30 Commits

Author SHA1 Message Date
Mathew 78bfdf2828 Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery
# Conflicts:
#	Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
2026-07-25 19:42:26 +02:00
Mathew 0052b0d98e (Feat) Add Build 2026-07-22 12:56:13 +02:00
Mathew 3657b870d8 (Feat) Add build cost 2026-07-14 14:25:02 +02:00
Kevin f47baf957e (fix) Change Wood pickaxe base color texture 2026-07-13 14:33:09 +02:00
Kevin 5c64210a3f (feat)Add Wood Pickaxe 2026-07-10 17:20:38 +02:00
Mathew c9e923975d Merge branch 'feat/building' into feat/craft-discovery 2026-07-09 21:38:31 +02:00
Mathew f5de33eac2 (Feat) Add Remove Building 2026-07-09 21:38:14 +02:00
Mathew faa061cced (Feat) add crafting discovery + notification + inventory tool tips 2026-07-09 17:44:52 +02:00
Mathew c6830fa7a4 Merge remote-tracking branch 'origin/feat/inport-props' into develop 2026-07-09 16:13:28 +02:00
Mathew e8b1569dd7 (Feat) Add Chest 2026-07-09 16:12:40 +02:00
Mathew 24b15d23a3 (Feat) Add build 2026-07-08 18:43:19 +02:00
Mathew ebb7ff5713 (Feat) Bed Systeme 2026-07-08 18:08:34 +02:00
Mathew 78fd2d534a (Update) Dev Scene 2026-07-08 16:20:49 +02:00
Mathew 1bc3ce6ff1 Merge branch 'develop' into feat/inport-props
# Conflicts:
#	Assets/vHierarchy/vHierarchy Data.asset
2026-07-07 16:46:14 +02:00
Mathew 6b26ae3376 Cozy Wather + buld systeme 2026-07-07 16:43:51 +02:00
Kevin 23e80b658f (feat)Add steel axe as prefab 2026-07-07 14:36:22 +02:00
Mathew 031ac42e5d (Feat) Add Network Body 2026-07-04 09:33:53 +02:00
Kevin fd96134564 (fix) Fix 000 pbl and create prefab for first asset 2026-07-02 19:03:48 +02:00
Kevin 9997015969 (feat)Add first inputs prop
Prefab not created because 000 pbl
2026-06-26 18:28:11 +02:00
Mathew 7bd2aa3120 (Feat) Add Remmaping 2026-06-26 16:23:20 +02:00
Mathew 931bc9c9e2 (Feat) Item Dqta 2026-06-25 14:40:21 +02:00
Mathew 3597bacb1a (Feat) Item Update 2026-06-25 09:47:46 +02:00
Mathew c933e226b9 (Feat) Laoding Screen 2026-06-25 08:25:32 +02:00
Mathew 57a27103e1 (Feat) Add Copy Code button 2026-06-24 20:01:40 +02:00
Mathew 144b3bfbc4 (Fix) Loading Screen 2026-06-24 17:28:54 +02:00
Mathew 7291acab91 (Fix) Terrian fix 2026-06-24 15:00:52 +02:00
Mathew ef01552268 (Update) Clean Projet 2026-06-24 14:38:51 +02:00
Mathew 48588ccfed Feat - Add Loading menju 2026-06-24 14:04:12 +02:00
Mathew c9b085ebea (Feat) Tools Update 2026-06-23 14:52:45 +02:00
Mathew 6527f559e1 (Feat) Tools Creation 2026-06-22 23:32:46 +02:00
6448 changed files with 4975242 additions and 443872 deletions
+93 -4
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@@ -25,7 +25,11 @@ Context for current work:
no "temporary" shortcuts; if something is worth doing, do it properly. no "temporary" shortcuts; if something is worth doing, do it properly.
- **Multiplayer co-op is a hard constraint** — when touching any player, world or shared - **Multiplayer co-op is a hard constraint** — when touching any player, world or shared
system, assume two+ players exist (see §3). system, assume two+ players exist (see §3).
- **No player arms / viewmodel** — feedback comes from camera, audio and UI only. - **Player body is split by viewpoint** — the **local owner** sees a **first-person arms
viewmodel** (his own hands/tools); **remote players** are drawn as a **full third-person
body**. Each client renders its own arms *and* everyone else's full body. The owner's own
third-person body is hidden from his first-person camera (owner-only vs remote-only gating
lives in `PlayerNetworkController` — see §3). HUD/audio feedback still applies on top.
- Animations use **DOTween** (tweens, not Animator) wherever possible. - Animations use **DOTween** (tweens, not Animator) wherever possible.
- Shaders are **hand-written HLSL/ShaderLab** — do not propose Shader Graph. - Shaders are **hand-written HLSL/ShaderLab** — do not propose Shader Graph.
@@ -47,9 +51,20 @@ Context for current work:
per-player networked state, which belongs on a `NetworkBehaviour` (SyncVar/RPC), not the per-player networked state, which belongs on a `NetworkBehaviour` (SyncVar/RPC), not the
bus (see §3). bus (see §3).
**Each script owns one concern.** A script reads its own inputs/state from the bus, **Each script owns one concern — but "concern" means one reason to change, not one tiny
does its job, and raises events for others. Do not let a script mutate another system's action.** A script reads its own inputs/state from the bus, does its job, and raises events for
internal data directly. If two systems need to coordinate, route it through `PlayerEvents`. others. Do not let a script mutate another system's internal data directly. If two systems need
to coordinate, route it through `PlayerEvents`.
Group by **cohesion, not by a per-action counter.** Splitting a feature into many micro-scripts
is its own anti-pattern (scattered logic, high coupling, inspector-wiring noise) just as much as a
god-object is. Keep together what changes together and is used together; split only at a **real
seam** — a genuinely different reason to change, a different collaborator set, or a file growing
unwieldy. The seam that always matters: **local player UX vs shared networked state** (see §3) —
never fuse across it. Reference: the build system splits into `BuildManager` (all the *local*
build UX — catalog, menu, placement) and `BuildRegistry` (the *networked* side — committed
structures + the ghost NetworkObject), one clean local/network seam, not a script per
sub-responsibility.
Data that is authored in the editor lives in **ScriptableObjects** (`ItemData`, Data that is authored in the editor lives in **ScriptableObjects** (`ItemData`,
`CraftingRecipe`, `SurfaceSoundProfile`, `ScatterProfile`, `MusicPlaylist`, `CraftingRecipe`, `SurfaceSoundProfile`, `ScatterProfile`, `MusicPlaylist`,
@@ -59,6 +74,20 @@ Singletons exist where a single instance is genuinely global (`PlayerInventory.I
`PlayerStats.Instance`, …); guard every access for `null` — they may not exist yet or in `PlayerStats.Instance`, …); guard every access for `null` — they may not exist yet or in
every scene. every scene.
**UI is a dumb view — a manager owns the data and populates it.** A UI component (a panel,
a card, a list row, …) must **never** reach for domain data itself: no catalog, no
`ScriptableObject` list, no scanning a database/model to decide *what* to show. It exposes a
`Populate(...)` / `Set(...)` method that takes a lightweight **view payload** (plain
icon / label / number data — never the authored `ScriptableObject`) plus a selection
callback, and renders exactly what it is handed. A dedicated **manager** owns the real data
(the catalog, the model), builds the view payload, pushes it into the UI, and handles the
callback — i.e. it decides what a click *does*. The view reports interactions back by
**index or token**, never by resolving the underlying data. Data flows one way (manager →
view), interactions flow back one way (view → manager via callback), and views stay
swappable and data-agnostic. Reference implementation: `BuildManager` (owns the catalog,
populates + handles picks) + `BuildMenuUI` / `BuildMenuCardUI` (pure views) +
`BuildCardView` (the view payload).
--- ---
## 3. Multiplayer — the second golden rule ## 3. Multiplayer — the second golden rule
@@ -86,6 +115,45 @@ player — get it from `PlayerInventory.Instance` / `PlayerStats.Instance` (owne
singletons), **never** `FindObjectOfType<PlayerX>()`, which also matches disabled remote singletons), **never** `FindObjectOfType<PlayerX>()`, which also matches disabled remote
puppets (their root GameObject stays active) and targets the wrong player. puppets (their root GameObject stays active) and targets the wrong player.
### Keep systems OFF the player — it holds only its own intrinsic state
**Default to a scene object/registry, not the player prefab.** The player carries *only what is
intrinsically the local player itself*: its owner-only local simulation (input, locomotion, camera,
tools, animation driver) and its own per-player networked state (health/stats, inventory, the body).
**Everything that touches the world or shared state — and anything that does not need per-player
networking — lives OUTSIDE the player.** This is logical: a build, a placed structure, a shared
station, even a *per-player preview of a world action* (the build ghost), is world-facing, so it
belongs to a scene `NetworkBehaviour` (a `SyncList<…>` registry, or a NetworkObject it spawns),
**never bolted onto the player**. Do not reflexively put per-player networked state on the player
just because it is "per player" — ask first *"is this the player, or is it the world?"*. If it is
world/shared, it is a scene object. Reference implementations: `WorldObjectRegistry`, `BuildRegistry`
(committed structures + the spawned ghost preview), `CookingStation`. The player-hosted pattern
below is only for state that genuinely *is* the player.
### Visible body — first-person arms (owner) + third-person body (remotes)
Every player is drawn twice, split by viewpoint (see §1):
- **First-person arms** — the owner's own hands/tools, seen *only* by the owner. The arms mesh
goes in `PlayerNetworkController.ownerOnlyObjects` (hidden on remotes); it is **never**
networked because no one else renders it.
- **Third-person body** — the full character everyone else sees. It stays active on *all*
clients so its `Animator` keeps running. `PlayerBodyVisibility` (a `NetworkBehaviour` on the
player root) relayers the **owner's own** body onto a `LocalBody` layer that the owner's
first-person camera excludes from its culling mask — so the owner never sees his own body
clip the view, yet every remote still renders it. **Layers are local and never networked**,
so hiding your body from yourself does not hide it from anyone else.
**Animation is a bus consumer, replicated by `NetworkAnimator`.** `PlayerAnimatorDriver`
(`Player/Animation/`) drives an `Animator` purely from `PlayerEvents` (`VelocityChanged`,
`GroundedChanged`, `Jumped`, `AttackSwung`, `CrouchChanged`, …). The same component drives both
rigs from that one shared source, so arms and body stay in lockstep. Each instance is owner-only
local simulation → **add every `PlayerAnimatorDriver` to `ownerOnlyBehaviours`**. On the body,
a sibling FishNet **`NetworkAnimator`** replicates the owner's animation to remotes (whose driver
is disabled and whose body is animated by the replicated parameters instead). Need a new
animation cue? Add an event to `PlayerEvents` and have the driver subscribe — never poll another
system's internals.
### Networking a player system — the canonical pattern (mirror `PlayerInventory`/`PlayerStats`) ### Networking a player system — the canonical pattern (mirror `PlayerInventory`/`PlayerStats`)
- Make it a `NetworkBehaviour`. **No destructive `Awake` singleton guard** (it would destroy - Make it a `NetworkBehaviour`. **No destructive `Awake` singleton guard** (it would destroy
@@ -105,6 +173,27 @@ Add new harvestable/pickable-like world state here, not as per-object NetworkObj
`ItemData` cannot cross the wire — map items to ids through `ItemDatabase` `ItemData` cannot cross the wire — map items to ids through `ItemDatabase`
(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). (**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items).
**Placed structures are the deliberate exception — they ARE NetworkObjects.** `BuildRegistry` spawns
every committed build server-side (`ServerManager.Spawn`) and each one carries its own state on its
own `BuiltStructure`. This used to be a data registry (a `SyncList` of pose records each client
instantiated locally), and it was changed on purpose: the records never saved the GameObjects — those
were instantiated locally anyway, so memory, colliders and draw calls were identical — they only saved
FishNet's per-object bookkeeping, and they forced a **second, incompatible mechanism** for any build
with real state (chests, cooking stations). One mechanism for walls, chests and campfires alike is
worth the bookkeeping at co-op base scale. Buildables still cross the wire as ids through
`BuildableDatabase`.
This "no NetworkObjects" rule targets genuinely **high-count, stateless** world state — the thousands
of scatter objects — where a per-object NetworkObject buys nothing. It is **not** a blanket ban, and
two cases deliberately go the other way:
- **Placed structures** (hundreds, and many of them stateful) — server-spawned NetworkObjects, see above.
- **The build ghost** (transient, one per player, moves every frame) — a NetworkObject with a
client-authoritative NetworkTransform, spawned by `BuildRegistry`.
Pick by **state and count together**, not by count alone: the moment an object needs its own
replicated state, a data registry means hand-rolling what FishNet already does per object.
### Shared interactables (cooking stations, future chests/benches) ### Shared interactables (cooking stations, future chests/benches)
Anything two players can use at once needs server-authoritative state + RPCs — local-only Anything two players can use at once needs server-authoritative state + RPCs — local-only
@@ -0,0 +1,4 @@
# Memory Index
- [Ashwild Database tool](ashwild-database-tool.md) — Tools ▸ Ashwild ▸ Database: UI Toolkit window to manage items/recipes & generate prefabs.
- [Pickable vestigial NetworkObject](pickable-vestigial-networkobject.md) — old Pickable prefabs carry an unused FishNet NetworkObject; generated ones omit it.
@@ -0,0 +1,24 @@
---
name: ashwild-database-tool
description: Custom UI Toolkit editor window (Tools ▸ Ashwild ▸ Database) to browse/create ItemData & CraftingRecipe and generate prefabs.
metadata:
type: project
---
A custom editor window lives at `Assets/GAME/Script/Editor/Database/` (namespace
`Ashwild.EditorTools`), opened via **Tools ▸ Ashwild ▸ Database**. Built with UI Toolkit
(first UI Toolkit usage in the project) + a `.uss` stylesheet (`AshwildDatabase.uss`).
Pieces:
- `AshwildDatabaseWindow.cs` — shell: Items/Recipes tabs, search, list, action bar.
- `ItemEditorView.cs` — custom context-aware ItemData form (cards reveal by type).
- `RecipeEditorView.cs` — visual ingredient list builder ("A + B = Result" equation strip).
- `ItemAssetFactory.cs` / `RecipeAssetFactory.cs` — asset + prefab creation.
- `AshwildUI.cs` — shared styled builders (cards, type badges, type colours).
**Prefab generation** wraps a chosen source GameObject (model/prefab) as a child of a
generated root: world prefab = Pickable layer + auto-fit BoxCollider + `Pickable` (no
NetworkObject, see [[pickable-vestigial-networkobject]]); hand prefab = Tools layer +
`ToolBehaviour` (mask = Harvestable) + `HeldItemOffset`. Item creation rebuilds the
ItemDatabase automatically. Asset folders: items → `ScriptableObjects/Items/`, recipes →
`ScriptableObjects/Recipes/`, world prefabs → `Prefabs/Pickable/`, hand prefabs → `Prefabs/Tools/`.
@@ -0,0 +1,24 @@
---
name: pickable-vestigial-networkobject
description: Existing Pickable prefabs carry an unused FishNet NetworkObject; the canonical generated prefab omits it.
metadata:
type: project
---
The hand-authored Pickable prefabs (e.g. `Prefabs/Food/Pickable/Raw Steak.prefab`,
`Prefabs/Pickable/Tools/axe01.prefab`) still carry a FishNet `NetworkObject` component, left
over from a pre-refactor design.
**Why it's dead:** `Pickable` now derives from `WorldObject` (not `NetworkBehaviour`), and
`PickableRegistry.SpawnDropVisual` creates drops with a plain `Instantiate(item.WorldPrefab,…)`
— a local visual, never a network spawn. The registry syncs only ids/drop records. So the
`NetworkObject` on those prefabs does nothing. This matches CLAUDE.md §3 ("World objects
(pickables, harvestables) are not NetworkObjects").
**How to apply:** When generating or authoring world pickup prefabs, do NOT add a
`NetworkObject`. Required pieces are: the Pickable layer (11), a non-trigger collider on the
SAME GameObject as the `Pickable` (the interactor reads `IInteractable` via
`hit.collider.TryGetComponent`), the `Pickable` script wired to its `ItemData`, and id = -1
(scene instances get a baked id via Tools ▸ Ashwild ▸ Assign World Object IDs). The Ashwild
Database tool ([[ashwild-database-tool]]) generates them this clean way. The vestigial
NetworkObjects on old prefabs could be stripped in a cleanup pass.
+31
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@@ -0,0 +1,31 @@
# Normalize text by default, but never let Git rewrite line endings inside
# binary-serialized Unity files. The Raygeas demo terrain assets below were
# committed corrupt at the Init commit because EOL normalization mangled their
# binary payload (variable-length truncation -> "Unknown error occurred while
# loading"). Marking them binary makes Git store/checkout the exact bytes.
* text=auto
# Binary-serialized Unity terrain assets (Force Binary). No EOL conversion, no diff.
Assets/External/Raygeas/**/Terrain.asset binary
Assets/External/Raygeas/**/TerrainData_*.asset binary
Assets/External/Raygeas/**/OcclusionCullingData.asset binary
Assets/External/Raygeas/**/LightingData.asset binary
# Always-binary Unity / media file types (never normalize or text-diff).
*.cubemap binary
*.unity3d binary
*.bundle binary
*.exr binary
*.png binary
*.jpg binary
*.jpeg binary
*.tga binary
*.psd binary
*.fbx binary
*.blend binary
*.wav binary
*.mp3 binary
*.ogg binary
*.dll binary
*.so binary
*.dylib binary
-2
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@@ -2,8 +2,6 @@
[Ll]ibrary/ [Ll]ibrary/
[Tt]emp/ [Tt]emp/
[Oo]bj/ [Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/ [Ll]ogs/
[Uu]ser[Ss]ettings/ [Uu]ser[Ss]ettings/
[Mm]emoryCaptures/ [Mm]emoryCaptures/
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100010: Cap
100012: Cap.001
100014: Cap.002
100016: Cap.003
100018: Handle.L
100020: Handle.R
100022: Root
100024: WoodChest
400000: //RootNode
400002: Armature
400004: Base
400006: Base.001
400008: Base.002
400010: Cap
400012: Cap.001
400014: Cap.002
400016: Cap.003
400018: Handle.L
400020: Handle.R
400022: Root
400024: WoodChest
4300000: WoodChest
9500000: //RootNode
13700000: WoodChest
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