Commit Graph

14 Commits

Author SHA1 Message Date
kronic 599b9b4255 Inventory: per-player items backbone (DR-026 Phase 0)
Data-driven ItemDatabase catalog + per-player replicated InventorySlot ([GhostField] OwnerSendType.All, a StatModifier twin). Harvest reroutes to the firing player's personal inventory (optional ComponentLookup<GhostOwner> in ResourceHarvestSystem; remainder/un-owned -> ledger); the G-key InventoryDepositRequest RPC moves the bag into the shared ledger the build economy spends. Catalog asset (Aether/Ore/Biomass + Stone Pickaxe) wired into the Gameplay subscene; read-only HUD inventory panel. ushort ItemId subsumes ResourceId; byte Category/Tier baked for gear-tier progression. Session-only (no SaveData bump).

Play-validated host+client: catalog baked into both worlds, the re-baked player ghost carries InventorySlot with a clean handshake, a server write replicates to the client owner, the deposit RPC round-trips, and the HUD renders catalog names. See DR-026.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:43:31 -07:00
kronic 1ed2aa46c5 HUD and Height Changes 2026-06-07 22:29:25 -07:00
kronic 2fcff9a7a1 Animate enemies: client-derived Rukhanka rigs (Werewolf/Kaiju Husks)
Extends the DR-022 player pipeline to Husk enemies. A Husk is an ownerless
interpolated ghost = structurally a remote player, so the new client-only
EnemyAnimationDriveSystem mirrors PlayerAnimationDriveSystem's remote path:
velocity from LocalTransform-delta (prevPos cache, pruned every frame), facing
from LocalTransform.Rotation (AnimParamMath.PlanarForward), maxSpeed from baked
EnemyStats, IsAttacking from the already-replicated AttackWindup telegraph. No
new [GhostField], no server/asmdef/ghost-hash change.

Monster-mash roster: Werewolf (Grunt), Werewolf-Undead (Swarmer), Kaiju (Brute),
built by the reusable, GUID-preserving EnemyRigTools editor tool (materials +
AC_EnemyTopDown + EnemyAttackWindup clip + 3 rigged prefabs). WaveSystem now
preserves the baked variant Scale (was reset to 1 by LocalTransform.FromPosition).

See DR-023. EditMode 208/208; validated in Play (rigs skin, scales replicate,
locomotion + attack telegraph drive correctly).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 23:30:03 -07:00
kronic f3f65bccbf M7 Automation: deterministic Harvester to Conveyor to Fabricator chains
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:15 -07:00
kronic 15bc1022ee Map Updates 2026-06-04 21:49:03 -07:00
kronic 5c11ff4fad Continued 2026-06-04 00:06:18 -07:00
kronic 8e9b4412ce Core Game Loop Additions 2026-06-03 22:41:27 -07:00
kronic 9091388bc2 Asset Dump 2026-06-03 13:46:13 -07:00
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:50:43 -07:00
kronic dd0064c377 Init Homebase 2026-06-02 18:28:23 -07:00
kronic 2ee30c01fd CC Package and Physics 2026-06-02 08:56:26 -07:00
Luis Gonzalez 1f647dd5e1 Initial Combat Implementation 2026-05-31 21:35:12 -07:00
Luis Gonzalez 7fa77ce821 Netcode Bootstrap 2026-05-31 14:27:52 -07:00
Luis Gonzalez 99d8d2d2a9 Set up DOTS + Netcode for Entities foundation
One-time stack setup per Docs/dots-setup-task.md (Unity 6.4.7 / 6000.4.7f1).
Packages: entities 6.4.0, entities.graphics 6.4.0, netcode 1.13.2, physics 1.4.6.

- Assets/_Project asmdef split: ProjectM.Simulation/Client/Server/Authoring (root ns ProjectM)
- GameBootstrap : ClientServerBootstrap; verified separate client + server worlds in Play Mode
- Gameplay subscene wired into SampleScene as a baking target
- Heartbeat component + Burst ISystem; EditMode smoke test green (1/1)
- In-repo Obsidian vault (Docs/Vault) incl. DR-001 (plain-Entities test over internal NetCodeTestWorld)
- Portable .mcp.json (basic-memory + serena via ${CLAUDE_PROJECT_DIR}); CLAUDE.md conventions
- .gitignore for DOTS baking cache + machine-local config

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 22:06:44 -07:00