 Hazard: exploding barrels — fused explosive clutter, friendly-fire bait
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>
2026-07-10 19:41:47 -07:00
kronic cca8c1d44e Docs: session log Part I + roadmap — attack distinctness; 1.5 short-term complete
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 23:18:27 -07:00
kronic a335ca3f21 Feel: attack distinctness — per-kind telegraph colours, windup voices, spit light
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>
2026-07-09 23:17:43 -07:00
kronic 4ae022c5ad Docs: session log Part H + roadmap — breakable clutter feel pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 22:16:02 -07:00
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 53bc21143d Feel: breakable clutter reads as Hades-style barrels, one-hit pop
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>
2026-07-09 22:14:43 -07:00
kronic 28a683b358 Docs: session log Part G + roadmap — art look locked, ambient motion shipped
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 21:02:10 -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 edc476adfd Docs: session log Part F — lighting/atmosphere pass + art-look gate open
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 20:38:23 -07:00
kronic 414f9ff62a Feel: Phase 1.5 lighting/atmosphere pass — dark ambient + dynamic lights
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>
2026-07-09 20:37:50 -07:00
kronic 30ddb6fbd0 Docs: session log Part E — planar Y-lock fix record
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 20:06:34 -07:00
kronic c58a17b8af Fix: planar Y-lock in CharacterProcessor — no more climbing/floating on sloped colliders
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>
2026-07-09 20:06:05 -07:00
kronic 052764442d Docs: session log Part D — solid sweep + height pass record
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:46:17 -07:00
kronic 5382cbf341 World: collision-fidelity pass — fit walls/cover/landmarks to visuals + solid sweep
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>
2026-07-09 19:45:40 -07:00
kronic 0574e74e18 Docs: collision-fidelity pass record + MeshCollider Read/Write gotcha + guardian harness pattern
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>
2026-07-09 13:48:32 -07:00
kronic 4cd9b6579d Docs: 2026-07-09 session log — B4d tail settled + collision-fidelity grounding
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:41:38 -07:00
kronic 813c829420 Hygiene B4d: PlayerResolve dedup + explicit Temp-ECB Dispose tail
- 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>
2026-07-09 12:39:55 -07:00
kronic 21a4c71413 Hygiene B4c: clean dedup helpers (knockback, bakers, editor rig)
- KnockbackUtil.Stamp: shared knockback-stamp used by AbilityFireSystem + MeleeComboSystem (guard + planar normalize + write; speed passed in).
- BakerStructureExt: AddPlacedStructure/AddDamageable extensions on Baker<T>; rewired Turret/Structure/Harvester/Conveyor/Fabricator bakers (baked data + serialized fields unchanged).
- EnemyPrefabBakeExt.AddEnemyPrefabPool: shared prefab-buffer bake for ZoneEnemyDirector/WaveDirector authoring (fields stay flat — no serialization change).
- Editor AnimRigUtil (HasParam + root-yaw overlay clip) shared by PlayerRigTools/EnemyRigTools; EnemyRigTools.MakeMat now GUID-preserving (CopySerialized over existing) — the composite AnimatorController copy left as-is with a caveat comment.

466/466 EditMode tests pass, 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 21:26:23 -07:00
kronic e27a495530 Hygiene B6b: convert leaky-world tests + HudSystem cosmetics
- 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>
2026-07-08 21:06:33 -07:00
kronic 6379f5d897 Hygiene B5: split HudSystem + CombatFeedbackSystem god-objects
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>
2026-07-08 14:00:55 -07:00
kronic 55e98a9275 Hygiene B4b: extract CameraResolver (dedup triplicated ResolveCamera)
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>
2026-07-08 13:07:40 -07:00
kronic b48fe5250c Test: BossAISystemTests — cover the previously Play-only boss brain
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>
2026-07-08 13:03:38 -07:00
kronic 52eda31360 Hygiene B4a: extract shared FeedbackFx (dedup 4 procedural-FX copies)
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>
2026-07-08 12:59:05 -07:00
kronic d0dcdf36c4 Docs: fix 2 dead-symbol leftovers found by verification round
- 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>
2026-07-08 00:04:01 -07:00
kronic 7460ab9d1c Docs: hygiene sweep — stale/misattributed doc-comments + CLAUDE.md example
- 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>
2026-07-07 23:54:44 -07:00
kronic be7aa8affd Hygiene B6: test coverage (fixture + missing coverage + guards)
- 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>
2026-07-07 23:50:07 -07:00
kronic ba303e5fd0 Hygiene B3: single-sourcing & magic-number consolidation
- 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>
2026-07-07 23:29:43 -07:00
kronic 589e712db3 Hygiene B2: dead-code removal
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>
2026-07-07 23:16:53 -07:00
kronic b1041003f0 Hygiene B0-B1: correctness & latent traps
- 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>
2026-07-07 22:53:32 -07:00
kronic 7b64c1caa3 Chore: remove serena MCP completely; gitea auto-push + test-count conventions
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>
2026-07-07 22:00:33 -07:00
kronic a4b6bb9dfe Console noise purge: deprecated-API fixes + PixelArtDevControls legacy-Input exception
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>
2026-07-07 22:00:16 -07:00
kronic 03fb4052e8 Docs: supersession banners on pre-redirect roadmap docs (point to Iteration_2026-07_CoopHades)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:50:20 -07:00
kronic a0a2cff264 Docs: workflow consolidation - CLAUDE.md game-state extraction (-2KB, invariants+DR pointers), validation-harness skill ref, docs-commit standing auth
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:44:24 -07:00
kronic 5a16acc56d Docs: attribute-swallow root cause + session log; CLAUDE.md gotcha + 6.5 accuracy fixes (net-zero)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:38:10 -07:00
kronic 8baf98622f Phase 1.5 stabilize: restore swallowed [RuntimeInitializeOnLoadMethod] - harvest feedback slice was silently dead
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>
2026-07-07 21:38:09 -07:00
kronic d966813a36 Docs: Phase 1 gate verdict (static/boring world) -> Phase 1.5 World Alive inserted + boons pulled forward to 1.7
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:14:03 -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 401e0a9c02 Docs: round-2 animation session log (swing combo, slam, sword, pipeline traps)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:18:54 -07:00