* All 19 structures now breathe: procedural pulse-glow animation generated from each sprite's own lit pixels (tools/animate_sprites.py), 6 frames at 130ms. WithSpriteBody PlayRepeating()s multi-frame idles, so no trait changes needed. * Big explosions leave scorch smudges on the ground (SmudgeLayer + LeaveSmudge on bass_ring, both superweapon impacts, and building deaths). * Buildings shake the screen when they die (ScreenShaker + ShakeOnDeath). * The main menu is alive again: shellmap split into two lua-driven sides that skirmish forever. No Bot: players, so no order-manager stall. * Stream buffs owed by telemetry: bufferbot HP 3500->5000 (survives a second seven-inch), drmwalker 750, scraper capacity 18. Verified: arena smoketest PASS with all changes, shellmap lua confirmed live. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2.2 KiB
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2.2 KiB
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