Docs: mark Tower Sell done; note budgeted pathfinding re-path scheduler
Updates Project_Context.md + Project_Roadmap.md for the tower-sell work (refund rules, coin VFX/SFX, refund excluded from income) and the PathfindingService budgeted re-path scheduler that removed the sell/placement frame hitch. Follows commit 0b4cde4 which landed the code + art.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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The **forward-looking plan**: what's done, what's next, and the sequencing. Current-state architecture and the full list of implemented systems live in [`Project_Context.md`](Project_Context.md) — read that first for "how things work today." This document focuses on direction and remaining work.
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Last substantial update: 2026-06-24.
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Last substantial update: 2026-07-14.
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---
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@ -36,6 +36,8 @@ All players start with the **same three towers** — **Basic Arrow** (ground+air
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**Done & merged:** functional match loop end-to-end, HUD, lobby + race selection, economy, enemies + A* pathfinding, **flying enemies + air-targeting**, **per-player tower deck** (keystone #1), **draft Slice 1** (spine + "new tower"), **TowerRegistry removal** (towers replicate by `TowerTypeId`), **per-tower construction-phase build visuals**, **ground-seating from mesh bounds**, **Tesla Coil tower** (Electric + AllInRange + arc VFX with real flash/impact lights).
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**Done, on branch `tower-sell` (pushed to origin; NOT yet merged to `main`):** **Tower Sell** — owner-gated Sell action, refunds `SellRefundPercent` (default 75%) of invested gold, the **Wall refunds 100% while un-upgraded**, refund excluded from round income, coin **VFX** (artist-authored emissive mesh-particle `FX_SellTower`, with a `CoinBurstVfx` code-gen fallback) + rustle **SFX**. Also a **budgeted enemy re-path scheduler** in `PathfindingService` that removes the ~0.5 s frame hitch on any maze change (sell/placement) with a full wave present, plus a batched footprint un-stamp and the NGO `RequireOwnership`→`InvokePermission` deprecation cleanup. Verified in-engine 2026-07-14.
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**In progress (branch `feature/post-processing`):** project-wide **grimdark post-processing** grade + HDR; Tesla arc lighting polish. *(This branch was fast-forwarded onto the Tesla work; commit the post-processing assets + the `TeslaArcVisual` light additions.)*
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**Paused:** in-match Paint system (overlaps with systemic upgrades).
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@ -80,7 +82,8 @@ Player profile saving owned content; **win/loss reward pools** drawn server-side
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## Part B — Functional gameplay remainder (not roguelike-specific)
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- **Tower Upgrade / Sell actions** — HUD buttons exist but are disabled. Sell first (refund + despawn), then per-tower upgrade if the systemic model leaves room for it.
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- **Tower Sell — ✅ DONE** (branch `tower-sell`): refund + despawn + coin VFX/SFX; 75% of invested gold, Wall 100% while un-upgraded, refund not counted as income; `TowerInstance.ServerAddUpgradeInvestment` records upgrade spend for the refund and is the seam the Upgrade system will write to.
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- **Tower Upgrade action** — HUD button still disabled. Build it once the systemic-upgrade model (A3) settles whether per-tower upgrade trees are wanted on top of the systemic modifiers.
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- **Enemy resistances / weaknesses** — `EnemyHealth.TakeDamage` has the stub slot; info panel has the placeholder.
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- **Terrain architecture decision** — Unity Terrain vs mesh vs ProBuilder. Builder code is terrain-agnostic; decide before heavy art.
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- **Camera polish** — cursor-anchored zoom near map edges, center-on-builder hotkey, race/phase-aware initial position.
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