Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4ae022c5ad | |||
| 8c2bf3c37b | |||
| 53bc21143d |
@@ -27,7 +27,7 @@ Transform:
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m_GameObject: {fileID: 1085570720822716955}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: -1, z: 0}
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m_LocalScale: {x: 1.5, y: 1.5, z: 1.5}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@@ -40,7 +40,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1085570720822716955}
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m_Mesh: {fileID: 4300000, guid: d8de5840b690b8c4cb783b65f1196981, type: 3}
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m_Mesh: {fileID: 4300000, guid: ad7e0b3cc539c4c4d9adbe26d67de586, type: 3}
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--- !u!23 &2902084588362297385
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MeshRenderer:
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m_ObjectHideFlags: 0
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@@ -175,7 +175,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 6b1aa9b83194a2c41b940dd9532377f4, type: 3}
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m_Name:
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m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.BlightClutterAuthoring
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Remaining: 8
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Remaining: 2
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ScrapPerHit: 2
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HitRadius: 1
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Variant: 0
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@@ -14,7 +14,7 @@ namespace ProjectM.Authoring
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public class BlightClutterAuthoring : MonoBehaviour
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{
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[Tooltip("Hit-points before the clutter shatters.")]
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[Min(1)] public int Remaining = 8;
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[Min(1)] public int Remaining = 2; // one-hit pop: both hit paths decrement by max(1,(int)ScrapPerHit)
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[Tooltip("Scrap (Biomass) yielded per projectile hit — the 'minor scrap' trickle.")]
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[Min(1f)] public float ScrapPerHit = 2f;
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@@ -35,7 +35,7 @@ namespace ProjectM.Server
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public partial struct RoomFieldSystem : ISystem
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{
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/// <summary>Max clutter pieces per room — cosmetic ghosts still cost relevancy, keep the dressing light.</summary>
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const int MaxClutterPerRoom = 6;
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const int MaxClutterPerRoom = 8;
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EntityQuery m_RoomTagged;
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@@ -26,18 +26,18 @@ Material:
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m_Ints: []
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m_Floats:
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- _Brightness: 1.1
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- _ColorLevels: 12
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- _ColorLevels: 27.561403
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- _Contrast: 1.05
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- _DepthEdgesEnabled: 1
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- _DepthEdgesEnabled: 0
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- _DepthThreshold: 0.08
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- _EdgeStrength: 1
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- _MasterEnabled: 0
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- _NormalEdgesEnabled: 1
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- _NormalEdgesEnabled: 0
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- _NormalThreshold: 1
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- _OutlineThickness: 1
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- _PixelHeight: 399.82455
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- _PixelHeight: 501.22803
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- _PixelateEnabled: 1
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- _PosterizeEnabled: 1
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- _PosterizeEnabled: 0
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- _Saturation: 1.35
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m_Colors:
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- _OutlineColorInner: {r: 0, g: 0, b: 0, a: 1}
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@@ -136,8 +136,9 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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later (sharpen/vignette/grade variants — backlog). Every later visual choice keys off clean dark-Synty.
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4. **Ambient motion layer (client-only, zero netcode):** foliage sway/rustle on walk-through, per-biome dust/embers/fog
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drift particles, critters that scatter, flags/banners. Biggest bang-per-effort for "not static".
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5. **Breakable clutter with drops:** Hades-style urns/crates/Blight growths seeded per room; shatter on hit → small
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resource drops. Reuses the destructible-ghost + `BlightClutter` + pickup patterns — netcode-cheap.
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5. ~~Breakable clutter with drops~~ **DONE (2026-07-09, `53bc21143`)** — the BlightClutter chain already
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existed end-to-end (seeding/unified-sweep/drops); the gap was feel: barrels (SM_Prop_Barrel_01) replace the
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rock chunk, ONE-hit pop (Remaining 8→2), density 6→8/room. Live-verified pop + drop credit.
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6. **Attack distinctness:** every enemy kind + class ability gets a unique read — anim + VFX + effect shape (not more
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hit-stop). Builds on the shipped Blender clip pipeline + sword-combo work; creature locomotion for monsters still
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open from Phase 1.3.
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@@ -189,13 +189,26 @@ console clean.
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- Unity 6.5: `Scene.handle` int conversions are deprecated-as-error (key caches on `scene.path`); bare
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`Time` in a `SystemBase` binds to the deprecated ECS `ComponentSystemBase.Time` (qualify `UnityEngine.Time`).
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## Part H — breakable clutter feel pass (`53bc21143`)
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Grounding revealed the roadmap item was ~90% BUILT already: the `BlightClutter` destructible-ghost chain
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(per-room `RoomTag` seeding, the DR-018-safe UNIFIED node+clutter sweep, melee + projectile breaking,
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personal-inventory drops with ledger spill) has existed since the expedition redesign — no design review
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needed, zero netcode delta. The actual gap was FEEL: the visual was a rock chunk (read as scenery) taking
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4 hits. Shipped: prefab mesh → `SM_Prop_Barrel_01` (FantasyKingdom, same proven atlas mat; Model child
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offset −1 — scatter y=1 is the capsule plane, base-pivot props float there), `Remaining` 8→2 = ONE-hit pop
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on both paths (`max(1,(int)ScrapPerHit)=2`), `MaxClutterPerRoom` 6→8. Verified live: 8 grounded barrels in
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a combat room; an injected projectile through the real sweep popped one in ONE hit (8→7, 2 Biomass credited);
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466/466; console clean. Also committed the operator's own F3-panel slider drags from the art-look lap
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(`8c2bf3c37` — master stays OFF).
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## Next-session intent
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Phase 1.5 continues under the LOCKED clean dark-Synty look: **breakable clutter with drops** (Hades-style
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urns/growths — destructible-ghost + pickup patterns, netcode-cheap) → attack distinctness. Also queued:
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re-enable curated base flora (barren hub) · retune arid brightness to taste (all knobs live) · long-term 1.5
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items (hazards, destructible cover) need the adversarial design review first. Feel items for the operator's
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next lap: ambient motion + dark look in motion, craters-as-blocks call, B5 split-panels smoke.
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Phase 1.5 short-term wins remaining: **attack distinctness** (unique read per enemy kind + class ability —
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anim + VFX + effect shape, on the Blender clip pipeline). Long-term 1.5 (hazards, destructible cover) =
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adversarial design-review-first. Queued taste items: re-enable curated base flora (barren hub) · arid
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brightness · craters-as-blocks call · B5 split-panels smoke. Then Phase 1.7 boon overhaul (design review
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required — replicated ability swaps).
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Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
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[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]
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