From 1f6f985936cc900ad5095ab078a7fb6aa8949944 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Thu, 16 Jul 2026 12:56:59 -0700 Subject: [PATCH] Docs: foot-skate + flat-terrain fix round appended to the 07-16 session log Co-Authored-By: Claude Fable 5 --- .../2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md b/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md index b4a487f41..39caffb25 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-16_Facing_Underwater_Feel_Suit_Kit.md @@ -93,6 +93,12 @@ Validation: 411/411 EditMode green · Play zero errors (incl. the Rukhanka addit All feel values live on `FeelConfig` defaults (compile-time; overlay rows for the new knobs on request). +## Operator fix round (same day): foot-skate + terrain height + +- **Foot-skate** (trudge natural travel ~0.7 u/s vs MoveSpeed 6 → gliding): (1) trudge **re-authored v2** — long strides (UpperLeg +40/−26°), 32f cycle → natural ~1.7 u/s (`A_Walk_Trudge_v1` kept in the blend); (2) **`StrideScale` speed-parameter** on the Locomotion state (`speedParameterActive`, state speed back to 1.0 — the fixed ×0.85 retime is superseded): `PlayerAnimationDriveSystem` drives it as `clamp(planarSpeed / FeelConfig.TrudgeNaturalSpeed(1.7), 0.5, 2.75)` for local AND remote players — cadence now tracks the real (drifting) velocity at any speed. Live-verified: StrideScale 2.59 mid-walk. Residual: at absolute top speed the clamp leaves a little slide — if the heavy fantasy still fights MoveSpeed 6, the lever is MoveSpeed itself (no live knob yet; say the word). +- **Terrain flattened in all instances**: the only height-y walkable ground was `Seabed [SM_Seabed_Staging 46×2.9×46]` inside `Env_SeabedKit.prefab` (used by Game/DevSandbox/ArtStaging, all unscaled at origin; subscenes carry no ground meshes). Prefab child squashed to `scale.y 0.01` + seated so the surface sits at y≈0.05 under the feet (visual-only mesh, no collider; the CC is Y-locked so this was always a visual lie). Verified in Play: flat plane, feet grounded, decor rocks/flora untouched. +- 411/411 green after the round; Play zero errors. + ## Next session Operator eyes-on feel pass with the live knobs (turn rates, sharpness, footstep values), then pick from the gap list (recommend 1+3 first). Post-impl review findings (wf_9a8d6162-e72) to triage if any confirmed. \ No newline at end of file