Closes the gather → craft loop and lays the no-code content layer.
- Tool-swing harvesting (#1): equip a hotbar tool (a real Tool via the new
ToolEquip bridge), click a node, server-validated hit (range / line-of-sight
/ equipped tool / cooldown) granting a per-hit random yield, blocking the hit
when the inventory is full. Bare-hand hold-E kept. The engine's first
client-input → RemoteEvent → server-validation pipeline (combat reuses it).
A floating HP bar shows a node's remaining hits.
- Hand crafting (#4): server-authoritative consume → produce with a
complexity-scaled craft channel + a progress bar above the crafter; a
Crafting tab lists hand recipes and gates each on what you carry.
- No-code content (#11, Builder first slice): a Resources registry + a
content-from-instances loader (Registry.loadFromFolder reads a
SurvivorCoreContent folder at start), Gatherable binds to a named Resource,
and a per-resource-type reaction API (reed sways, tree fells + leaves a
stump). The admin plugin becomes one widget with Stats + Content tabs to
create/edit items + gatherables, including "Add to World".
New hooks: gather:blocked, craft:start / craft:end / craft:blocked. Docs +
CHANGELOG. Engine stays content-free; the demo supplies the sample content.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Studio doesn't run the HUD client binder in Edit view, so an authored SurvivalHud
shows its static template there — full bars, blank readouts, and only the shipped
default icons (an icon override isn't visible until Play). The admin plugin now has
a footer with **Preview HUD** / **Clear** that paints, in Edit, what the running
game would render, so owners tune-and-see without pressing Play.
- plugin/HudPreview.luau (new): mirrors the engine binder's resolution — per-bar
`Icon` attribute › the stat's effective icon (config/admin override else shipped
default) for icons; FillAxis-aware sample fill; per-stat ValueFormat for the
readout; a sample counter value. Every property is snapshotted once before the
first write and clear() restores them exactly (so it's fully reversible);
apply() takes an optional hud root for testability. Skips the Assets registry
tier (runtime-only, empty in Edit) and never guesses engine-owned invert/dangerHigh.
- StatAdminUi: a footer bar with Preview / Clear buttons + a status readout.
- init.server: wires both through ChangeHistory (each is one undo step).
- Verified in Studio: synthetic-HUD logic test (icon resolution, sample fill/value,
exact restore) + a live visual pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A Studio dock widget that lets the experience owner tune the survival stats
through a validated form instead of hand-editing Attributes on the
SurvivalStatsConfig instance — the first slice of the Builder/Admin plugin (#11).
The point is compatibility: edits are LOCKED against engine updates. StatAdmin
(the pure, headlessly-testable logic layer) writes deltas only — it sets an
attribute solely when the owner changes a field from the live engine default,
and removes it on reset / edit-back-to-default. So unset fields keep following
the (improvable) engine defaults across a SurvivorCore release, while explicit
overrides live on the owner's instance, which the engine only ever seeds and
never overwrites. Nothing tuned is lost; nothing left alone is frozen.
Hard guardrail: the plugin can read/write only the seven owner-tunable fields
(STUDIO_ATTR_MAP). A write() assert makes it impossible to ever set the
engine-owned semantics Invert / DangerHigh — re-freezing the affliction
fill-direction bug is structurally unreachable. Runtime-verified in Studio:
every write path exercised (including rejected Invert/DangerHigh attempts) left
zero banned attributes on the instance.
- plugin/StatAdmin.luau — logic: roster, effective values, deltas-only writes
- plugin/StatAdminUi.luau — the dock-widget form (per-field reset, override dots)
- plugin/init.server.luau — toolbar/widget wiring + ChangeHistory undo steps
- plugin.project.json — separate Rojo tree; build with --plugin to install
- CI: stylua + a plugin-sourcemap luau-lsp pass + a plugin build
- docs/admin-plugin.md + cross-links; fix stale Invert row in the no-code table
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>