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Author SHA1 Message Date
kronic 5dced78de2 Docs: 2026-08-13 — Track A (camera) shipped alongside Track B
Session log gains Part 3: the operator picked "drop" on the hold fork, and both
halves of the camera fix landed. Records the measurement that forced the second
half — dropping the hold ALONE was worse (max deviation 0.653 vs 0.447) because the
hold had been masking the shake-integration bug — plus the before/after table and
the PixelArtDevControls opt-in.

Gotchas archive gains four more entries: never let a transient offset live in the
value your smoothing filter reads back; a frame-counted hold is a framerate-
dependent freeze; a masking fix can make the metric worse before better, so
re-measure the intermediate state; HideFlags.DontSave objects survive play-mode
exit and leak one per domain reload.

CLAUDE.md gains a Camera-feel ★ line, paid for by trimming the MCP-edit, swept-hit,
LANTERN-direction, harvest, bootstrap and presentation bullets. Now 39936 bytes —
exactly the >=1 KB headroom target.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 23:09:53 -07:00
kronic 150f30f56c Fix: PixelArtDevControls is opt-in — it was running OnGUI in Game.unity every frame
The editor-only pixel-art tuner self-spawned via [RuntimeInitializeOnLoadMethod] +
DontDestroyOnLoad into EVERY scene, not just DevSandbox, and its OnGUI draws the
toggle button on every IMGUI pass BEFORE the `!_open` early-out. IMGUI dispatches
at least Layout+Repaint per frame, so it allocated continuously during normal
gameplay — it is a MonoBehaviour, so an ECS system-toggle sweep never touched it,
and it dominated this session's allocation profiling until it was found.

Now gated behind an EditorPrefs opt-in with a checked menu toggle, mirroring
`ProjectM/Boot Into Menu (Editor)`. Off by default.

Separately: because the object carries HideFlags.DontSave it SURVIVES play-mode
exit while the static _instance does not, so the old code leaked one instance per
domain reload — two live strays were found and cleared in the editor.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 23:03:15 -07:00
kronic 4bd00818e1 Fix: the combat "freeze on a kill" — camera shake channel + drop the position hold
This is what the operator's report was actually describing, and it was never a CPU
hitch: median frame was 12.2 ms with a kill costing ~15 ms, wave respawn is not a
spike, and enemies carry no PhysicsCollider so corpses never blocked.

Two bugs in PrototypeCameraRig.LateUpdate, both measured with a STATIONARY player
so the ideal camera motion is exactly zero and everything observed is artifact:

1. Shake was integrated by the follow filter. The smoothing ran as
   Lerp(transform.position, desired, k), and transform.position already contained
   last frame's random shake — so the filter treated shake as real positional error
   and corrected only ~9 %/frame. Shake was never subtracted, just slowly lerped out
   while new shake piled on, so in sustained combat the camera random-walked around
   its framing and never settled. One kill left it 0.447 units off-frame and still
   0.199 off 24 frames later. The follow now smooths a _basePos that shake never
   touches; shake is applied only when writing the transform.

2. The position HOLD froze the follow for a fixed number of RENDER frames on every
   kill and heavy hit (2, or 7 on a finisher), making the freeze framerate-dependent
   — 49 ms at 144 fps, 233 ms at 30 fps — and it took its base from
   transform.position, permanently baking that frame's shake in as a 0.283-unit
   single-frame jump. A camera that stops while the world keeps moving reads as a
   hitch, not as crunch. Dropped; impact rides the FOV punch + shake alone
   (operator's call). HitStopMaxFrames / HitStopFreezeEnabled / FinisherHoldFrames
   retire with it, and the three saved feel profiles drop the dead keys.

Worth recording: dropping the hold ALONE measured slightly worse (max deviation
0.653 vs 0.447) — the hold had been partly masking the shake integration. Both
fixes together: deviation returns to 0.000 within a few frames of a kill, mean
deviation 0.038 across the window. The 0.428 peak is now the shake impulse itself,
a transient punch that immediately returns instead of a drift that lingers.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 23:03:06 -07:00
kronic e0c59ad663 Perf: pool one-shot SFX + authored VFX, cut per-frame presentation allocation
Track B. All 21 one-shot cues funnelled through FeedbackFx.PlayClip ->
AudioSource.PlayClipAtPoint, which allocates a GameObject + AudioSource per call
and schedules a delayed Destroy — ~20-33 times a second in light combat. New
OneShotAudioPool is a 32-voice 3D ring behind an UNCHANGED PlayClip signature, so
all 20 consuming call sites are untouched.

Parity is the whole game here: PlayClipAtPoint sets spatialBlend = 1 explicitly (a
fresh AudioSource is 2D) and leaves the rest at stock defaults. Two deliberate
divergences, both forced by the voices being long-lived: playOnAwake = false, and
dopplerLevel = 0 because a pooled voice TELEPORTS between events and would
otherwise pitch-bend. Root is DontDestroyOnLoad (WorldLauncher does
LoadScene(Single) while the client world is alive) with a SubsystemRegistration
reset, or session two rents destroyed voices.

Authored impact VFX are pooled per prefab instead of Instantiate/Destroy per hit:
components cached per INSTANCE (refs are instance-scoped), main.stopAction forced
to None (a prefab set to Destroy silently drains the pool), instances filled under
an inactive root so Awake/Start never run — which is what makes the DestroyImmediate
in StripCosmetic safe — ps.Clear before Play, TrailRenderer.Clear after the
reposition, and a Rented flag as the at-most-once guard against a double Return
aliasing one instance to two callers.

Per-frame allocation: the slash-arc and enemy-wedge mesh builders each allocated
four arrays on every call (up to twice a frame, and once per winding enemy); HUD
and ability-bar labels rebuilt their strings every frame; damage-number fades
rewrote TextMesh vertex colours every frame; health bars pushed uGUI writes
unconditionally; two systems played back an empty EntityCommandBuffer (a
structural-change sync point) every frame.

Also closes an AudioClip leak across all seven clip-owning systems: an
AudioClip.Create'd clip is a standalone UnityEngine.Object, so destroying a
system's FX root left it alive (MusicSystem ~6.8 MB, AmbientAudioSystem ~2 MB per
client-world teardown).

CombatFeedbackSystem's TryHold call sites go with this commit because they share
the file; the camera-side removal lands in the next one.

Verified live: PlayClipAtPoint's "One shot audio" GameObject never appears again
across 270 frames of combat with kills; the VFX pool fills to its retain cap and
stabilises; real cues route through the ring. 304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 23:02:50 -07:00
kronic bdeee3c51a Docs: 2026-08-13 session — combat freeze diagnosis + Track B allocation pass
Session log for the "freezes on a kill" diagnosis (the cause is the camera, not
CPU: shake is integrated by the follow filter, the hold is frame-counted, and the
hit + kill packages stack on the lethal frame) and for the Track B allocation work
the operator selected.

Gotchas archive gains nine dated entries, incl. two that changed how the work was
ranked: GC.GetTotalMemory quantises to 4 KB and is useless for allocation
attribution (use ProfilerRecorder), and an editor-only IMGUI dev tool self-spawns
into Game.unity and dominated every editor-side measurement.

CLAUDE.md: one new pooling/per-frame-cost line, paid for under the net-zero rule by
dropping the DR-051 build-palette text (that code died with the purge), the two
purge enumerations now carried by their DRs, and a duplicated ACES clause.
40183 bytes, under the 40960 budget.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 22:39:30 -07:00
kronic 13d591e789 Fix: revive the walk-through flora rustle — a fourth orphaned presentation layer
Track 1. Before building any new "world responds to you" work, I checked what
already existed, because today's score was three presentation systems that were
present, enabled, and produced nothing. This is the fourth.

AmbientMotionSystem's rustle layer (flora parting as the local player brushes
past) was dead in the shipping arena via THREE independent gates, each a
leftover of the deleted biomes:

  1. Root gate required a scene root literally named "BaseBiome" or
     "ExpeditionBiome*". Both went with the expedition, so the loop matched
     nothing at all. The seabed flora live under
     Env_SeabedKit/Seabed_Flora/FloraClump_N.
  2. Name regex was pure LAND flora: bush|grass|flower|fern|cactif|clover...
     Nothing in a seabed matches that. Added seabed terms first; the land terms
     stay only so an older scene still works.
  3. Renderer gate tested for a renderer ON the matched object. The natural sway
     unit is the CLUMP ROOT, which carries no renderer of its own - only
     children - so the test rejected exactly the object we want to rotate. Now
     accepts a renderer anywhere beneath, and skips a child whose parent already
     matched so the clump tilts once instead of every stalk tilting out of its
     socket.

Verified live: AmbientMotionSystem._flora.Count 0 -> 4 (the four clump roots).

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:50:13 -07:00
kronic b00926dc6e Art: seabed relief kit — 5 modular pieces, built in Blender and baked into Game.unity
Track 2 of the A0 readability work. The operator wanted non-flat ground; the
walkable surface must stay flat, because the character controller is configured
for a plane (SnapToGround=false, gravity float3.zero) and enemies have no
pathfinding. Real elevation is a locomotion + navigation task, not an art one.

The kit therefore avoids the height band that breaks entirely:

  SM_Seabed_Hollow_A   442 tris  below plane   no collider
  SM_Seabed_Dunes_A    442 tris  +/-0.4 crests no collider
  SM_Seabed_Ridge_A     55 tris  ~1.2 m        rim placement
  SM_Seabed_Outcrop_A  120 tris  ~1.4 m        rim placement
  SM_Seabed_Shelf_A     96 tris  ~1.4 m        rim placement

1155 tris total, all far under the <=800/prop budget, faceted, one material.
Nothing sits at 0.3-0.6 m, which is the range that either clips the diver's legs
(no collider) or becomes a wall you cannot see over (collider). The three tall
pieces sit at the arena RIM outside the 16u wave ring, where the boundary
already blocks the player - so they read as silhouette with no subscene collider
work and zero nav risk.

Two art lessons, both corrected mid-build:
  - First pass encoded relief as ALBEDO BANDING from the palette atlas. At
    top-down, flat colour bands read as a printed pattern, not form: the hollow
    looked like a bullseye and the ripple sheet like woven basketwork. The style
    bible is explicit that the read is shape + light. Uniform albedo + real
    geometry + faceted normals doing the shading.
  - Cutting an organic outline by dropping whole quads gives stair-stepped
    edges. Rebuilt in POLAR coordinates so the boundary follows R(theta) exactly.

In-engine: the palette grey read ~2x brighter than the seabed floor, so the
pieces looked like slabs laid on top. Ground pieces now share the floor's own
M_Staging_Seabed; rock pieces use a darker sibling M_Seabed_Rock (0.13,0.19,0.23)
so they read as the same ground family, a shade separated.

Exported per-piece so the Phase-2 pocket generator can place them individually
rather than inheriting a bespoke landscape.

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:46:57 -07:00
kronic 1835718023 Docs: 2026-08-08 session log — A0 gate, readability pass, arena regression, seabed relief kit
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:32:50 -07:00
kronic 9f145e3a83 Art: ArenaFieldSystem placement policy — props in the fought-in band, nav-safe spacing
Operator delegated the placement call. Applied standard top-down-arena practice
rather than the first-pass ring scatter:

  clear core (5u)      the landing spot and dash room; props there cramp spawn
                       and cause dash collisions the player never asked for
  band 6-13u           solids live in KITING range, which is also roughly where
                       the diver's travelling light reaches. A prop outside the
                       lit radius reads as an invisible wall - the worst failure
                       mode in a dark game, so cover is pulled inward to where
                       it can be SEEN before it is hit
  min spacing 2.6u     enforced across clutter AND cover on ONE shared occupancy
                       list. This is a NAVIGATION guarantee, not an aesthetic:
                       enemies have no pathfinding, so gaps must stay wider than
                       a body. Rejection-sampled; a piece that cannot fit is
                       DROPPED rather than jammed into a gap movers can't pass
  explosives >8u       a barrel near the landing spot chains into you on spawn

Measured live, all three invariants hold:
  17 solids, radius 7.89..12.95, min gap 2.79 (policy >=2.60), 0 explosives <8u

Nav re-validated on a CLEAN run: closest approach 1.40u, two enemies in melee.
Enemies cross the inward cover band and reach the player.

Correction worth recording: three intermediate readings showed "frozen movers"
and were WRONG. Teleporting the player around a long-running Play session
desyncs the predicted character controller and leaves stale AI state - the
server had the player back at (2.5,0) while I was measuring against (0,0), and
an earlier "all four frozen" reading was simply enemies that had converged and
were attacking. Only the clean, unmutated run is valid. Do not mutate server
state and then trust a movement measurement in the same session.

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:26:42 -07:00
kronic 05bf835862 Fix: ArenaFieldSystem — restore the arena's clutter, cover and geysers (purge regression)
Operator at the A0 gate: "the world is very static." Part of that was a
regression from today's purge, and the audit's own signature pattern for the
third time: the system exists, the authoring is placed, and it silently
produces nothing.

Server/Economy/RoomFieldSystem.cs was deleted with the run/room FSM in
62e48a3b0. That was correct for the FSM, but the system was also the only
consumer of the ClutterFieldSpawner / CoverFieldSpawner / GeyserFieldSpawner
singletons. Those kept baking into Gameplay.unity and nothing read them:

  before:  Geyser 0   BlightClutter 0   (spawners configured for 14 + 2 + 3)
  after:   Geyser 2   BlightClutter 17

So the arena lost 14 destructible clutter pieces, 3 cover pieces and 2
periodically erupting geysers — a large share of everything that moved or
could be interacted with.

The old system could not be revived: it keyed every spawn off RunInfo,
RunRuntime, RoomPlan, RunMapMath, RegionMath and RoomTag teardown, all gone.
ArenaFieldSystem is a gym-scoped replacement that seeds ONCE at world start
and never tears down — Phase 1 is "no world, a gym", and everything
room-shaped belongs to the Phase-2 pocket generator, not here.

Contracts carried over deliberately, each load-bearing:
  - baked.WithPosition, never FromPosition (FromPosition resets Scale, a GhostField)
  - Geyser NextEruptTick born-correct off the live ServerTick via TickUtil.NonZero,
    staggered 60 ticks per instance so eruptions desync; 0 stays "not ready"
  - a 6 u keep-out ring around the arena origin (the player's landing spot)
  - clutter variant 3 = the explosive hazard, 0-2 inert dressing
  - a fixed arena seed: a gym wants the same arena every session

Verified live: geysers stamped 306 / 366 (staggered, Scale 1.00 preserved).

Navigation re-validated per the standing rule that adding Environment cover
can freeze movers, since enemies have NO pathfinding. First measurement showed
all four "frozen" — that was my error: they had already converged and were
attacking. Re-tested by moving the player across the arena: all four closed
23.5->20.4, 24.2->21.2, 23.9->20.9, 22.8->19.7 u through the cover field. No
soft-lock.

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:15:26 -07:00
kronic 501c52d809 Art: A0 readability pass — murk plane, seabed albedo, and a suit glow
Operator at the A0 gate: "a little too dark to play, not very readable yet."
Measured rather than guessed, and the diagnosis was NOT "add light":

  seabed _BaseColor (0.08,0.12,0.15) — the floor was painted near-black, so it
    reflected ~10% of anything and could never read as a surface
  fog colour (0.02,0.10,0.12) — distance faded to VOID rather than to murk;
    real water scatters, so far things should get lighter and lower-contrast
  ColorAdjustments contrast +10 on top of ACES — the low end was crushed twice
  Vignette 0.28 — ate the periphery, which is where threats arrive from

Murk pass (operator picked "murk + closer camera"):
  BaseFogColor/ExpeditionFogColor -> (0.06,0.20,0.25)   [WorldAtmosphereConfig
    drives RenderSettings every frame, so the CONFIG is the real knob]
  M_Staging_Seabed albedo -> (0.18,0.26,0.30)
  contrast 10 -> 4, vignette 0.28 -> 0.16
  camera Distance 17 -> 14

That fixed the void but INVERTED figure-ground, which the numbers caught:

  player 0.144 | rock 0.269 | flora 0.258 | warm haze 0.368

The protagonist was the second-darkest thing on screen. The shoulder lamp is a
forward-facing spot tilted 26 deg down — it lights the seabed ahead and never
its own wearer — so the diver had no personal light at all. Raising KeyWarm
would have lifted the scenery by the same amount and left the ratio unchanged;
only a light that TRAVELS with the diver changes it. Added ~SuitGlow: a warm,
steady point light at torso height (FeelConfig.SuitGlowIntensity 5 /
SuitGlowRange 4.5, live-tunable, 0 = off). "Light is territory", made literal.

  player 0.144 -> 0.320, now above rock 0.282 and flora 0.250
  figure-to-murk contrast 1.32x -> 2.94x, with scene brightness unchanged

304/304 EditMode green. Awaiting the operator's eyes on the result.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 16:58:52 -07:00
kronic baa6eb521a Docs: CLAUDE.md — stale-refresh + no-still-catches-a-temporal-bug rules (net-zero paid)
Two new MCP-workflow rules earned the hard way during the A0 gate. Paid for by
condensing the enemy-slide history and the LANTERN direction bullet into the
gotchas archive, which also records the full A0-gate lessons.

Corrected while there: the direction bullet still said the engine fork was OPEN
and must be surfaced before world code. DR-053 closed that on 2026-08-07 —
PARKED, Unity stays.

39850 bytes, 1110 headroom.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:13:28 -07:00
kronic 34b41532ee Art: Game.unity AmbientMotionConfig drift 28/0.09 -> 18/0.07
The serialized component keeps its own values, so changing the C# field
initialisers in the previous commit never reached the shipping scene (the
standing 'a serialized field ignores the C# initializer' rule). Colour was
already fixed in code, so only rate and size were still stale.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:10:17 -07:00
kronic de81a6f2f3 Fix: StagingAmbiance must never drive a rig-owned camera (zoom/shake regression)
Self-inflicted, found by the operator the moment they pressed Play: "the camera
is so far zoomed in and shaking".

StagingAmbiance rides Env_SeabedKit.prefab, which Game.unity instantiates as
well as ArtStaging — a placement that predates this session and was harmless
while the component only pulsed flora. The camera lissajous drift added in
b407f7cd6 then wrote _cam.position every LateUpdate against
PrototypeCameraRig's follow, pinning the camera to the authored _camBase
(0, 1, -10) while the rig lerped toward its desired (2.50, 16.72, -9.01).

Measured before: camera y oscillating 1.157 <-> 13.559, max 7.43 units per tick.
Measured after:  y settles 16.658..16.709 (target 16.72), span 0.051, max step
0.004 — a ~1800x reduction in per-tick jitter.

Gate on the presence of PrototypeCameraRig, not on a scene name (scene-name
checks are banned by CLAUDE.md). Verified both directions: ArtStaging has no rig
so its drift still runs; Game.unity has one so the drift is correctly inert.

Note for next time: two `refresh_unity scope=scripts` calls reported
compile_requested=false and the editor kept running the STALE assembly, so the
first verification pass showed the guard "not working" when it simply was not
loaded. scope=all mode=force was required. Confirm a behavioural fix by probing
runtime state (_cam == null), not by re-reading the source.

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:09:41 -07:00
kronic b407f7cd6f Art/Fix: A0 gate pass — death-pose lock, off-palette drift, lighting debris
Found by running the A0 style-proof against the SHIPPING scene instead of
ArtStaging (which judges static glTF bakes on an import shader, with zero
SkinnedMeshRenderers and no Animator — it cannot answer "does the game look
like this").

Player-facing bugs fixed:

- AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions.
  Any State enters on IsDead and nothing ever leaves. The player ghost is a
  persistent entity, so its Rukhanka animator never resets: once you died you
  rendered sprawled on the seabed permanently — sim fully respawned, moving and
  fighting, visually a corpse. Added Death -> Idle on (IsDead == false).

- AmbientMotionSystem drift was still the deleted biome system: key 0 =
  "meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a
  36x7x24 box following the camera — the most off-palette thing in the frame.
  Its x>500 region probe pointed at space now holding zero renderers. Collapsed
  to one cold marine particulate; dropped the 4 dead mote colours + AridWind.

- FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so
  every procedural particle rendered as a hard SQUARE. Added a procedural soft
  dot (no Resources.Load — build-stripped; asset-free presentation is the rule).

- Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft)
  outranking KeyWarm as a second competing shadow caster, plus 6 orphaned
  LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two
  with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold
  for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft.

ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only
shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition
and is what read as "flat". StagingAmbiance was attached to nothing and its
flora wiring searched for a Game.unity parent, which is what read as "static";
it also force-played the combat one-shot pool, now restricted to looping
emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm.

304/304 EditMode green; death-recovery, palette and particulate all verified
live in Game.unity Play.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 14:45:18 -07:00
kronic c87dd04e87 Docs: truth pass over CLAUDE.md, DRs and the MOCs (audit M13/M14/M15/M16/M19/L11/L12)
CLAUDE.md — it is loaded every session, so its errors cost the most:
- M13: it still said "No world code until the world-model spike passes
  its design review" while DR-049 has been `accepted` since 07-13 and the
  roadmap says PASSED. A hard contradiction between the two authority
  docs, with CLAUDE.md winning by being always-loaded — plausibly part of
  why Phase 2 never started. Now points at the build spec, warns it needs
  re-anchoring, and links the parked engine fork.
- Records the H2 hazard as a rule: a socket whose SparkId is missing from
  the baked AbilityDatabase silently reads Damage/Range/Cooldown 0.
- L12: the asmdef table was stale on all four rows; also notes the fifth
  compilation unit (Scripts/Editor has no asmdef) and that tests now
  reference Authoring.
- M19: per-machine setup — the machine-loss recovery checklist — was
  missing Blender + blendermcp (which the committed /art-dev skill
  hard-requires) and ctx7, and claimed a ${CLAUDE_PROJECT_DIR} in
  .mcp.json that isn't there.
- Structures / harvest / persistence / BefourStudios bullets rewritten:
  they described deleted subsystems.
- Net-zero rule honoured: the additions pushed it to 41,057 (over the
  40,960 hard limit), so two long art-pipeline bullets moved verbatim to
  the gotchas archive under a dated heading. 39,661 now — inside the
  file's own 39,936 soft ceiling.

- M14: DR-053 files the Bevy fork as PARKED. The guide was reachable from
  NOTHING — one file, zero inbound links, and its gating instruction
  lived only in machine-local memory, which CLAUDE.md explicitly forbids
  as a sole home. It now has a committed home and inbound links.
- DR-054 records this purge, including the three files that were in the
  delete set until their consumers were checked and turned out to be
  load-bearing.
- M15: 13 superseded DRs re-statused with `superseded_by`. Only DR-002
  carried the field before, though the project's own template prescribes
  it.
- M19: Home.md stated three wrong facts (latest DR, latest session, date)
  — refreshed. Pillars.md and Systems_Index.md now carry warning banners:
  both assert things the purges falsified, and Systems_Index still claims
  to be "the accurate map of what exists in code today".
- L11: the 4 genuinely-broken wikilinks fixed (typo'd DR filenames). Zero
  broken vault-internal links now.
- Session log written — the last three commits before today had none,
  breaking the protocol's own bookend rule.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:44:18 -07:00
kronic e42760e7d0 Repo: reclaim 8.5 GB of unreachable vendor content (audit L7/L8/M13)
Assets/ 14 GB -> 5.5 GB.

- Assets/BefourStudios DELETED (8.2 GB). Transitive-closure reachability
  from every project scene, prefab and settings asset found exactly FOUR
  reachable files in the whole pack — four textures. Relocated them to
  Assets/_Project/Textures/Env via AssetDatabase.MoveAsset with the GUIDs
  verified preserved, then removed the pack. It was HDRP art for a
  direction DR-051 deleted; re-downloadable from the Asset Store.
  (3.3 GB of that was gitignored .unitypackage archives git rm could not
  see — removed separately.)
- 92 vendor demo/gallery/overview scenes deleted (294 MB). They are the
  ten largest tracked blobs in the repo, stored as non-LFS YAML that
  Unity must parse and index on every database rebuild. Build settings
  reference only MainMenu and Game.
- com.shadercrew.the-toon-shader.3d + .core removed (132 MB embedded,
  referenced by nothing).
- Assets/Screenshots (182 PNGs, 22 MB) moved to the gitignored
  _visual_scratch/ — Unity was importing them as textures.
- manifest: dropped com.unity.ai.navigation and com.unity.cinemachine
  (zero references — no NavMesh assets, no Cinemachine in any scene).
  Pinned com.coplaydev.unity-mcp to a SHA instead of #main; that floating
  branch ref silently re-resolving IS what the dirty packages-lock.json
  was, and it means two machines can run different bridge versions while
  both match the committed manifest.

KEPT after checking, against the audit's suggestion: visualeffectgraph
(27 .vfx assets) and timeline (213 .playable) are genuinely used. And I
RESTORED com.unity.ai.assistant + com.unity.ai.inference after removing
them left half the AI Toolkit resolved in Library/PackageCache and
crashed two AssetImportWorkers on domain reload — editor-only tooling is
not worth destabilising the install for.

Verified after: 0 compile errors, 304/304 green, DevSandbox plays with
the player, an enemy, live socket stats and no leaked RPCs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:39:13 -07:00
kronic 0744cdf4f3 Art: EmissiveGloam DOTS instancing + revive EnemyRigTools + drop dead materials (audit M7/M8)
M8 — ProjectM/EmissiveGloam had no DOTS instancing but is bound to
M_Drowner_EyeGlow on EnemyDrowner.prefab, a baked GHOST prefab that
Entities Graphics renders through BatchRendererGroup. Its skinned sibling
has carried the pragmas since 07-16; this one was simply missed, and murk
hides the symptom (CLAUDE.md: "a dark-lit screenshot MASKS material
bugs"). Added #pragma target 4.5 + multi_compile DOTS_INSTANCING_ON +
UNITY_SETUP_INSTANCE_ID, and a DepthOnly pass so the glows stop being
absent from the URP depth texture (soft particles / SSAO / DoF punch
straight through them otherwise). Verified: shader compiles, isSupported,
2 passes, 0 messages.

M7 — EnemyRigTools was dead at EVERY entry point. All eight hard-coded
prefab paths were deleted by DR-051, and the template check ran BEFORE
the idempotent in-place branch, so even re-running a builder on an
existing prefab failed. The three shipping skinned creatures were
unreproducible. Now the template only matters when there is no output to
edit in place, and a new creature templates off the shipping EnemyDrowner
ghost (GhostTemplate) instead of the deleted Enemy.prefab. Retired the
four menu items that drove the deleted Werewolf/Kaiju/Charger bestiary
rather than leave them advertising entry points that cannot work.

Deleted 19 materials with zero references from any scene, prefab,
ScriptableObject, script or settings asset — verified three ways, not
from the audit's list. Kept everything with a live reference, including
several the audit's asset-only scan called dead but which code loads by
path (M_Skinned_Palette, PixelOutline, M_Env_Fallback).

NOT fixed here, deliberately: MakeMat still points each creature at a
per-PACK Synty atlas rather than the shared palette. That is a visual
decision about the shipping Drowner/Grindylow, not a mechanical fix — the
doc-vs-reality gap gets reconciled in Art_Direction_Lantern instead.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:30:43 -07:00
kronic b80aa1b24b Tests: tuning invariants + Authoring reachable from the test asmdef (audit M10/M11/L18)
- New TuningInvariantTests (6 tests). Two gaps the audit named:
  * The six-site knob drift: adding a knob touches the struct field,
    Defaults(), the TuningKnob const and three switches, and nothing
    caught a knob wired into Apply but forgotten in ClampKnob. The clamp
    is the only thing stopping a 0 reaching the i-frame divide, which
    TuningConfig's own header records as "NaNs the kinematic body
    permanently". Now every LIVE knob round-trips Apply -> Get against
    ClampKnob.
    The knob set is read by reflection, not assumed to be 0..Count:
    CLAUDE.md reserves retired indices (20-23), so the space has holes
    on purpose. A second test pins that those stay reserved — re-using
    one would silently re-mean a value in saved feel profiles and in the
    DebugOp wire payload.
  * MeleeTiming had ZERO test references while producing the locked
    20/12/25 contact ticks, and MeleeComboTests pins fixture values that
    differ from the shipped defaults on nine of ten knobs. The new tests
    assert RELATIONSHIPS against Defaults() — finisher contact stays
    inside both CastFacingTicks and MeleeRecoverTicks — so a deliberate
    retune stays green and only a broken coupling fails. That coupling
    was previously enforced only by a [MenuItem] a human had to remember
    to run.
- Test asmdef now references ProjectM.Authoring + Unity.Entities.Hybrid,
  so bakers are reachable from tests at all (L18). Nothing referenced
  them before, which is why "no prefab carries ChargerAuthoring" could
  coexist with a green suite.

CORRECTION to the audit: "10 test files leak ECS Worlds" is REFUTED.
That finding came from counting `.Dispose()` tokens, which misses the
`using (world)` blocks these files actually use. Measured empirically:
World.All is 6 before the suite and 6 after — zero leaked.

304/304 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:24:50 -07:00
kronic 37b211a7f8 Netcode: fix interpolated-tick cues + add a terminal RPC reaper (audit M1/M4/M12)
M1 — two systems timed INTERPOLATED ghosts against the PREDICTED tick,
the exact hazard CLAUDE.md documents and the one that is invisible on
loopback:
- EnemyDangerTelegraphSystem timed the red danger cone off nt.ServerTick,
  so over a real connection the dodge tell finished ~RTT/2 + interp
  buffer EARLY. The cue lied.
- PlayerAnimationDriveSystem fed the same predicted tick to RemoteDriveJob
  ([WithDisabled(GhostOwnerIsLocal)] — i.e. interpolated teammates), so a
  teammate's swing animation desynced from their damage.
Both now use the ZoneTelegraphSystem idiom. The LOCAL drive job keeps
ServerTick: the owning player really is predicted.

M12 — the RPC leak I reproduced live during the audit. Every receiver in
this project gates on RequireForUpdate over a scene-baked singleton; in a
scene without it the receiver never runs and the request entity is never
destroyed. Netcode's WarnAboutStaleRpcSystem Consume()s but never
destroys, and is compiled out of player builds — so these accumulated
silently, and worst in a shipped build.
New StaleRpcReaperSystem (server, OrderLast, no RequireForUpdate) destroys
any unconsumed request that outlived its receiving frame. Consumed
requests are left to their owner. Verified live: a planted unconsumed
request is gone within a few frames. Three regression tests pin both
halves of the contract.

Also: HealthApplyDamageSystem and ProjectileDamageSystem now filter
.WithAll<Simulate>(). They are ServerSimulation-only so it was not a bug,
but the audit's "all predicted systems filter Simulate" reassurance was
false until now — the rule is unconditional again.

The five undisposed Allocator.Temp ECBs the audit flagged all lived in
systems the purge deleted; none remain.

298/298 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:17:47 -07:00
kronic 9f61f7c6fe LANTERN kit into the shipping scene + frame rename (audit H2/M4)
H2 was the audit's sharpest finding: in Game.unity every player spawned
with four ability sockets pointing at SparkIds the baked AbilityDatabase
did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0.
Melee and dash were the only working combat verbs in the built game.
Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to
Gameplay.unity.

- Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the
  4 legacy ids keep their numbers; Sparks are 5-9) with their effect
  prefabs. Live-verified in Play: sockets now read
  Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull
  15dmg/25range/120cd, Light Zone 6dmg/5range/480cd.
- Removed 6 orphaned authoring GameObjects the purge left behind in the
  subscene (StorageSpawner, StructureCatalog, ItemDatabase,
  SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing
  object in Game.unity — the latter is what scattered 47 Synty desert
  props into the seabed murk.
- Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall.
- Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner,
  93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save
  impact. The menu said "Warrior"/"Ranger" to players three weeks after
  the frames were renamed in design.
- Menu now reads LANTERN / "Light is territory — co-op descent" instead
  of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine
  tagline, two directions stale).
- Removed the "Replay Tutorial" button and the Settings ONBOARDING
  section: both drove coach-marks DR-051 deleted. The settings fields
  still round-trip so existing settings files load unchanged.

All four project scenes + all prefabs verified free of missing scripts.
Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:11:58 -07:00
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00
kronic 6a412fe3e7 Tooling: security + permission hygiene from the 2026-08-06 audit
- .gitattributes: *.glb / *.gltf now route to LFS. glb is the primary
  Blender->Unity handoff and was committing as raw uncompressible blobs
  (verified: git check-attr returned "unspecified"). Existing files stay
  as plain blobs; new exports go to LFS.
- settings.json deny-list: add git restore / git checkout -- / git stash.
  The list guarded the destructive commands that cannot lose work here
  and omitted the ones that can, in a tree that is routinely dirty.
- settings.local.json: drop the blanket Bash(python *) allow (a full
  escape hatch past the deny-list beside it), drop the serena MCP entry
  (server removed 2026-07-07), and collapse 5 single-use literal command
  allows into two prefix rules.
- workflow-patterns.md: stop telling subagents to prefer serena's
  find_symbol — that template made every spawned agent burn a turn on a
  tool-not-found error. Glob/Grep is now the primary instruction, matching
  memory-protocol.md and CLAUDE.md.

Also done outside git: the leaked ghp_ PAT was stripped from the origin
remote URL, and lfs.allowincompletepush was unset so a failed LFS upload
fails the push loudly instead of reporting success.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 10:09:40 -07:00
kronic aa5247aff4 Docs: commit basic-memory frontmatter backfill + resolved MCP lock hash
The 13 vault notes were left dirty by basic-memory back-filling
title/type/permalink frontmatter into files written with Write/Edit
(it also strips the trailing newline — restored here so future diffs
stay clean). Content is unchanged; verified frontmatter-only.

packages-lock.json is the com.coplaydev.unity-mcp #main branch ref
silently re-resolving. Pinning that dependency lands with the package
cleanup batch.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 10:09:39 -07:00
kronic 6923888905 Docs: Bevy guide — animation/visual deep-dive (graph add-nodes/masks, readable bone poses, volumetrics) + M1 becomes explicit rig/look proof gate
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 13:51:37 -07:00
kronic f60e9ab60a Docs: Bevy guide — add BRP/bevy_brp_mcp live-introspection tooling (2026-07 MCP ecosystem sweep)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 12:29:04 -07:00
kronic d0e78e935d Docs: Bevy/Rust/Avian/lightyear greenfield architecture guide for LANTERN (thought-experiment companion to the world-model spike)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 14:40:41 -07:00
kronic 60df50f8fe Docs: silhouette + material-drift follow-ups closed (session log)
Both follow-ups done: Silhouette_Armour (bone-weight broadening, T-pose-safe) + PlayerRigTools drift fix
(reproducible rebuild). Notes the replace_method [MenuItem]-strip gotcha.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 15:28:13 -07:00
kronic 977b5c1f8e Art: silhouette broadening in-game + PlayerRigTools material-drift fix
Silhouette: broadened the armour's shoulder pads (inflate Shoulder_L/R-weighted pad caps about the
shoulder joint, smooth falloff, arms untouched) + beefed the boots -> Silhouette_Armour.asset (built
idempotently from the stock Synty armour). Bind pose is a T-pose, so broadening is by BONE WEIGHT, not
raw X (a naive |X| threshold would grab the outstretched arms).

Drift fix: baked the correct assignments into the tools so a re-run no longer reverts them -
BuildBathynautPlayer now does the brass/undersuit split + swaps the armour to Silhouette_Armour;
AttachBathynautKit assigns gunmetal tanks / warm beacon / Mark-V brass-gunmetal-glass (3 submeshes).
Full rebuild chain re-run clean + verified live: identical correct diver, reproducible.
(replace_method stripped the [MenuItem] attrs -> re-added; see the swallow-adjacent-line gotcha.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 15:27:29 -07:00
kronic 749aedfbde Docs: Bathynaut helmet Synty-match + in-game body-swap session log + cookbook 14-E
Session log for the 07-24 character work. Adds cookbook 14-E: the per-instance _BaseColor override
gotcha (hit-flash sets URPMaterialPropertyBaseColor=(1,1,1) on player/enemy render children, replacing
the material _BaseColor -> flat null-map materials render cream; color via a solid _BaseColorMap texture).
Corrects the older 'clear the map -> uses _BaseColor' note.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:59:20 -07:00
kronic 9f9c3b07b9 Art: Bathynaut body-swap into the gameplay Player (Mark-V + brass/teal split)
The approved staging character is now in the shipping animated Player.prefab:
- Re-exported the skinned kit FBX dome-less + the Synty Mark-V helmet skinned to the Head bone (3
  submeshes brass/gunmetal/glass); replaced the old fused dome.
- Split materials: brass armour, dark-teal undersuit, gunmetal tank pack, warm shoulder beacon, teal
  porthole glow.
- ★ per-instance _BaseColor gotcha: the hit-flash system sets URPMaterialPropertyBaseColor=(1,1,1) on
  every player render child, which REPLACES the material _BaseColor -> flat-color materials washed
  cream. Fix = drive color via a solid-color _BaseColorMap texture (DiverTex/), not _BaseColor.
Verified live in DevSandbox from the game camera: copper Mark-V + brass armour + teal undersuit +
gunmetal tanks + warm beacon, animated, reads at true game scale.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:57:02 -07:00
kronic c78768cbdf Docs: art-dev skill - AI-generate->conform-to-Synty recipe (cookbook 14)
Bank the Mark-V lessons: when scripted primitives can't nail an iconic organic shape, generate with
Hyper3D Rodin then CONFORM - watertight clean-decimate (weld+recalc first, gentle collapse, 0 boundary
edges = hole detector), drop the baked photoreal texture for the shared flat palette, flat-shade,
ontology-tie emissives, and don't skin a meter-scale generated mesh onto a cm-scale rig (~100x shrink).
Added the generate path to the Build phase + a keystone clause (strip a kitbash/gen mesh's own texture).
Also fixed a duplicate section number (12 -> 13).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:28:16 -07:00
kronic be55683f11 Art: restyle Mark-V helmet to match Synty (flat palette + faceted, drop photoreal texture)
The AI-generated helmet's photoreal copper texture + smooth high-poly dome clashed with the flat-shaded
low-poly Synty suit. Restyled to match: dropped the baked texture, decimated 4.2k->1090 tris for chunky
facets, flat-shaded (hard normals), and painted it with the suit's OWN flat palette materials -
M_Diver_Brass bonnet + M_Diver_HelmetMetal accents (valve/collar/bezel) + a new M_Diver_Porthole teal
glass. Now shares the suit's exact materials so cohesion is guaranteed; the teal porthole also ties into
the bioluminescent palette. GLB dropped 1.7MB->736KB.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:16:32 -07:00
kronic 69685a665a Art: fix Mark-V helmet decimation holes - clean watertight 4.2k-tri mesh
The 0.10-ratio collapse tore the generated helmet (holes + fragmentation). Re-imported fresh, welded
doubles + recalc normals + deleted loose geometry FIRST, then a gentler 0.18 collapse -> 4198 tris with
0 boundary edges (watertight). Re-exported the static staging GLB; ArtStaging now shows a clean copper
Mark-V (bolted porthole, seam ridges, top valve) at head scale.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 12:29:03 -07:00
kronic 059458db8b Art: fix Mark-V helmet scale (was 100x too small / invisible) - now a rigid head attachment
The generated helmet is meter-scale but the suit rig is cm-scale (0.01 armature); skinning it applied
the armature's 0.01 -> the helmet imported at ~5mm (invisible). Fix: make the helmet a RIGID
attachment (dropped the mis-bound skinning), sized correctly (~0.5m) at the head. Re-exported static +
ArtStaging now shows the copper Mark-V clearly on the brass diver.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 12:17:13 -07:00
kronic c88e6f3c7a Art: AI-generated brass Mark-V diving helmet (replaces the golf-ball dome)
Scripted primitive helmets kept reading as golf-ball/blocky-robot, so generated a proper classic
brass Mark-V (Hyper3D text-to-3D): rounded copper bonnet, bolted round porthole, rivet seams, top
air-valve. Decimated 23k->2.3k tris, skinned to the Head bone, replaces the old dome + porthole kit
in the master .blend. Static staging GLB re-exported + ArtStaging updated (reads as a real diving
helmet). Gameplay body-swap (this helmet + brass armour + silhouette onto Player.prefab) is next.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 12:08:22 -07:00
kronic 8ddbc70ae7 Docs: helmet reshape + one-model consolidation to the gameplay player (07-22) + AnimatedLitShader atlas-tint gotcha
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 21:19:01 -07:00
kronic 2d47287b15 Art: propagate the Bathynaut overhaul to the gameplay player (kill the lamp-head)
Re-exported the skinned kit from the ONE master .blend with the reshaped diving helmet, grouped into
Metal/Beacon/Porthole SMRs. Darkened the helmet (M_Diver_Metal_Skinned flat gunmetal - the AnimatedLitShader
was multiplying the tint by the gold PaletteAtlas sample, so the atlas map is cleared to force the flat dark
base), kept the warm shoulder-lamp beacon, dimmed the porthole (M_Diver_PortholeGlow_Skinned), shifted the body
to a cool diver tone. Rebuilt Player.prefab via the proven PlayerRigTools graft chain. Verified live in
DevSandbox from the game camera: the gold-dome lamp is gone. Remaining full-match gap (brass-armour/teal-
undersuit split + the shoulder/boot silhouette edits) needs the Synty body replaced by the .blend body.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 21:17:50 -07:00
kronic 8df43b8307 Art: Bathynaut helmet reshape (kill golf-ball) + stronger silhouette
Reshaped the helmet dome from a squashed sphere into a diving-helmet form (modest vertical stretch +
flatter faceplate + chunky collar ring + bigger porthole bezel); broadened the outer shoulder pads and
beefed the boots for a heavier, more imposing silhouette. Master .blend is the single source; static
posed GLB re-exported + ArtStaging updated (connected instance, diver materials intact).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 20:58:15 -07:00
kronic ac8ddd0f36 Docs: ArtStaging overhaul (07-22) - game-cam POV system + Bathynaut lamp-fix in session log
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 20:35:36 -07:00
kronic 8b50753f93 Art: ArtStaging overhaul - game-cam POV system + Bathynaut character (no longer reads as a lamp)
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>
2026-07-22 20:34:36 -07:00
kronic 5e0044b492 Docs: suit pose shipped (07-22) — session log + roadmap A0 update; Blender pose-bake gotchas
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 18:44:58 -07:00
kronic eaff8d16e3 Art: pose the Bathynaut suit out of T-pose (rig cleanup + posed static bake)
The suit .blend was rigged, but the base body/armour/head had vertex groups with NO Armature
modifier (why the export baked a static T-pose) and 2 orphan lamp parts were unweighted. Added the
modifiers, weighted the lamp parts to Spine_03, posed a grounded combat-ready stance (shoulders
down ~63deg, elbows braced forward ~22deg), baked the pose into static geometry (depsgraph
new_from_object) and re-exported. Master .blend keeps the rig+pose re-editable; the in-place GLB
overwrite flowed into the connected ArtStaging prefab instance (38 parts intact, materials +
extracted staging emissive preserved). Suit width 2.05m T-pose -> 1.04m posed; A0 silhouette now
reads from the top-down game camera.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 18:43:36 -07:00
kronic f3aec94c48 HUD: ability bar defaults hidden until a local player exists
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.
2026-07-22 18:26:24 -07:00
kronic 1015f5d3fa Art: ArtStaging A0 value/composition rework (light-is-territory)
Global fill cut (KeyWarm 1.25->0.15, CausticsSpot 32->9, GloamFill 0.5->0.22) so the scene
goes dark-except-where-ours-reaches; WarmPool point light -> downward warm SPOT = a defined
ground-territory disc that lights the suit top-down (a low point light was blasting the chest
into a blown bloom streak). Suit lamp + Drowner gloam emissives extracted from .glb sub-assets
to durable .mat assets (M_Suit_LampWarm_Staging, M_Drowner_GloamAccent_Staging). Recomposed the
triad (crate in-pool / Drowner faced-to-camera at the lit edge / suit center). Grayscale-verified:
the beacon dome is the value winner + the warm disc reads as territory. Suit pose still T-pose
(a Blender rig sitting; A3-adjacent).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 18:26:24 -07:00
kronic e03be4861f Docs: 07-21 ArtStaging A0 value/composition rework log (J) + roadmap A0 update
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 20:46:26 -07:00
kronic 5569fcd552 Fix: socket auto-recast at every cooldown reopen (raw InputBufferData IsSet = ever-pressed)
Netcode accumulates InputEvent counts on the wire; only the decoded component is delta-corrected.
AbilityFireSystem's windup resolve gated on raw IsSet, so after the first press every socket
re-fired the instant its cooldown reopened (live repro: recasts at exactly t3933/t4353 with zero
input). Gate is now a count-STEP vs the previous tick's command; missing prior command = no-fire.
Also lands the G6 ConeContactPending schedule machinery + the cone test fixture (wire-true
monotonic counts) + regression Cast_Never_Refires_When_The_Cooldown_Reopens. 430/430; live proof:
one tap -> one cast -> silence across 2+ reopens.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:28:08 -07:00
kronic 040463ad07 HUD: ability/cooldown bar (sockets 1-4 + dash); socket-0 charge strip removed
AbilityBarSystem (own UIDocument, sortingOrder 49, the B5 sibling pattern): per-slot Spark
initials/name from the AbilityDatabase blob, archetype tint, drain overlay + seconds countdown +
ready flash; dash rides DashCooldown vs TuningConfig.DashCooldownTicks (Defaults() fallback).
HudSystem's single-socket blue charge strip removed (it tracked socket 0 only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:28:08 -07:00
kronic 2aebc37115 G6+G4: Cone damage-at-contact + zone fill telegraph (ZoneEffect GhostFields) + co-op saturation budget
Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy;
early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the
shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick +
ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows,
persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults()
fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade
(living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug +
overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:27:50 -07:00
kronic 9d6977cd64 Docs: 07-21 auto-recast root-cause correction (wire-count InputEvent ★), harness lessons, CLAUDE.md net-zero trims
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:19:16 -07:00
kronic 0e570f1c54 Docs: 07-21 session I log (auto-recast diagnosis + ability-bar rework)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 12:59:16 -07:00
kronic a5302a7eae Docs: 07-21 G6+G4 build spec + session log (H); guidelines shipped-notes; CLAUDE.md tick-source clause; validation-harness fixture notes
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 12:35:29 -07:00
kronic c5f73c52dd Weapon grip: operator reverted the anchor to the seed grip and rebaked
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:29:07 -07:00
kronic cf31912519 Docs: 07-21 hit-react pass log + inventory/guidelines updated (vibrate superseded)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:28:12 -07:00
kronic 0ff11fe2a9 Enemy hit-reacts: React/Stagger anim tiers off Health-drop edges (the Rukhanka-safe flinch)
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>
2026-07-21 00:28:11 -07:00
kronic 4e795a38e9 Docs: 07-21 heavy feel lock session log
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:13:50 -07:00
kronic ce0faafb72 HEAVY FEEL LOCKED: the A/B winner folded into defaults, clips retimed to zero contact drift
recover 36 / dmg 36 (DPS 60 held) / contact 20 (20/12/25 per step) /
grace 28 / buffer 10 / move-commit 0.25; arc 0.8, finisher hold 7,
connect kick 1.1. Clip state speeds retimed 1.0/0.85/0.88 so the VISUAL
blade contact matches the damage tick exactly (audit: zero drift; probe:
gaps 36/36/54, contacts +20/+12/+25 measured). Step-3 contact sits 1
tick under CastFacingTicks 26 (documented coupling). baseline profile =
the locked defaults; heavy-committed kept as the record.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:13:49 -07:00
kronic 7f032571df Weapon grip anchor: gizmo-authored WYSIWYG grip + operator's hand-tuned grip baked
WeaponGripAnchor under Hand_R in Player.prefab carries the actual axe
mesh as an EditorOnly preview (baker skips it; play-verified single axe)
so grip manipulation is the real model live in the prefab stage;
AttachMeleeWeapon reads the anchor (consts = seed/fallback). Includes
the operator's first gizmo-tuned grip (rebaked mesh matches expected
radius exactly). PlayerRigTools also carries the heavy-lock clip
re-speeds (1.0/0.85/0.88) consumed by the next commit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:13:48 -07:00
kronic 2710d680b4 Sandbox target dummy: planted EnemyTag ghost + DevSandbox respawn spawner
GymSub bakes no WaveDirector (why sandbox enemies never spawned); the
sandbox's combat target is now a TargetDummyTag'd enemy ghost all five
EnemyAISystem passes exclude (planted; knockback stamps inert), spawned
at player+3m with 400 HP by an editor-only scene-gated server system,
dying through the normal Dying path and respawning 1.5s after the corpse.
EnemyTag-reuse audited: sandbox-only by design (cleared-checks would
count it elsewhere).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:13:47 -07:00
kronic cd634a9df5 Docs: 07-20 weapon grip anchor session log (gizmo-authored WYSIWYG grip flow)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 22:58:14 -07:00
kronic 760c77c083 Docs: 07-20 sandbox target dummy session log (planted dummy + GymSub no-director diagnosis)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 22:05:40 -07:00
kronic c64cda6e44 Docs: 07-20 tuning bench session log (profiles / audit / probe workflow)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:28:34 -07:00
kronic 730bad3d74 Data-driven tuning bench: feel profiles (JSON gestalts + overlay A/B), asset-derived timing audit, server-measured combat probe
FeelProfileService: partial-apply profiles ride the authoritative SetTuning
path + FeelConfig reflection; Save-current captures hand-dialed state; 3
starter profiles (baseline-0720 / heavy-committed / snappier, DPS-held).
TuningAuditTools: contact truth derived from clip WindUp takes / state
speeds vs MeleeTiming (drift detector), coupling invariants, cadence/DPS,
reach-honesty ratio off the baked weapon mesh (now x0.93/x1.16, was >2x).
CombatProbe: dummy + injected mash chain, per-swing server-measured
start/contact/damage + cadence/DPS report. Verified live: snappier profile
apply -> measured 24/24/36 gaps, +12/+8/+15 contacts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:28:33 -07:00
kronic 2b742f0179 DebugOverlay: tuning rows for the 07-20 melee feel knobs (contact/buffer/finisher-reach)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:04:37 -07:00
kronic 7b65912f30 Melee feel overhaul: SwordCombat anims at heavy cadence, salvage axe, damage-at-contact + buffer + dash law (guidelines forks 1-6)
07-18/19/20 arc: LightCombo01/HeavyCombo01 clips onto Swing1-3/Slam at
~natural speed (26-tick window, 30-tick recover, DPS-held damage retune),
Menacing01 combat idle (InCombat), SM_Wep_Axe_Large_01 rigid-skinned to
Hand_R at x1.25, LANTERN FX retone + blade-smear ribbon. Forks 1-6 per
Combat_Attack_Feel_Guidelines (design review wf_000bc247): cleave resolves
at the CONTACT tick (MeleeCleavePending schedule-and-consume, knob 31,
0=legacy; connect cues moved to contact), MeleeRange 2.2 + reach-only
finisher mult 1.25 (knob 30), BufferedAttackTick GhostField input buffer
(knob 29, unlock-edge validity), dash refused pre-contact (lookup-based).
Tests: MeleeComboTests pin legacy knobs; +3 fork tests (414 green); live
server proof: HP drop exactly at swing+16 under tick batching.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:03:18 -07:00
kronic 2c187a17a9 Docs: melee feel forks 1-6 implementation log + guidelines fork table marked shipped
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 20:53:08 -07:00
kronic 7081869306 Docs: research-based Combat Attack & Ability Feel Guidelines (DRAFT for review) + session log
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 13:29:40 -07:00
kronic 9079266397 Docs: 07-19 melee weight pass session log (heavy cadence, salvage axe, FX retone) + inventory
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 10:26:45 -07:00
kronic 4b18a368bd Docs: 07-18 melee-anim pass session log + SwordCombat pack marked IN USE
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:03:26 -07:00
kronic 7571091394 LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire
  direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath
  shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept.
- Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28
  (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt +
  cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom.
- Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase,
  RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS
  (warm steady spot on body yaw).
- Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural
  StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base;
  banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar).
- New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool;
  four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX.
- Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile,
  bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:56:02 -07:00
kronic 385d0de08e Docs: round 4 — MoveSpeed 4.2 + two-ring walk/run gait, blended StrideScale, shoulder-lamp beam
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:38:31 -07:00
kronic f496212f93 Docs: walk-set swap + dev zoom + AnimationIdles/SwordCombat catalogue (07-16 rounds 3)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:15:41 -07:00
kronic 1f6f985936 Docs: foot-skate + flat-terrain fix round appended to the 07-16 session log
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 12:56:59 -07:00
kronic 8625cea819 Docs: gap-list pass bookend — underwater clips/bubbles/ambience/camera-drag session log, Blender 5.1 zero-takes export gotcha (cookbook + CLAUDE.md)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 12:31:55 -07:00
kronic a083e77a9e Docs: DR-052 SoD facing + underwater feel — build spec, session log, gotchas archive 07-16, skinned-kit cookbook recipe, CLAUDE.md facing contract (net-zero condensations)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 00:54:53 -07:00
kronic 4fa2cb0de4 Docs: DR-051 + session log — LANTERN realignment & purge bookend
DR-051 (delete-not-mothball, four-scene contract, one look, Bathynaut in),
session log w/ commit table + field notes, strip/mothball inventory status
banner (MOTHBALL rows -> DELETED), CLAUDE.md updated (scene contract, DR-051
purge bullet, LANTERN murk world bullet, save v7, retired bullets archived
07-15; 39.8 KB, under budget).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:37:14 -07:00
kronic 210d307406 LANTERN realignment P5: Bathynaut suit body onto Player.prefab (in place)
New PlayerRigTools.BuildBathynautPlayer (menu: ProjectM/Animation) - forks the
proven EnemyRigTools recipe: strips the Synty-soldier skeleton+SMRs from
Player.prefab IN PLACE (GUID preserved; ghost/authoring/CC/Animator/
RigDefinitionAuthoring untouched), flattens the SpaceSoldier_HelmetArmor suit
body under the root, keeps the -0.90 feet offset, re-slots
M_SuitFrame_Bathynaut_Animated on every SMR, adopts the shared CharactersAvatar
(AC_PlayerTopDown muscle clips retarget). 17 inactive Synty variant SMRs stripped.
Both frames share this visual until per-frame models land; the brass-dome/tank
kitbash attachments are a follow-up /art-dev export.

Play-verified in DevSandbox: suit renders + idles correctly under the LANTERN
murk, Rukhanka rig baked with all 9 drive params, dev overlay alive in the
renamed scene, no console errors.

=> Movement/animation tuning is now UNBLOCKED (the operator's next priority).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:31:07 -07:00
kronic 12d5b96b71 LANTERN realignment P4: Gameplay subscene -> seabed arena roster + old enemy prefabs deleted
- WaveDirector + ZoneEnemyDirector rosters re-pointed (ORDER-CRITICAL before prefab
  deletion: null-skip pools collapse kinds): [Drowner, Grindylow, Drowner, Drowner]
  (grunt/charger(boss)/spitter-slot/swarmer-slot; ranged+pack kinds fall back to
  Drowner until LANTERN kinds land in Phase 2).
- WorldColliders_Landmarks + WorldColliders_Props deleted from the subscene (their
  visuals died with the host-scene biomes -> they were invisible walls). Boundary
  rings + room cover + all spawners/configs kept.
- 10 old-theme enemy prefabs deleted (Enemy, Brute, Charger, ChargerMuscle,
  Spitter, Swarmer(+Undead), Werewolf(+Undead), Kaiju); EnemySpit kept for a
  future ranged kind. Zero dangling GUID refs (verified).

Play-verified in Game: Drowner wave spawns, seeks, strikes; AFK player dies and
respawns (full loop); no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:24:31 -07:00
kronic c58439d33a LANTERN realignment P3: one look everywhere + scene surgery
- 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>
2026-07-15 16:12:00 -07:00
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
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>
2026-07-15 15:51:48 -07:00
kronic 4a8220ad3e LANTERN purge B6: delete the legacy single-ability path (sockets are THE ability model)
AbilityRef, AbilityCooldown, EffectiveAbilityStats, DefaultAbility deleted.
GoInGameServerSystem seeds the per-frame 4-socket Spark loadout UNCONDITIONALLY
(was gym-only); ClassSelectReceiveSystem + DebugOp.SetClass swap FrameId +
re-seed sockets + zero SocketCooldown; ClassSwapUtil.Apply drops newAbilityId;
EquipSystem weapons become stat-sticks (GrantedAbilityId removed from the item
blob/authoring); StatRecomputeSystem folds CharacterStatsRef + sockets only;
HUD cooldown bar reads socket 0 of SocketCooldown/EffectiveSocketStats; class
HUD readers are FrameId-only (ClassForAbility/AbilityFor deleted);
DebugModifierInjectionSystem drops CycleAbility.

390 tests green; Play-verified: a non-gym spawn gets frame=2 with Sparks
[7,8,6,9] and no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:47:12 -07:00
kronic b34945c2d2 LANTERN purge B3+B5: delete the cycle/core/win-lose spine + onboarding; save epoch v7
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector,
CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components,
CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files).

Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat
bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta
host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked),
EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues;
no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core
bar, siege banner, terminal banner, outcome flash, onboarding hook all gone),
MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant
(SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat
retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved),
StorageMath.DrainFraction deleted, HowToPlay copy rewritten.

Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome +
conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure
trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed.

390 tests green; Play world-creation clean (player + waves live, no exceptions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:27:12 -07:00
kronic 835dace213 LANTERN purge B2: delete EB-2 turret defense
TurretFireSystem, TurretAuthoring, Turret.prefab, Turret component, turret cap,
B hotkey, HUD Charge chip + out-of-ammo cue, catalog entry, Tuning consts, tests
(-7, 452 green). StructureType.Turret byte + ResourceId.Charge stay reserved.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 14:40:12 -07:00
kronic a0f6d4a5c4 LANTERN purge B1: delete the automation chain (Harvester/Conveyor/Fabricator)
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>
2026-07-15 14:32:11 -07:00
kronic 511e78556b Checkpoint: pre-realignment working tree (Gym->GymSub repoint + SyntyWorld/PostFX re-enable, SampleScene removed, PostFX_Daylight retune, ai.assistant pkg re-added)
Baseline before the LANTERN realignment & purge (plan: one look, four scenes,
Bathynaut on the player). Gym.unity edits are operator-made in-editor.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 14:16:00 -07:00
kronic 78d4489699 Docs: session log + roadmap — full Phase-1 remainder (windups, frames/FrameId, light-relevancy, gym scene)
Session 2026-07-15 continued: powered through the Phase-1 remainder per operator
direction. Log + roadmap Phase-1 status updated (500 EditMode green; deferred
items surfaced: underwater tuning, AbilityRef removal, CharacterId rename, L3/
gamma/rollback, ★ adversarial review).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:55:39 -07:00
kronic d30d96952c LANTERN P1: enemy-test Gym scene (DevSandbox-based host + minimal GymSub subscene)
Gym.unity = the dev-test host re-based on DevSandbox (camera + DebugOverlay dev UI
+ world visuals), its SubScene repointed to GymSub. GymSub.unity = a fresh minimal
baked subscene (PlayerSpawner, AbilityDatabase with all 9 abilities incl. the 5
Sparks, NetCodePhysicsConfig, WorldCollisionConfig, ProjectileSpawner, GymRoster =
GymTag + Drowner/Grindylow roster). Open Gym.unity + Play → GymTag clean-spawn with
a per-frame Spark loadout; on-demand SpawnEnemy. Subscene GameObjects still named
*_Copy (cosmetic); visuals = the operator's future underwater-match pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:55:39 -07:00
kronic aeb979f8d5 LANTERN P1 step 8: light-as-territory relevancy prototype (★)
Per connection, marks every ENEMY ghost OUTSIDE the player's lamp radius
IRRELEVANT (monsters in the dark aren't replicated — the gamma test). Modelled
on the proven RegionRelevancySystem: SetIsIrrelevant so players/global ghosts
stay relevant for free. Shared-set discipline — RegionRelevancySystem is the SOLE
clearer (runs every tick); LightRelevancySystem is [UpdateAfter] it and only ADDs
light hides via TryAdd (no clear; defensive against a region+light overlap dup).
Gated on GymTag (LANTERN-only; legacy region relevancy untouched). Pure decision
in LightRelevancyMath (+3 EditMode tests, 500 green). Per-player dim/bright
(variable radius) + the L3 gamma-test verification are follow-ups; the ★adversarial
netcode review is recommended before this ships.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:51:24 -07:00
kronic 342a39a540 LANTERN P1 step 5 + §8: two-frame identity via FrameId + per-frame gym loadouts
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>
2026-07-15 08:45:45 -07:00
kronic 8f099c32ba LANTERN P1 step 6: manual-aim windups (SoD readable telegraphs)
AbilityDefBlob/AbilityDefinition gain WindupTicks. AbilityFireSystem's socket
loop resolves each socket at the historical command (serverTick - WindupTicks)
via GetDataAtTick — a pure fn of replicated data on both worlds (Build Spec §4/
DB-6: no local fireAtTick that would diverge under reprediction; fireCount from
that command, spawn uses the current tick's aim/pos; history gap = no-fire).
WindupTicks set on the 4 non-Blink Sparks (Blink is movement, resolved by
BlinkSystem). 497 EditMode green (no regression). Client telegraph VFX + the
reprediction L3 test are operator-eyes / netcode-world follow-ups.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:35:20 -07:00
kronic 98c8da3fd7 Docs: session log + roadmap — P1 Group B (5-Spark systems + gym tooling)
Session 2026-07-15: the 5-Spark systems, content, and enemy-test-gym CODE done
(497 EditMode green); the fresh Gym.unity scene assembly + the L3 feel gate remain.
Roadmap Phase-1 status updated. Reusable gotchas banked (reel via re-aimed
KnockbackState; GymTag bypasses the meta spawn guard; manage_scriptable_object
target-object quirk).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:01:23 -07:00
kronic b92cc7196b LANTERN P1: enemy-test gym tooling — on-demand spawn + GymTag clean-spawn
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>
2026-07-15 00:01:13 -07:00
kronic b011a367e3 LANTERN P1 Group B: 5 Spark defs + effect ghost prefabs
The 5 AbilityDefinition SOs (DecoyWisp/HookPull/Vortex/Blink/LightZone) with
archetypes, tunables, EffectFlags (HookPull=Reel), and prefab refs. Three
interpolated ownerless-ghost prefabs (EffectVortex w/ Vortex flag, EffectLightZone,
DecoyWisp) via the duplicate-ResourceNode recipe + ZoneAuthoring/DecoyAuthoring.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:00:55 -07:00
kronic 36950ca21d LANTERN P1 Group B: 5-Spark systems — Aoe/Hitscan dispatch + reel/zone/decoy
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown;
server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect
vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state
(ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's
live position each tick; EnemyAISystem stays sole Position writer), stamped by
ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic
AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp).
Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains
EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:00:41 -07:00
kronic 8f070ff83c Docs: roadmap — enemy-test GYM as the animated-validation home (operator direction)
Defer the in-game skinned-enemy animated check to a purpose-built semi-permanent
gym scene (Phase 1's 'no world - a gym') with spawn-a-chosen-enemy tooling, rather
than hacking the shared wave roster. Survives the coming enemy-system rework; the
3 skinned prefabs are ready to drop in.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:27:16 -07:00
kronic eaf3d51370 Docs: roadmap — rig-type verified HUMANOID (discrepancy resolved)
animationType=Human (enum 3, not Generic); CharactersAvatar.isHuman=true.
CLAUDE.md correct; the grounding agent misread the enum.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:21:08 -07:00
kronic cb26e68839 Art/anim: Drowner glowing eyes + Grindylow + Bathynaut suit-frame prefabs
EnemyDrowner: Emissive-Gloam eyes bone-parented to Head + boneEntityStrippingMode
=None (attachments ride the rig). New skinned prefabs EnemyGrindylow +
SuitFrame_Bathynaut. Pipeline run 3x -> A1 repeatability exceeded.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:21:07 -07:00
kronic 4302687be4 Art/anim: EnemyRigTools + Grindylow + Bathynaut suit-frame builders
BuildGrindylow (SciFiSpace Alien, gloam-blue) = 2nd creature (A1 'twice'
repeatability); BuildBathynautFrame (armored+helmeted soldier, warm-neutral)
= suit-frame preview proving the suit body skins via Rukhanka.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:21:06 -07:00
kronic ec0e3ce5dc Docs: roadmap — Emissive-Gloam shader + skinned Drowner bind (art progress)
A0: all 3 master shaders now present (Emissive-Gloam authored as HLSL w/
in-shader flicker). A1: skinned recipe proven for a LANTERN creature
(EnemyRigTools.BuildDrowner -> EnemyDrowner.prefab); in-game animated run +
custom-kit reattach + suit/2nd-creature still open. Flags the Generic-vs-
Humanoid rig-type discrepancy vs CLAUDE.md to reconcile.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:02:28 -07:00
kronic cb224be81b Art/anim: skinned Drowner enemy via EnemyRigTools (LANTERN)
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>
2026-07-14 22:00:38 -07:00
kronic 593897d978 Art(shader): Emissive-Gloam master shader (in-shader flicker cadence)
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>
2026-07-14 21:49:05 -07:00
kronic 27b41a37a4 Art(engine): ArtStaging lighting — value separation (grayscale-safe)
Warm beacon brightest/tightest (true light strong), gloam flora dimmer/softer +
emissive dialed down, so warm-vs-cold reads by value, not hue alone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:42:33 -07:00
kronic 9ca27e626a Client: StagingAmbiance — steady beacon, gloam flicker (readability cadence)
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>
2026-07-14 21:42:32 -07:00
kronic 693f70308a Docs: roadmap — A0 style-proof scene built (art progress 2026-07-14)
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>
2026-07-14 21:42:32 -07:00
kronic 52f0b87148 Art(engine): ArtStaging underwater ambiance + hero triad baked in
Underwater staging: undulating seabed mesh (no platform edge), caustics
cookie spot, marine-snow particles, teal depth fog, and 'light is territory'
pool lighting (warm beacon + cold bioluminescent pools, deep dark between).
Baked posed statics into the slots: SM_Suit_Bathynaut + SM_Creature_Drowner
(glTFast) alongside the crate + flora clutter + rocks. Completes the A0
style-proof triad (prop+creature+suit) in-engine under gameplay conditions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:32:14 -07:00
kronic fe8a14e539 Art: posed-static hero + flora glb exports (staging bake source)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:32:00 -07:00
kronic 3103214e76 Client: StagingAmbiance dev component (ArtStaging Play-mode juice)
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>
2026-07-14 21:31:59 -07:00
kronic 011037e70c Docs: art-dev cookbook — locked lighting + posed-static hero bake
'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>
2026-07-14 21:31:58 -07:00
kronic 481cc54a28 Art(engine): ArtStaging style-proof scene + first baked statics
Assets/Scenes/ArtStaging.unity — murk env + warm-key/cold-gloam lights +
game-angle camera + bloom/ACES post volume + pedestal + SLOT markers.
Baked statics (glTFast): SM_Prop_CargoCrate (shared M_Lit_Palette) +
SM_Prop_GlowFlora (palette stalks + HDR-teal emissive bulbs -> blooms).
Validates the palette pipeline + Emissive-Gloam bloom in URP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 14:56:52 -07:00
kronic 81f7db0cfa Docs: art-dev cookbook — Unity render-harness + staging-scene recipes
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>
2026-07-14 14:56:52 -07:00
8453 changed files with 1352960 additions and 8270383 deletions
+5 -1
View File
@@ -25,7 +25,11 @@
"Bash(git reset --hard:*)",
"Bash(git push --force:*)",
"Bash(git push -f:*)",
"Bash(git clean -fd:*)"
"Bash(git clean -fd:*)",
"Bash(git checkout -- :*)",
"Bash(git checkout .:*)",
"Bash(git restore:*)",
"Bash(git stash:*)"
]
}
}
+2 -1
View File
@@ -11,7 +11,7 @@ The spine: **size by complexity → ground → agree the change → setup scene
## Non-negotiables (every track)
1. **The material keystone ★ — no per-asset texturing, ever.** Every asset shares the ONE palette atlas (`Assets/_Project/Art/Palette/PaletteAtlas.png`) + emissive materials; color = *placing* a face's UV onto a colour band, never unwrap/paint. Three shader roles only: Lit-Palette (statics), Emissive-Gloam (glows — hue/flicker = gameplay info), Skinned-Palette (creatures/suits). This is the solo-dev keystone — deviating breaks batching, coherence, and the whole factory. Detail → [[Art_Direction_Lantern]] + `references/style-and-practices.md`.
1. **The material keystone ★ — no per-asset texturing, ever.** Every asset shares the ONE palette atlas (`Assets/_Project/Art/Palette/PaletteAtlas.png`) + emissive materials; color = *placing* a face's UV onto a colour band, never unwrap/paint. Three shader roles only: Lit-Palette (statics), Emissive-Gloam (glows — hue/flicker = gameplay info), Skinned-Palette (creatures/suits). This is the solo-dev keystone — deviating breaks batching, coherence, and the whole factory. **A kitbashed or AI-generated mesh arrives with its OWN baked texture — that clash IS the keystone violation; strip it and re-material to the shared palette + flat-shade before it ships** (§14). Detail → [[Art_Direction_Lantern]] + `references/style-and-practices.md`.
2. **Poly budgets + the readability law ★.** props ≤ ~800 tris · creatures ≤ ~3k · hero/boss/suit ≤ ~6k. Value-first (every warm/cold read carried by luminance + shape + flicker-cadence, not hue alone); reads at 200 px; silhouette-first. Report the tri count on every asset.
3. **The palette ontology ★.** warm gold/amber = true light (ours) · cold corpse-green/blue = gloam (counterfeit) · lure-red = bait · white-hot = conversion. Steady = true, flicker = false. Pick emissive hues to match what the asset *is*.
4. **Nudge-and-bake for precision ★.** Never script fine placement/pose/aesthetics blind (a script can't see painted/low-poly features + judges via a low-res grab). Stage + hand off to the operator's live GUI, then **bake the result back into a reproducible form** (bone-local offsets, saved transforms). See *The nudge-and-bake loop* below + [[blender-hybrid-nudge-and-bake]].
@@ -55,6 +55,7 @@ Establish the LANTERN working scene (snippets → `references/blender-cookbook.m
### Phase 4 — Build
- **Model/kitbash (Auto):** primitives via `bmesh.ops`; faceted (flat shading); UVs *placed* on atlas cells (never unwrap); Synty base import via the **5.1 window-override + `ignore_leaf_bones=True, automatic_bone_orientation=False`** workaround; normalize to metres/feet-at-floor. Report tris vs budget.
- **AI-generate an iconic shape (Auto, last resort):** when scripted primitives can't nail an *iconic organic hard-surface* form (a Mark-V helmet, an ornate horn) and hand attempts read as golf-ball/egg/blob, **generate the base with Hyper3D Rodin** then **conform it** — it arrives as raw photoreal high-poly meter-scale clay that clashes with the flat low-poly body. The conform pass IS the work: clean-decimate to budget (watertight — weld+recalc FIRST, gentle collapse, 0 boundary edges), **drop the baked texture for the shared palette**, flat-shade, ontology-tie any emissive, and (rigid accessory) don't skin a generated mesh onto a cm-scale rig (~100× shrink → invisible). Full recipe → `references/blender-cookbook.md` §14.
- **Precision / pose / silhouette (Guided) → the nudge-and-bake loop** (next section).
- Iterate: for Guided, the operator can request modifications ("bigger", "move it", "add another there", "stage the vent for me") — treat each as a mini Auto or a new stage. Keep going until they're happy.
@@ -222,5 +222,118 @@ bpy.ops.wm.save_as_mainfile(filepath=SRC + r"\<Type>_<Name>.blend")
bpy.ops.export_scene.gltf(filepath=SRC + r"\SM_<Name>.glb", export_format='GLB',
use_selection=True, export_apply=True, export_yup=True)
```
Skinned/animation export → the per-action FBX recipe in [[blender-mcp-and-unity-mcp-v10]] (`bake_anim_use_all_bones`, `bake_anim_force_startend_keying`, `apply_scale_options='FBX_SCALE_UNITS'`, `add_leaf_bones=False`; Unity import `CreateFromThisModel`). **Never export into `Assets/` while a Unity session may be live** — write to `ArtSource/`, bake in later.
Skinned/animation export → the per-action FBX recipe in [[blender-mcp-and-unity-mcp-v10]] (`bake_anim_use_all_bones`, `bake_anim_force_startend_keying`, `apply_scale_options='FBX_SCALE_UNITS'`, `add_leaf_bones=False`; Unity import `CreateFromThisModel`). **★ Blender 5.1: ALSO pass `bake_anim_use_nla_strips=False`** — slotted actions break the `use_all_actions=False` active-action path and the FBX exports with ZERO takes (silent, ~50KB vs ~270KB); with NLA strips off the exporter samples the evaluated scene over the frame range (set the scene range + `action_slot` per action first). Unity side: `ModelImporter.defaultClipAnimations` only enumerates takes AFTER a rig-typed `SaveAndReimport` (two-pass; see `PlayerRigTools.ImportUnderwaterClips`). **Never export into `Assets/` while a Unity session may be live** — write to `ArtSource/`, bake in later.
## 11. In-engine verification (Unity URP render harness) — the REAL A0 check
Blender previews are a proxy; the gate is the asset in **URP** under murk + bloom + the game camera. Import + render via UnityMCP (only when the editor is free / operator granted it — else stay read-only):
1. **Import** the glb: `import_model_file(source_path=<ArtSource glb>, output_folder="Assets/_Project/Art/Models", name=...)` — needs the leading `Assets/`; glTFast handles glb + scale.
2. **Confirm the shared material samples the atlas** — the palette ShaderGraphs expose it as **`_BaseColorMap`** (NOT `_BaseMap`/`mainTexture`, so `mat.mainTexture` reads null — that's fine): `ShaderUtil` enumerate or `mat.GetTexture("_BaseColorMap")`.
3. **Render harness** (`execute_code`, C#): load the `Mesh` from the imported glb, spawn a temp GO (mesh + shared material) on an **isolated layer**, warm-key + cold-fill directional lights (`cullingMask` = that layer), murk ambient (save+restore `RenderSettings.ambientMode/ambientLight`), a temp `Camera` (SolidColor murk bg, `cullingMask` = that layer, **FOV 55**) positioned at the **game angle** and framed by `MeshRenderer.bounds`, then **`RenderPipeline.SubmitRenderRequest(cam, new StandardRequest{destination=rt})`** (URP — `Camera.Render()` is unreliable) → `ReadPixels``EncodeToPNG` to OS temp → `Read` the PNG. `DestroyImmediate` all temp objects; never save the open scene.
-**Layer sign-bit:** `1<<31` is NEGATIVE → a broken culling mask that renders NOTHING (all-black). Use **layer ≤ 30**.
- ⚠ Set `cam.cullingMask` to ONLY the temp layer so the open scene's geometry doesn't leak into the shot (`~0` renders the whole scene).
- Game-cam offset from target: `(horiz*cos(pitch) + up*sin(pitch))*dist`, `horiz=(sin(yaw),0,-cos(yaw))`, pitch 45°, then `cam.transform.LookAt(center)`.
```csharp
// core render call (URP)
var rt=new UnityEngine.RenderTexture(1000,1000,24); rt.Create();
var req=new UnityEngine.Rendering.RenderPipeline.StandardRequest(); req.destination=rt;
UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(cam, req);
UnityEngine.RenderTexture.active=rt; var tex=new UnityEngine.Texture2D(1000,1000,UnityEngine.TextureFormat.RGBA32,false);
tex.ReadPixels(new UnityEngine.Rect(0,0,1000,1000),0,0); tex.Apply();
System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex));
```
**Findings from the first bake (crate):** the palette single-material pipeline works in URP; a pure-murk render reads *dark* (in-game URP bloom + scene fill lift it); grey under a warm key reads brownish (expected, not a bug). Skinned assets (suit/creatures) need the Rukhanka path + `Skinned-Palette` — hand to `/dots-dev`.
## 12. The persistent staging scene (`Assets/Scenes/ArtStaging.unity`) — the operator's in-engine view
A committed dev scene set up in the **correct A0 conditions** so the operator can OPEN it and inspect assets live (Scene-view orbit) at the gameplay angle: murk env (cold flat ambient + `ExponentialSquared` fog, no skybox), **warm-key + cold-gloam directional lights + a warm point pool**, a **Main Camera at the game angle** (pitch ~4245°, FOV 55, `UniversalAdditionalCameraData.renderPostProcessing=true`), and a **global Volume** (profile `Assets/_Project/Art/Materials/Staging/StagingVolume.asset`: **Bloom** thr~0.85/int~1.1 — makes Emissive-Gloam glow — + **Tonemapping ACES** + **ColorAdjustments** postExposure/saturation = the capture grade), on a dark faceted pedestal. Contains labeled `SLOT_*` empties for pending assets.
- **To verify a newly-baked asset:** `import_model_file` the glb → assign the shared material (`M_Lit_Palette` statics; emissive bulbs → an HDR-emission material so bloom triggers) → `PrefabUtility.InstantiatePrefab(asset, scene)` into ArtStaging at a slot → `SaveScene` → tell the operator to open it, OR render `Camera.main` via §11.
- ⚠ Opening ArtStaging `Single` closes the active scene — only do it when the editor is free / operator-authorized (a parallel agent's scene would be swapped out). Check `editor/state` first; the scene must be clean before swapping.
- Beginner view steps to hand over: open the scene (double-click in Project ▸ Assets/Scenes), **orbit** = middle-mouse drag, **zoom** = scroll, **frame a selected object** = `F`, **Game tab** shows the gameplay-angle camera.
### Underwater ambiance recipe (built into ArtStaging — the gameplay-env prototype)
The staging env IS the gameplay ambiance (build it from real systems so it transfers). Elements that made it read "underwater" (vs a bland dark disc):
- **Caustics** = a tileable cookie on an overhead **Spot** light (dappled seabed light). Generate procedurally (sum of `Sin` interference, `pow(1-abs(n), k)` for bright ridges), save PNG, importer `wrapMode=Repeat`, `light.cookie=tex`; spot ~4.5m up, angle ~85°, cool color, intensity ~40 (spots need high intensity). ⚠ a texture `SaveAndReimport` mid-render → one BLACK frame; just re-render.
- **Marine snow** = a `ParticleSystem` (real gameplay system): World sim space, ~500 particles, `startSpeed`~0.03, tiny size, cool-white low-alpha, box shape ~9×5×9, `noise` on for wander, slight negative gravity (drift up). Renderer material = `Sprites/Default` + a generated soft-dot texture. ⚠ edit-mode doesn't auto-play — `ps.Clear(); ps.Simulate(10f,true,true); ps.Pause();` **before** rendering.
- **Depth fog** teal (`ExponentialSquared`, cool color), **cool grade** (WhiteBalance temp ~-20, Vignette dark-teal), lifted cool **ambient** (Flat ~0.09,0.16,0.20), warm-key vs cold-fill contrast + a warm point "pool" (the beacon-in-murk look).
- **Seabed dressing** = scatter real meshes (my flora as bioluminescent ground-clutter = the readability-law density dial; Synty rocks as boulders). ⚠ **Synty rocks import HUGE** (DungeonRealms boulders are multi-metre) — never scatter at raw scale; **bounds-normalize**: instantiate at scale 1, measure `MeshRenderer.bounds` max dim, `scale = targetMetres / maxDim` (target ~0.351.0 m), then place. Strip colliders on cosmetic dressing.
### ★ LOCKED lighting = "light is territory" (the thematic template; reads TOP-DOWN)
The direction that landed (operator-approved): **the interest lives in the LIGHTING, not geometry.**
-**Vertical god-ray shafts DON'T read from a top-down camera** — you look straight down them. Tried, removed. For a top-down ARPG, thematic light must live in **pools ON the ground.**
- **Warm beacon pool** (a warm point light) = "our light / safe territory." **Cold bioluminescent pools** = a cold-teal point light AT each glow-flora (emissive meshes don't illuminate — add real lights). **Deep dark between** the pools (drop ambient to ~0.03,0.055,0.08, gentle key ~1.2 for form only) → chiaroscuro. This IS the "light is territory" pillar, made literal, and it reads perfectly top-down.
- **Undulating seabed mesh** (not a disc — a disc reads as a platform): procedural grid + layered `PerlinNoise` height, **damped to flat within ~2 m of the hero assets**, extended past the fog cutoff so the edge fades to murk. Flat-faceted (per-quad verts). Save as a `.asset` mesh so it persists.
- **Dynamic layer** = a Play-mode `MonoBehaviour` (`StagingAmbiance`) modulating **LIGHTS ONLY** (no material writes → nothing persists on Play exit): slow-spin the caustics spot, flicker the beacon, sine-pulse the flora pool intensities. Self-wires by `GameObject.Find`. ⚠ hitting Play in a non-menu scene runs `GameBootstrap` (spawns netcode worlds) — harmless to the visual, just background noise.
### Posed STATIC hero bake (style-proof placement without the Rukhanka pipeline)
To drop a posed suit/creature into the staging scene as a static mesh (skinned Rukhanka bake is separate `/dots-dev` work): in Blender — **apply the `Armature` modifier** on each skinned mesh (bakes the current pose into geometry), **`visual_transform_apply` + clear constraints** on bone-parented kit (eyes/lamp Child-Of), then export a static glb (meshes only, no armature). ⚠ both `modifier_apply` and `export_scene.gltf` need the **window `temp_override`** after `open_mainfile` (context.active_object). Import via `import_model_file`, `InstantiatePrefab` at the slot — glTFast carries the embedded materials (Synty atlas + emission).
```
## 13. Skinned attachment kit → existing Unity rig (proven 07-16, Bathynaut dome/tank/lamp)
Rigid accessories that must RIDE an already-in-engine Rukhanka rig (helmet, packs, lamps). Full failure-chain + Unity-side detail: gotchas archive 2026-07-16 + [[DR-052_SoD_Facing_Underwater_Feel]].
```python
# 1. BIND (non-destructive, saved into the master): per piece — one vgroup named for the target
# bone, ALL verts weight 1.0, + an Armature modifier. Pieces stay editable.
o.vertex_groups.new(name="Head").add(range(len(o.data.vertices)), 1.0, 'REPLACE')
o.modifiers.new("Armature", 'ARMATURE').object = ARM
# 2. JOIN copies per SHADER ROLE (palette brass vs emissive glow) -> 2 export meshes, vgroups merge by name.
# 3. EXPORT — ★ UNHIDE THE ARMATURE FIRST: a hidden armature can't be selected and the FBX
# exports SILENTLY SKINLESS (static meshes, no vgroups). Restore hidden after.
ARM.hide_set(False)
bpy.ops.export_scene.fbx(filepath=out, use_selection=True, object_types={'ARMATURE','MESH'},
apply_scale_options='FBX_SCALE_UNITS', apply_unit_scale=True, add_leaf_bones=False, bake_anim=False)
```
Unity side (`PlayerRigTools.AttachBathynautKit` / `GraftSmr` is the reference implementation):
- Rebind `smr.bones` by NAME onto the target skeleton (Blender dedup suffixes `.001` → strip to base name; safe when the kit only weights unambiguous bones).
- **REBASE, never reuse bindposes**: a Blender FBX roundtrip imports cm bones under a 0.01 armature (regardless of scale option) while Synty-native rigs are meter-scale → raw bindpose reuse renders ×100 off. Bake verts to rest-world; bindposes = `Matrix4x4.TRS(m.GetColumn(3), m.rotation, Vector3.one).inverse` (RIGID, scale-stripped).
- **`mesh.RecalculateTangents()` is mandatory** — a tangent-less procedural skinned mesh fails Rukhanka/BRG registration (`BatchMeshID not present`) and the WHOLE rig disappears.
- Persist rebased meshes as `Rebased_*.asset` (Clear+refill an existing asset = GUID-stable re-runs).
- Emissive pieces: `ProjectM/EmissiveGloamSkinned` (hand-written HLSL + Rukhanka `ComputeDeformedVertex`; the DOTS-instanced `_DeformedMeshIndex` block must be declared BEFORE the include, and the property must ALSO be in the Properties block for the baker's `HasProperty` validation). BRG-only: invisible in plain classic scenes, correct in the baked ECS world.
## 14. AI-generated hero shape → conform to Synty (proven 07-24, Bathynaut Mark-V helmet)
When scripted `bmesh` primitives can't nail an **iconic organic hard-surface shape** (a classic diving helmet, an ornate boss horn) — repeated hand attempts read as "golf-ball / egg / blocky robot" — **generate the base shape with Hyper3D Rodin** (`generate_hyper3d_model_via_text` → poll → `import_generated_asset`), then **conform it to the LANTERN/Synty style**. Generation is a valid *modeling* path (like a kitbash); the output is raw clay, NOT a finished asset — it arrives photoreal, high-poly, meter-scale, single-textured, and **clashes hard** dropped next to the flat-shaded low-poly body. The conform pass is the real work:
**A. Watertight decimate — clean topology FIRST, then a GENTLE collapse.** A raw generated mesh has duplicate verts + loose geometry; an aggressive collapse (ratio ~0.10) on it **tears holes and shatters facets** (the operator will see it). Order matters:
```python
import bmesh
bm=bmesh.new(); bm.from_mesh(h.data)
bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0006) # weld
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
loose=[v for v in bm.verts if not v.link_faces]
if loose: bmesh.ops.delete(bm, geom=loose, context='VERTS')
bm.to_mesh(h.data); bm.free()
d=h.modifiers.new("Dec","DECIMATE"); d.decimate_type='COLLAPSE'; d.ratio=0.26 # ~1k tris for a hero prop
dg=bpy.context.evaluated_depsgraph_get(); h.data=bpy.data.meshes.new_from_object(h.evaluated_get(dg)); h.modifiers.clear()
# HOLE DETECTOR: boundary edges (edges touching <2 faces). MUST be 0 = watertight.
bm=bmesh.new(); bm.from_mesh(h.data); holes=sum(1 for e in bm.edges if len(e.link_faces)<2); bm.free()
```
23k→1.1k with 0 boundary edges reads as chunky Synty facets. If `holes>0`, the collapse was too aggressive for the cleanup — raise the ratio (gentler). Report tris vs budget.
**B. Kill the photoreal texture — flat palette color is the biggest tell.** The single baked albedo/PBR map (painted weathering, smooth metal highlights) is what makes it look "AI dropped on low-poly." **Discard the imported material** and re-paint the mesh with the scene's **OWN shared palette materials** (assign by face region → guaranteed cohesion, literally the same material asset). Set **flat/faceted shading** (`for p in mesh.polygons: p.use_smooth=False`) so each plane reads as a facet. Region-assign by world-space geometry on the *decimated* mesh (fewer faces = cleaner colour blocks):
```python
h.data.materials.clear()
for m in (brass, gunmetal, glass): h.data.materials.append(m) # reuse the suit/scene's flat mats
mw=h.matrix_world; bm=bmesh.new(); bm.from_mesh(h.data); bm.faces.ensure_lookup_table(); bm.verts.ensure_lookup_table()
zs=[(mw@v.co).z for v in bm.verts]; zmin,zmax=min(zs),max(zs); zh=zmax-zmin
port=mathutils.Vector((0,-0.15,1.68)) # feature centre in WORLD space
for f in bm.faces:
c=mw@f.calc_center_median(); n=(mw.to_3x3()@f.normal).normalized(); vz=[(mw@v.co).z for v in f.verts]
s=0 # brass body (dominant)
if min(vz)>zmax-zh*0.085 or max(vz)<zmin+zh*0.11: s=1 # top knob / bottom collar = accent (all-verts test = clean band)
d=(c-port).length
if n.y<-0.25 and d<0.10: s=2 if d<0.072 else 1 # front-facing near feature: inner disc glass, ring bezel
f.material_index=s; f.smooth=False
bm.to_mesh(h.data); bm.free()
```
Tie any emissive to the **ontology** (the helmet porthole = teal glass, faint glow ~0.5 → reads as the same bioluminescent palette as the flora/enemy-eyes, not a competing warm light — the shoulder lamp carries "our light"). Use `min/max(vert-z)` (all verts in/out) for clean bands, not face-centre thresholds (torn edges on a dense mesh).
**C. Scale gotcha — generated meshes are METER-scale; a cm-scale rig shrinks a skinned attachment ~100×.** Rodin exports ~12 m meshes; the Synty suit rig is cm-scale (0.01 armature). Skinning the generated piece to a bone applies the armature's 0.01 → it imports at **~5 mm (invisible)** with a wrong bindpose. For a rigid accessory (helmet, pack) **do NOT skin it** — drop the armature modifier + vgroups, `parent=None`, and set a plain `scale` so it sits at the feature's world size (a 1.7-unit generated mesh × 0.25 = ~0.42 m = head-sized). It rides the bone rigidly in-engine (Unity-side: parent the GO to the `Head` bone, §13 covers the skinned path when you DO want deform).
**D. Judge cohesion in-engine, at game scale, next to the existing Synty assets.** A generated mesh that looks fine solo can still clash beside the low-poly body — the only true test is a Play capture with the character next to its neighbours (the suit, an enemy) at the real game framing (§9). The Blender render confirms the mesh is clean; the *style match* is an in-engine, next-to-siblings call.
Recipe verified on the Mark-V: 4 hand-model attempts failed → Rodin generate → clean-decimate 23k→1.1k (0 holes) → drop the copper photoreal map → flat `M_Diver_Brass`/`HelmetMetal` + a teal `M_Diver_Porthole` + flat-shade → reads as one cohesive Synty diver (operator-approved). GLB 1.7 MB → 736 KB (texture dropped).
**E. ★ Coloring on the GAMEPLAY (deformation) rig ≠ staging — flat `_BaseColor` FAILS.** A static staging mesh takes flat colour from the material `_BaseColor` (plain Principled / the `Skinned-Palette` graph). But the animated player/enemy render entities carry a **per-instance `URPMaterialPropertyBaseColor` override** (driven by the hit-flash system, set to `(1,1,1)` at rest) which **REPLACES** the material's `_BaseColor` — so a flat-`_BaseColor` material with `_BaseColorMap = null` renders **white/cream** (null map samples white × instance-white). (This corrects the older "clear `_BaseColorMap` → uses `_BaseColor` directly" note — that only holds for entities WITHOUT the per-instance override.) Fix: drive colour from `_BaseColorMap` — either UV the piece to a `PaletteAtlas` band, or assign a **solid-colour texture** (an 8×8 PNG of the target colour) as `_BaseColorMap` and leave `_BaseColor` white; the instance override then just multiplies (and the flash still tints correctly). Diagnose by reading the live entity: `EntityManager.HasComponent<URPMaterialPropertyBaseColor>` on the `LinkedEntityGroup` render children → if present and `(1,1,1)`, the material `_BaseColor` is dead, use a map. Per-submesh colour (e.g. the Mark-V's brass/gunmetal/glass) = one material per submesh, each with its own solid `_BaseColorMap`. Verified live: `M_Diver_*_Skinned` + `DiverTex/T_Diver_*.png` on `Player.prefab`.
@@ -87,6 +87,32 @@ DOES propagate into parented children's `LocalToWorld` (verified live on 6.5.0).
- Forcing an animation pose: disable the drive system, write params via `AnimatorParametersAspect`; measure
ground-contact via feet-Y only on non-deformed geometry.
## Input-path validation (07-21, the auto-recast false negative)
- **A guardian window must OUTLIVE the period it judges.** Frames ≠ ticks: an unfocused editor can run FASTER
than 60 fps, so a 500-frame watch can end BEFORE a 7 s cooldown does. The morning "sim is clean" verdict was
a false negative for exactly this; the 2000-frame re-run caught a recast at every cooldown reopen. Size the
window in TICKS of the judged period × 2, converted generously.
- **`DebugInputInjectionSystem` writes the COMPONENT — it can never reproduce wire-semantics bugs.** To exercise
the real gather → copy-layer → command-buffer path headless, queue synthetic device events:
`StateEvent.From(Keyboard.current, out var ev); InputControlExtensions.WriteValueIntoEvent<float>(kb.digit1Key, 1f, ev); InputSystem.QueueEvent(ev);`
(+ a 0f release event). Works unfocused with runInBackground.
- **Wire truth: `InputEvent` counts ACCUMULATE across commands** (the per-frame gather reset never reaches the
buffer). Test fixtures that push `InputBufferData<PlayerInput>` must model that: press = count STEP at one
tick, and the stepped count PERSISTS in every later entry — a "release = count 0" entry is a wire-impossible
shape that hides the ever-pressed class of bug (and double-fires a delta gate).
## EditMode fixtures for prediction-gated systems (07-21, AbilityFireSystemConeTests)
- **`NetworkTime.Flags` is INTERNAL** — a system gated on `IsFirstTimeFullyPredictingTick` silently no-ops in any
plain test world (default Flags = 0). Fixture fix: box the struct + `typeof(NetworkTime).GetField("Flags",
NonPublic|Instance).SetValue(boxed, NetworkTimeFlags.IsInPredictionLoop | IsFirstTimeFullyPredictingTick)`.
Test-only; never reflect internals in shipped code.
- **Input-buffer presses**: an `InputBufferData<PlayerInput>` entry with a set `InputEvent` keeps answering
`GetDataAtTick` for every later tick — it re-fires the moment a cooldown re-opens (the MeleeComboTests C6
lesson, buffer-shaped). Always push a press at T **and a release (default command) at T+1**.
- Damage paths gated `WorldUnmanaged.IsServer()` need `new World(name, WorldFlags.Game | WorldFlags.GameServer)`.
## Test-run mechanics
- `run_tests(mode="EditMode", assembly_names=["ProjectM.Tests.EditMode"])` → poll `get_test_job`
@@ -13,7 +13,7 @@ Two rules apply to every pattern here:
Three read-only lens agents in `parallel()`; the orchestrator synthesizes the ≤400-word Project Brief and discards the raw returns.
**A1 — Code/asset graph (read-only).**
> Map the code surface relevant to `{goal}`. Prefer serena `find_symbol`/`find_referencing_symbols`; if serena's C# LSP stalls on the Unity solution, use `Glob`/`Grep` on `Assets/_Project/**/*.cs` + `**/*.asmdef`. Identify the existing components/systems/bakers touching `{surface}`, the asmdef each lives in (Simulation / Client / Server / Authoring), and any `*Math.cs` helper or system you'd otherwise duplicate. `manage_scene get_hierarchy` for relevant subscenes. Return a terse symbol/asmdef map (names + paths), not file dumps.
> Map the code surface relevant to `{goal}`. Use `Glob`/`Grep` on `Assets/_Project/**/*.cs` + `**/*.asmdef` (serena was removed 2026-07-07 — C# nav is Glob/Grep). Identify the existing components/systems/bakers touching `{surface}`, the asmdef each lives in (Simulation / Client / Server / Authoring), and any `*Math.cs` helper or system you'd otherwise duplicate. `manage_scene get_hierarchy` for relevant subscenes. Return a terse symbol/asmdef map (names + paths), not file dumps.
**A2 — Knowledge state (read-only).**
> Search the in-repo vault (obsidian-cli) and `basic-memory` for design docs, decision records, and notes touching `{goal}`. Return: relevant doc paths, any **locked** decisions that constrain `{goal}`, open questions already recorded. Quote ≤2 load-bearing lines each; link by path otherwise.
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