Camera: runtime POV switcher (StagingCameraSwitcher; V/]/[ cycle, 1-4 jump) with POV_1_Game matching
the in-game rig (Pitch45/Dist13/FOV55) as the default + hero/front/close-up; deep-water SolidColor
clear kills the no-skybox corner bleed at the wide game framing.
Character (the 'reads like a lamp' fix, operator-directed): darkened the helmet to dark gunmetal with
a dim lit porthole and moved the warm beacon to the shoulder lamp (light is carried, not the head);
color-blocked the body into a brass-and-teal deep-sea-diver palette (brass armour / dark-teal
undersuit / dark-metal kit) for value contrast + identity at game scale; bulked the back tank-rig
silhouette. Master .blend keeps rig+pose+materials re-editable; posed static GLB reimported into the
connected prefab instance with instance material overrides reset to the GLB's diver materials.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the empty-bar leak into ArtStaging / menu / pre-connect: AbilityBarSystem.OnUpdate
early-returns when there is no valid NetworkTime, so the 'hide when no local player' line never
ran. Root now DisplayStyle.None at build, flips to Flex only when the local player is found —
also kills any pre-connect flash in gameplay.
SwordCombat React (1.4x, 0.3s pulse) + Stagger (1.2x, 0.55s) as Any-State
states on AC_EnemyTopDown via EnemyRigTools.WireEnemyHitReacts; driven by
EnemyAnimationDriveSystem's cache (now Pos/Hp/ReactUntil/Heavy) off
replicated Health drops. Windup-honesty gate: light reacts require
!IsAttacking (a sub-poise hit never visually cancels a live windup);
the heavy tier tracks the server's B2 poise break (stagger threshold 50
= finisher staggers, light flinches at the locked tuning). Knobs:
HitReactSeconds (0=off) / HitStaggerSeconds / HitReactStaggerDamage.
Replaces the review-cut positional vibrate (Rukhanka inverse-fold no-op).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- PostFX_Lantern.asset: the ONE shared grade (ACES, bloom 0.6 cool-tinted for the
HDR gloam, vignette 0.28, faint teal filter) applied to Game, DevSandbox, and
ArtStaging; PostFX_DarkSciFi / PostFX_Daylight / Sky_DaytimeProcedural deleted.
- Env_SeabedKit.prefab: ArtStaging's environment (seabed, flora, rocks, marine
snow, caustics, warm pool, gloam fill, key light, StagingAmbiance animator)
prefab-ized and placed in Game + DevSandbox; ArtStaging connected to it.
- Scene surgery: old DevSandbox.unity deleted; Gym.unity RENAMED DevSandbox.unity
(GUID preserved -> GymSub wiring + the F1/F2 dev scripts that gate on the
'DevSandbox' name come back to life). SyntyWorld root deleted from DevSandbox;
BaseBiome/ExpeditionBiome/Slot1 deleted from Game.
- RenderSettings unified: no skybox, Exp2 teal fog {0.02,0.10,0.12} @ 0.035, flat
near-black ambient {0.03,0.055,0.08}; camera clearFlags -> solid deep-water.
- ScenePolicy.IsGameplayScene() replaces the six scene.name=="Game" string gates
(Game + DevSandbox share the dynamic look; menu/ArtStaging untouched).
- WorldAtmosphereSystem rewritten as water-column murk (LANTERN defaults; biome
variants re-meant to kelp/trench/gloam-bloom; Ground_Arid tint block deleted).
390 green; Play-verified in Game: murk values live, warm-vs-cold reads, no errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Deletes the M7 production systems, automation components/math, authoring, 3
machine prefabs, and 6 test files (-43 tests, 459 green). Trims the automation
paths out of BaseRestoreSystem/SaveStructureScan/BuildPlaceSystem/BuildSendSystem/
HudSystem/HudTheme/StructureCatalogAuthoring/Tuning. RuntimePlacedTag (save
marker, a keeper) re-homed into StructureComponents.cs. StructureType byte codes
stay reserved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FrameId (replicated frame/class signal) now WRITTEN server-side at spawn for all
players; the two class-HUD readers (ClassPrepPortal, MetaShop) read FrameId (with
an AbilityRef fallback for pre-FrameId players) instead of ClassForAbility. The
gym seeds a PER-FRAME default Spark loadout via ClassTraits.FrameLoadout —
Harpooner (Ranger slot): reel/mobility/skillshots; Bathynaut (Warrior slot):
pull-in/dash/zone-control. FrameId uses ecb.AddComponent (baked on the real
player; absent on the minimal MetaSeeding test prefab). 497 EditMode green.
Deferred to a focused pass (risky wholesale refactor, "still works" via the
transition): full removal of legacy AbilityRef/AbilityCooldown/EffectiveAbility
Stats (woven through equip/class/meta/StatRecompute + tests) and the CharacterId
Bathynaut/Harpooner rename.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.
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>
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>
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>
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>
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>
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>
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 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>
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>
- 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>
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>
- 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>
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>
BLENDER (5 new/re-authored clips, all full-body, mirrored-left-arm axes
FIXED - Synty L shoulders mirror X/twist vs R, verified by axis probes):
- A_Swing_R2L / A_Swing_L2R (0.47s): horizontal slash + backhand with real
anticipation (torso wound 25 deg), 2-frame strikes, follow-through past
the target.
- A_Swing_Finisher (0.60s): overhead crash with a crouch drop into impact.
- A_Special_Slam (0.53s): two-handed ground slam - the Warrior cone finally
LOOKS like a cone attack.
- A_Fire_OneHand re-authored punchier (cock -> full-extension thrust with
torso commit -> recoil kick).
Export lesson: Blender 4.4 slotted actions - reassigning animation_data.
action does NOT bind the slot; force animation_data.action_slot before
export/render or you bake a stale pose.
CONTROLLER: MeleeSwing (one clip for everything) replaced by Swing1/2/3
keyed on new ComboStep int param (replicated MeleeCombo.Step); Fire gated
!IsCone (Ranger shot), new SpecialSlam state on IsFiring+IsCone (Warrior).
DRIVE SYSTEM: writes ComboStep from the replicated combo step and IsCone
from the replicated AbilityRef -> AbilityDatabase blob archetype (works for
remote teammates too).
SWORD: SM_Wep_Sword_01 (SciFiSpace - same pack/atlas as the soldier) as a
mesh-sub-asset child of Hand_R, grip rot (90,0,0) tuned live against the
running entity. Required RigDefinitionAuthoring boneEntityStrippingMode
Automatic -> None so the hand bone entity exists + is posed (stripped bones
never animate attachments). Play-verified: the energy blade rides the fist.
456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four clips authored programmatically in Blender on the PolygonSyntyCharacter
skeleton (full-body keys per pose, numeric world-space verification of the
fall: hips 0.88->0.14m) and exported per-action FBX (Key All Bones, Force
Start/End Keying, FBX Units Scale). Imported as HUMANOID - the project's
pipeline is Human rigs (CharactersAvatar isHuman=true; CLAUDE.md's 'Generic'
note was stale), so muscle-space retargeting plays these on the player AND
every monster rig with zero bone-path matching. CopyFromOther failed on the
Blender-added 'Armature' node (hierarchy mismatch) -> CreateFromThisModel;
root motion fully baked into pose (the CC owns the transform).
- A_Death_FallBack (0.90s = exactly the 54-tick corpse window): recoil ->
fall -> flat on the back -> settle. Wired as the Death state on BOTH
controllers, replacing the crouch-idle placeholder.
- A_Fire_OneHand (0.4s): new IsFiring param + Fire state on the player
controller; PlayerAnimationDriveSystem routes FireActive to it (melee owns
IsAttacking again).
- A_Dash_Lean (0.33s): new IsDashing param + Dash state; driven from the
local player's predicted DashState window (not replicated -> remotes skip).
- A_HitReact (0.27s): imported + avatar'd, wiring deferred (needs a
replicated hit-tick source; body flash covers the read today).
456/456 EditMode; Play-validated: forced IsDead renders the soldier flat on
the ground in-game (Blender->FBX->Humanoid->Rukhanka chain proven), Fire
state enters and plays; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
B1 SEPARATION: pairwise soft-collision pass INSIDE EnemyAISystem (sole
enemy-Position writer preserved; O(n^2) fine at MaxAlive<=14). Knocked/
lunging enemies keep committed motion but still push neighbours; the boss is
never pushed; enemies yield a small personal radius around players (below
melee range per review B1-1); displacement goes through the swept move so
nothing shoves through walls. SeparationMaxSpeed = live knob.
B2 POISE: the windup-cancel lived in the knockback CONTINUE branches (grunt/
charger/spitter). Threshold on the EXISTING KnockbackState.Speed channel:
light melee (6) nudges without interrupting; the finisher (10.8) and cone
(8) stagger as before. StaggerKnockbackSpeed = live knob (default 7).
B4 BOSS LUNGE: a telegraphed gap-closer on its own cooldown when the target
sits outside slam reach (repositioning - the slam stays the damage beat).
BossState.PendingAttack (server-only byte) disambiguates the shared windup
elapse (review-confirmed: naive reuse would SLAM on a lunge elapse);
LungeState.UntilTick spans windup+travel so the existing IsLunging ghost bit
replicates the tell, and the client draws a travel wedge instead of the slam
ring while it is set.
B5 PARTY HP SCALE: boss Health x(1 + 0.75/extra LIVING expedition player) at
spawn (not RunParticipant - dead-respawned members park at base). Max is a
GhostField so the bar stays truthful.
B6 RUN-FAILED BANNER: silent wipes used to land players home with zero
explanation. Client detects the (in-run)->Staging edge with a launch-cached
Charge (NEVER Returning - a 1-tick transient that precedes the bank by a
tick) and shows EXPEDITION FAILED for 6 s.
B7 FIRE ANIM: the class ability finally moves the body - a stateless window
from replicated AbilityCooldown.NextFireTick minus derived CooldownTicks
(works for predicted local + interpolated remotes, no cached edges).
456/456 EditMode; live Play smoke: launch -> 5 kills credit the room clear
through the corpse window -> boon window opens -> corpses expire clean, no
exceptions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Server: HealthApplyDamageSystem marks EnemyTag Dying{UntilTick} (TickUtil.
NonZero, ~54 ticks) on the lethal 0-crossing instead of instant destroy,
zeroes every live cue (replicated AttackWindup, LungeState + IsLunging bit,
KnockbackState), destroys on expiry; plain-world tests keep instant destroy
(no NetworkTime) so the suite's assertions stay meaningful.
Every consumer now ignores corpses (all confirmed entity-count/unfiltered by
the design review): EnemyAISystem all 4 passes, BossAISystem brain + summon
cap, RoomEnemyDirector room-clear + MaxAlive fit, WaveSystem cap + cleared,
CyclePhaseSystem breach wipe + DefendCleared, ThreatDirector timeout cull,
TurretFire targeting, CoreDamage drain, ProjectileDamage snapshot (corpses
are not shields), AbilityFire auto-aim candidates, debug cull + telemetry.
Wipe passes skip Dying to avoid cross-ECB double-destroys.
Client: EnemyAnimationDriveSystem finally drives the controller's IsDead
param (Health.Current<=0 is the replicated death read; corpse locomotion
zeroed); CombatFeedbackSystem moves the kill CRUNCH to the 0-crossing (the
prune-edge timing would land it ~1 s late) - the prune keeps a small
dissolve puff for corpses and the legacy full read for alive-vanish culls.
456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SLICE A - rooms become places: ExpeditionBiome duplicated to sub-slot 1
(X+1500) - ground, 205 decor children, rim cliffs, ambience; collider ring +
3 landmark colliders duplicated in the subscene; NEW in-room cover at BOTH
slots (4 collidable rocks each: Environment-layer box colliders in the
subscene + matching Synty rock meshes in Game.unity, placed clear of the
landing point, portal spot, spawn ring and boss spawn). Half of all rooms
previously played on a literal void.
SLICE C - owned FX wired: VFXConfig gains Portal + EnemySpawn slots
(FX_Portal_Round_01 / FX_Dust_Big_01 from PolygonParticleFX); the portal
beacon prefers the authored effect (procedural pillar stays as fallback);
enemies get a spawn-emerge cue on the ghost add-edge (primed-scan guard
skips the connect flood).
SLICE D (teaching) - the two undiscoverable verbs are now taught: dash on
the Move step, class ability + attack on the Rooms step (scheme-aware
glyphs); How-to-Play Controls adds Class ability + Dash rows and fixes the
wrong RT glyph; Loop step 1 mentions class pick + prep; the stale '50
starting Ore' now interpolates Tuning.StartingOre.
456/456 EditMode.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>