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- C# 88.5%
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Rebased onto the four-gate compound: the earlier single-gate battlefield expansion (spawn arc pushed to 70m, rectangle play area, aim points moved north) is dropped in favour of upstream's ring layout. The scene and generated prefabs were rebuilt from the merged builder. - New DefenseMenuUI (U / gamepad Select, Build phase): one menu to upgrade every base defence without walking to each console. - Wall turret range: Machine Gun 50m (now set explicitly in the builder), Cannon 60m. - Ground: alongside upstream's emission-off material, the ground mesh is now M_GroundCube, a cube with every UV pinned to the atlas's plain-soil swatch, so the atlas's base colour / mask can't be smeared across it. - Muzzle flashes: wall turrets keep one looping flash on the barrel and start/stop it, instead of leaving a new one in world space per shot. Player and drone one-shot flashes are parented to their muzzles (new MuzzleFlashFX helper). Alien deaths: - Ragdoll joints are now built at death by a new AlienRagdoll component, measured from the dying pose: limited ball joints, and hinge elbows/knees that fold but never bend backwards. Unlimited joints spun limbs and wrung the mesh; limits measured from the T-pose made the solver fling limbs apart. - The pelvis gets a collider, bodies are woken on release, and solver iterations and a spin cap are set at runtime (Rigidbody doesn't serialize them). - Corpses move to a new Corpses layer that only collides with the ground and world, so the horde doesn't kick them around and they don't soak up shots meant for live aliens. - The held weapon now burns away with the body (only the transparent energy blade is hidden). Skipping it left a rifle or sword hilt tumbling on an invisible hand after the body had gone, which read as a warped limb. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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