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2 Commits

Author SHA1 Message Date
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
6 changed files with 390 additions and 10 deletions
+82 -10
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@@ -81,12 +81,14 @@ namespace ProjectM.Client
bool haveDb = SystemAPI.TryGetSingleton<AbilityDatabase>(out var db) && db.Value.IsCreated;
bool foundLocal = false; // no local player (menu / ArtStaging / pre-spawn) -> hide the bar entirely
foreach (var (cd, dashCd, entity) in
SystemAPI.Query<RefRO<SocketCooldown>, RefRO<DashCooldown>>()
.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
{
if (!EntityManager.HasBuffer<AbilitySocket>(entity) || !EntityManager.HasBuffer<EffectiveSocketStats>(entity))
continue;
foundLocal = true;
var sockets = EntityManager.GetBuffer<AbilitySocket>(entity, true);
var effs = EntityManager.GetBuffer<EffectiveSocketStats>(entity, true);
@@ -108,6 +110,7 @@ namespace ProjectM.Client
UpdateSlotCooldown(DashSlot, RemainingTicks(dashCd.ValueRO.NextTick, now), dashTotal);
break; // one local player
}
_doc.rootVisualElement.style.display = foundLocal ? DisplayStyle.Flex : DisplayStyle.None;
}
static int RemainingTicks(uint nextFireRaw, NetworkTick now)
@@ -185,6 +188,7 @@ namespace ProjectM.Client
root.style.position = Position.Absolute;
root.style.left = 0; root.style.right = 0; root.style.top = 0; root.style.bottom = 0;
root.pickingMode = PickingMode.Ignore;
root.style.display = DisplayStyle.None; // hidden until a local player is found (no flash in menu/ArtStaging/pre-connect)
var bar = HudUi.Group(Align.Center);
bar.style.position = Position.Absolute;