EnemyRigTools.BuildDrowner (menu ProjectM/Animation) — SciFiSpace Crew_Male
body (same rig/atlas/avatar as the player) through the proven DR-023 path:
EnemyDrowner.prefab = ownerless interpolated ghost + AnimatedLitShader
(Skinned-Palette) gloam material + AC_EnemyTopDown + RigDefinitionAuthoring.
Structurally identical to the shipping werewolf/charger enemies -> animates
in-game via the same EG/Rukhanka path. (Renders only in the baked ECS world,
not a plain scene; ArtStaging keeps the static bake for art review.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ProjectM/EmissiveGloam — URP HLSL, HDR emission (Bloom-catching), with the
readability 'steady=true / flicker=false' channel as a material param
(_FlickerAmount), no script. Applied to the staging flora bulbs (cold, flicker).
The other two master shaders already exist (Lit URP graph, AnimatedLitShader).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Beacon left unmodulated (steady=true light); cold flora gutter on Perlin flicker
(flicker=false light) so the warm/cold read survives with hue removed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase-0 status + Workstream A0/A1 callouts: the in-engine ArtStaging style-proof
scene is built (prop+creature+suit triad under murk + light-is-territory pool
lighting, passes full/200px/grayscale); statics recipe validated in-engine;
skinned Rukhanka bake + 3 master shaders still open.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Light-only ambiance animator (caustics spin, beacon flicker, bioluminescent
pulse); self-wires by name; no material writes so nothing persists on Play exit.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
'Light is territory' pool lighting (reads top-down; vertical god-rays don't),
undulating seabed mesh, Play-mode ambiance script, and the apply-armature +
visual-transform static hero-bake recipe for style-proof placement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the in-engine verification recipe (URP SubmitRenderRequest render
harness, layer sign-bit gotcha, game-camera check) and the persistent
ArtStaging scene recipe.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
New /art-dev skill (SKILL.md + blender-cookbook + style-and-practices refs)
driving LANTERN Blender art work: Auto (headless) for simple changes, the
hybrid nudge-and-bake loop for precision/aesthetics, game-camera verification,
Blender-beginner coaching. Session log covers the A0 style-proof asset set +
the Bathynaut refinement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash):
- AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it).
- AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone).
- BlinkState: predicted, non-replicated blink window (DashState sibling).
- BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement-
archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its
socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6
args, under the 7-cap). Baked BlinkState on the player.
L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DebugInputInjectionSystem (#if UNITY_EDITOR) gains FireSocket(i, frames) + per-socket hold
frames + the OnUpdate socket-event sets, mirroring the legacy Fire injection. Drives the real
gather->command->prediction->AbilityFireSystem path per socket for headless validation.
Used to validate group-A live (instant-play ServerWorld+ClientWorld): socket 0&1 = a projectile
Spark, injected same-frame -> maxSrvProj=2, maxCliProj=2 (server==client parity),
distinctSpawnIds=2 with distinctSocketBits=2 (the SpawnId desync fix confirmed LIVE), both
per-socket cooldowns advanced. Netcode half of the group-A gate: PASS.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Records the A0 material foundation + Phase 1 Group A implementation (steps 1/1b/2/2.5:
socket data model, per-socket stats, AbilityFireSystem restructure + SpawnId repack, feel-layer
migration), 494 green, the editor-focus correction, and the deferrals (L3 gate, AbilityRef
cleanup, Group B content).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §8 (the "KEEP as-is" feel layer was really a migration):
- PlayerAnimationDriveSystem: both jobs (Local/Remote) now read SocketCooldown +
DynamicBuffer<AbilitySocket>/<EffectiveSocketStats> instead of the single AbilityCooldown/
AbilityRef/EffectiveAbilityStats; shared SocketFireAndCone helper (any-socket-firing model:
IsFiring if any socketed Spark's per-socket cooldown window is mid-fire; IsCone if any such
is Cone).
- CombatFeedbackSystem: the muzzle-flash + cone-cue blocks unified into one per-socket
fire-edge loop over SocketCooldown (per-socket uint cache); non-Cone -> muzzle flash,
Cone -> the aimed slash-arc cue. Dropped the now-dead single-cooldown latches.
L1 clean; L2 494/494 (no regression).
Deferred to the AbilityRef-removal cleanup (surfaced, NOT silent): the FrameId server-writer +
the 2 class-HUD re-points (ClassPrepPortalHudSystem/MetaShopHudSystem) + HudSystem's ability
bar. Rationale: AbilityRef is still baked + set (EquipSystem/ClassSwapUtil), so ClassForAbility
remains a valid class signal through the transition; FrameId is baked ready. No feel regression.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Phase1_Combat_Gym_Build_Spec §7 (additive; legacy single EffectiveAbilityStats + its
fold stay until steps 2/2.5 migrate readers, then retired):
- EffectiveSocketStats: 4-wide derived (non-replicated) per-socket effective-stats buffer.
- PlayerAuthoring bakes it (4 rows).
- StatRecomputeSystem: a SECOND fold loop (separate query, under the 7-arg cap) folds each
socket's SparkId blob base with the SHARED StatModifier band (uniform; per-Spark warping =
Phase 4) into EffectiveSocketStats[i]; empty socket (SparkId 0) -> zeroed default.
Fixed CS1654 by writing through a mutable local copy of the buffer handle.
L1 clean; L2 489/489 (new SocketFold_Folds_Per_Socket_With_Uniform_Band).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Additive socket data model per Phase1_Combat_Gym_Build_Spec §3 (no behaviour; legacy
AbilityRef/AbilityCooldown left intact for the step-2 migration):
- AbilitySocket: cold per-socket loadout buffer (EquipmentSlot-modelled, [GhostField] byte
SparkId, SendToOwnerType.All, 4 rows baked empty).
- SocketCooldown: hot owner-predicted per-socket cooldown (4x [GhostField] uint + Burst-safe
switch indexer; SendToOwnerType.All for remote ability-feel parity with AbilityCooldown).
- FrameId: replicated [GhostField] byte frame/class signal (SendToOwner; the class source the
socket model needs since no single ability id maps 1:1 to a class).
Baked onto the player ghost in PlayerAuthoring. L1 clean compile + domain reload.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adversarial pre-code review (wf_c7575828-934; 23 agents, 0 failures) over the Phase 1
combat-gym design raised 19 findings (8 CONFIRMED + 11 PARTIAL, 0 refuted) and caught
design-breakers before code:
- SpawnId bit budget exhausted (owner16|fireCount12|fork4) -> repack owner14|socket2|
fireCount12|fork4 so 4 sockets don't collide/desync.
- "KEEP as-is" client feel layer is a real migration (CombatFeedback/PlayerAnimationDrive/
HUD read the reworked AbilityRef/AbilityCooldown) + needs a new replicated class signal.
- predict-spawn is Projectile-only (Aoe/Hitscan/decoy = Cone-precedent server-only spawn);
Blink = velocity-blink in its own system (not a transform teleport); SocketCooldown hot
not cold; EffectiveAbilityStats 4-wide; windup needs a rollback-safe resolve tick;
Harpooner reel + player zone = new server-only code, not salvage.
Verdict: pass-with-changes on all 3 lenses, no redesign. Phase1_Combat_Gym_Build_Spec =
the implementation contract (8-step build order, wire/bake churn, open risks, ledger).
DR-050 records it; pre-review design -> superseded.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The material-decision keystone (Art_Direction_Lantern / Lantern_Art_Pipeline_Recipes):
one shared palette atlas + ~3 materials, zero per-asset texturing.
- PaletteAtlas.png: 8x8 swatch grid encoding the ontology (warm-gold light / corpse-green
+ cold-blue gloam / lure-red bait / white-hot conversion / neutral / steel); sRGB, point,
no-mip, clamp, uncompressed.
- M_Lit_Palette (statics, Lit URP graph), M_Skinned_Palette (creatures/suits, the
deformation-aware AnimatedLitShader with per-instance tint + vertex-colour), M_Emissive_Gloam
(URP/Lit + HDR emission; hue/intensity = the gloam param axis). All wired to the atlas.
Dedicated master-shader graphs (flicker param, Hybrid-Per-Instance on statics) + the
style-proof scene are the next A0 steps. Verified by material values, not just a render.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The tone bible was authored during the autonomous run but slipped between commit batches;
several already-pushed docs (Phase 7 design, operator questions, session log B) link to it.
Wordless Wicks + lamp-morse; per-voice register bounds (Keeper/Siren/Selkie/Klabautermann/
Anchorite/berths); warmth-against-dread; gates all bark generation.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adversarial design review (wf_aa6fb661-e25; 22 agents, 0 failures) over the world-model
proposal + ground-truth code raised 18 findings (12 CONFIRMED + 6 PARTIAL, 0 refuted) and
caught real design-breakers before any code:
- DP-1/RS-1 (HIGH): the seed model was self-contradictory (RunMapMath regenerates the WHOLE
graph per seed, incompatible with a persistent pinned prefix) -> split: graph topology is
a pure function of WorldSeed ONLY; DescentSalt re-knots content; pinning freezes PinnedSalt.
- NR-2/RS-3 (HIGH): salvaged respawn warps a dead Wick to base -> splits the co-located party
-> in-pocket death; warp gated behind party-wipe; revive is new code, not salvage.
- DP-2 (HIGH): born-correct restore is per-entry lazy replay, not a boot one-shot.
- NR-1 phantom-kill CombatFeedback fix; NR-3 enemy wind-up gated on the light-union;
RS-2 RegionTag->PocketTag is a ~23-site semantic rewrite, not a rename.
World_Model_Build_Spec.md = the review-hardened contract (all 18 folded, findings ledger,
build order, open risks). DR-049 records the decision. Spike -> reviewed; proposal -> superseded.
New forks parked (dark-contact policy, lantern placement, END-1/EB-1 mothball timing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Client-only, procedural, zero netcode — a sibling of AmbientMotionSystem,
biome-keyed + camera-following. Three cosmetic beats: fleeing critters (ground
bugs + a few birds that dart out of the flee radius = the scatter beat,
biome-tinted, recycled at the ring edge), drifting cloud-shadow discs, and
Blight-room-only double-blink directional lightning flash + delayed thunder
(dedicated flash light -> no RenderSettings fight with WorldAtmosphereSystem).
Reuses the FeedbackFx disc/scorch primitives + procedural SFX. Live knobs in
AmbientLifeConfig. 474/474 EditMode; live-verified at base (flee confirmed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bundle 4 (critters + weather beats) shipped; all four World-Alive-II bundles
done. Next = the operator's Phase 1.5 gate lap.
Co-Authored-By: Claude Opus 4.8 (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>
Blight geyser (bundle 3) shipped review-first. Records the design-review fold
(2 HIGH: no edge-detect on the replicated tick; invert the invalid-guard for a
baked scheduled-tick so a born-0 can't storm) and the new CLAUDE.md tick-sentinel
corollary for baked [GhostField] scheduled-ticks.
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>
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>