Commit Graph

11 Commits

Author SHA1 Message Date
type-two
aa1efea167 UNIT-77 has a body: modular part rig, third person, skins
Four farm-generated parts (chassis/wheel/head/arm, light-grey enamel,
decimated 25k) assembled on a socket rig: wheels spin with movement and
visibly vanish when donated, PORT 00 is a real socket ring on the chassis
that lights amber when the crystal installs, charged = cyan emission,
wet = darkened shell. V toggles third/first person (SpringArm cam),
B cycles six repaint skins (GC/Heliotrope/VerdantCo/Comms/Executive/
Void) via per-droid material tints. Hold point moved from camera to
chassis. Capsule fallback kept. Integration passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 21:56:30 +10:00
type-two
f8aa19d06e Decimated model set + 4 new props + zone doors, GC posters, comms floor
All 11 GLBs decimated to 40k faces with 1024 JPEG textures (~4.5MB each,
106MB -> 50MB repo assets). New farm props: captain's chair, helm, dish,
solar panel, droid wrecks (UNIT-54/61 lore corners). CF Flux: per-zone
door faces, comms floor, five GC propaganda posters (misprints kept as
canon: 'TU A VAULED COMPONENT', 'EVERY OF EVERYTHING.'). poster()/
face_for() helpers, --no-posters + --probe debug flags. Integration
passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 19:17:25 +10:00
type-two
2cd4153f8e Six MODELBEAST props: tank, valve, bucket, console, beacon, helm
Full queue lane this time (farm TCC fix verified working, all six via
hunyuan3d_mlx). attach_model() swaps interactable primitives for fitted
GLBs; place_prop() for world set-pieces; primitive fallbacks kept.
Models are raw hunyuan output (~100MB total) — decimation pass later if
repo weight matters. Integration passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 03:29:15 +10:00
type-two
994208f6ac First MODELBEAST prop: hunyuan3d charge station replaces the blue box
flux_local concept (orange enamel pylon, analog gauge, coil cable) ->
local flood-fill cutout -> hunyuan3d_mlx run directly on m3ultra (queue
dispatch is TCC-broken tonight, flagged separately). _fit_prop():
AABB-normalized scale, floor-seated, metallic clamped (gltf metal=1
renders black without IBL). Box fallback stays when the GLB is absent.
All 6 charge posts now use the model. Integration still passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 23:48:08 +10:00
type-two
2ef9487284 Hidden ending: the Uncatalogued Component, Port 00, and the sunset
The crystal chain lives entirely in the bucket's existing schema —
bulletins #7/#9/#12 read in reverse: coolant + reactor flux -> seed,
seed + grow-bed daylight -> lattice, lattice quenched in charged
coolant -> UNCATALOGUED. Bridge kiosk installs it in Port 00; the helm
(which rejects you as INVENTORY all game) accepts, and the ship flies
into a permanent sunset. Console donation remains ending A. Red
herrings: zapped coolant, water-quenched slug. New bulletin #9 in
hydro + crew graffiti hint in comms. Integration test now plays the
hidden path end to end — all checks passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 22:24:41 +10:00
type-two
65dd78efd5 Phase 1: hub + reactor, hydroponics, comms, bridge zones — full ship playable
zones.gd builders on the existing schema: heat + radio elements, thermal
slug + radio beacon gadgets, wax seal, order-chain core igniter, growth
vine (water then daylight), cross-zone cascade (reactor melts hydro ice
wall -> melt pool feeds the mains), through-wall resonator, sealed
bridge (opens 3/3 systems), core-donation ending + PORT 00 kiosk tease.
Each zone in its acquired-brand Flux textures. Integration test now
plays the entire ship: 35 checks passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 21:14:45 +10:00
type-two
06178a4e08 Asset library: zone-themed Flux texture sets for all four remaining zones
10 new CF Flux textures: reactor (Heliotrope red/black armored + ember
grate + gauge greeble), hydroponics (VerdantCo algae-stained enamel +
drainage deck + vine pipes), comms (blue cable panels + radio rack
greeble), bridge (executive padded leather + navy retro carpet).
bridge_wall and comms_wall crop-salvaged from scene renders (originals
kept as *_src). Not yet wired into the game — zones don't exist yet.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:42:33 +10:00
type-two
fec7f419f8 Flux texture pass: CF-generated spaceship interior textures wired in
5 textures from Cloudflare Flux (free tier) in assets/textures: wall
panels, deck floor, bulkhead, blast door face, machinery greeble.
Runtime mirror-fold makes them seamless; triplanar surface materials
with grid fallback when files missing. Doors use the cropped face.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:24:39 +10:00
type-two
5f67b3c6b0 Visual pass: grid materials, corridor lights, emissive props, target marker, objectives
Portal-style triplanar grid on all structure, omni lighting per segment,
emissive glow on every interactable, floating look-target marker, socket
gets a visible empty-ring slot, HUD gains an OBJECTIVE tracker line.
Integration playthrough still 19/19.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 19:39:14 +10:00
type-two
d414ccd6e4 Phase 0 grey-box: playable room, one schema, 19-check headless playthrough
Exposable (the one state-machine schema) + ElementField (distance-based
emitters) drive everything: wall components, the droid's shell/core, the
leaky bucket. Room chain: wheel donation -> be-the-wire -> electrified
puddle/relay -> leaky-bucket ferry -> rotating cargo drum (bonus) ->
solar-gated exit on a 60s day/night cycle. Calculator-green HUD with
PORT 00 tease.

test/selfcheck.gd: 11 schema checks. test/integration.gd: full-room
headless playthrough, 19 checks, all passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:51:00 +10:00
type-two
3283c6ec84 GDD v0: exposure puzzle system, modular droid, General Component story
Full design doc: four pillars (state-machine components, element routing,
carry-decay, symmetric self-exposure), donation/degraded operation, fabricator
repair chain, rotating rooms, pneumatic tubes, two-goal story with hidden
free-will ending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:23:58 +10:00