diff --git a/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs b/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs
index 89e15ae0c..0b53b8165 100644
--- a/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs
@@ -39,14 +39,10 @@ namespace ProjectM.Client
public static float HitStopFovKickMin;
/// Max FOV kick (deg) on a heavy player-dealt hit (delta >= HitStopRefDamage).
public static float HitStopFovKickMax;
- /// Reserved cap for the (deferred) true freeze-frame, in fixed frames.
- public static int HitStopMaxFrames;
/// Damage delta that saturates the player-dealt punch to HitStopFovKickMax.
public static float HitStopRefDamage;
/// Tint for the (deferred) enemy material hit-flash — exposed now, wired in the ShaderGraph slice.
public static Color HitFlashColor;
- /// Master gate for the (deferred) true freeze-frame hit-stop. FALSE for v1 (camera-punch only).
- public static bool HitStopFreezeEnabled;
// ---- Feature 1/2: death camera punch ----
/// Camera shake on LOCAL player death (loudest event by design).
@@ -170,8 +166,6 @@ namespace ProjectM.Client
public static float MeleeArcIntensity;
/// Bubbles shed along a melee cleave (0 = off).
public static int MeleeArcBubbles;
- /// Camera hold frames when the melee FINISHER lands (07-20 G5 impact ladder; light hits use HitStopMaxFrames).
- public static int FinisherHoldFrames;
// ---- 07-21 enemy hit-reacts (G5; the Rukhanka-safe flinch that replaced the cut vibrate) ----
/// Seconds the light flinch pulse holds (0 = hit-reacts OFF).
@@ -252,10 +246,8 @@ namespace ProjectM.Client
HitStopDurationMs = 90f;
HitStopFovKickMin = 0.6f;
HitStopFovKickMax = 2.2f;
- HitStopMaxFrames = 2; // C4: a 2-frame (~33ms) camera hold reads as crunch, not a lag-y stutter
HitStopRefDamage = 30f;
HitFlashColor = new Color(1f, 0.85f, 0.55f, 1f);
- HitStopFreezeEnabled = true; // C4: enable the finisher hit-stop hold (presentation-only camera freeze, bounded below)
// Feature 1/2 death
PlayerDeathShake = 0.50f;
@@ -318,7 +310,6 @@ namespace ProjectM.Client
CombatIdleHoldSec = 4f; // 07-18: Menacing01 combat-idle hold after the last swing
MeleeArcIntensity = 0.8f; // 07-21 HEAVY LOCK: the weapon is the read, the arc recedes further
MeleeArcBubbles = 6;
- FinisherHoldFrames = 7; // 07-21 HEAVY LOCK: a fatter finisher beat (~117ms, still under the 8-frame ladder cap)
HitReactSeconds = 0.3f; // 07-21: light flinch pulse (clip plays at 1.4x -> the peak lands inside it)
HitStaggerSeconds = 0.55f; // heavy stagger pulse
HitReactStaggerDamage = 50f; // finisher (63 seeded) staggers, light (42) flinches -- tracks B2 poise
diff --git a/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs b/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs
index 6cc4eccb6..c3070e929 100644
--- a/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/PrototypeCameraRig.cs
@@ -58,10 +58,6 @@ namespace ProjectM.Client
s_fovLambda = 3f / durSec; // ~95% decayed after durSec (3 time constants)
}
- /// C4 hit-stop: hold the follow camera for a couple frames on a heavy hit (the combo finisher) so the
- /// impact lands with a beat of crunch. Presentation only — NEVER Time.timeScale (the deterministic sim keeps ticking).
- static int s_holdFrames;
- public static void Hold(int frames) { if (frames > s_holdFrames) s_holdFrames = frames; }
[Header("Angle (degrees)")]
@@ -95,6 +91,11 @@ namespace ProjectM.Client
Camera _cam;
Vector3 _leadOffset; // smoothed look-ahead offset (world units), eased toward the desired lead each frame
+ // The SMOOTHED follow position, kept free of shake. Reading the shaken transform back into the follow
+ // filter is what made the camera wander in combat (see LateUpdate). Seeded from the transform on the
+ // first frame so a scene-authored camera pose is honoured rather than snapped from the origin.
+ Vector3 _basePos;
+ bool _baseInit;
// 07-16c DEV ZOOM (LoL/SoD-style scroll-to-inspect; may not ship): the wheel moves a smoothed
// distance target between ZoomMinDistance and the rig's authored Distance — zoom IN only, scroll
@@ -156,15 +157,32 @@ namespace ProjectM.Client
// uninitialized -> no change). Multiplies the serialized FollowSharpness so scenes stay untouched.
float dragSharp = FollowSharpness * Mathf.Max(0.05f, FeelConfig.CameraDragMult <= 0f ? 1f : FeelConfig.CameraDragMult);
float k = FollowSharpness <= 0f ? 1f : 1f - Mathf.Exp(-dragSharp * Time.deltaTime);
- Vector3 basePos;
- if (s_holdFrames > 0) { s_holdFrames--; basePos = transform.position; } // C4: brief hit-stop hold (freeze the follow a couple frames)
- else basePos = Vector3.Lerp(transform.position, desired, k);
+ // 2026-08-13, TWO fixes here — they are the whole "combat freezes on a kill / doesn't feel smooth" bug.
+ //
+ // (1) SHAKE IS A TRANSIENT OFFSET, NOT PART OF THE FOLLOW STATE. The smoothing used to run as
+ // Lerp(transform.position, desired, k) — and transform.position already contained LAST frame's
+ // random shake, so the filter saw shake as real positional error and integrated it, correcting
+ // only ~9 %/frame (FollowSharpness 8 at ~12 ms). Shake was never subtracted, only slowly lerped
+ // out while new shake was added on top, so in sustained combat the camera random-walked around
+ // its framing and never settled. Measured on a STATIONARY player (ideal motion = 0): one kill
+ // left it 0.45 units off-frame and still 0.20 off 24 frames later. The follow now smooths
+ // _basePos, which shake never touches; shake is added only when writing the transform.
+ //
+ // (2) The camera position-HOLD is gone. It froze the follow for a fixed number of RENDER frames on
+ // every kill/heavy hit, so the freeze length was framerate-dependent (7 frames = 49 ms at
+ // 144 fps, 233 ms at 30 fps), and it took its base from transform.position, permanently baking
+ // that frame's shake in — a measured 0.28-unit single-frame jump. A camera that stops while the
+ // world keeps moving reads as a hitch, not as crunch; impact rides the FOV punch + shake alone.
+ if (!_baseInit) { _basePos = transform.position; _baseInit = true; }
+ _basePos = Vector3.Lerp(_basePos, desired, k);
+
+ Vector3 writePos = _basePos;
if (s_shake > 0.0001f)
{
- basePos += UnityEngine.Random.insideUnitSphere * s_shake;
+ writePos += UnityEngine.Random.insideUnitSphere * s_shake;
s_shake = Mathf.Lerp(s_shake, 0f, 1f - Mathf.Exp(-12f * Time.deltaTime));
}
- transform.SetPositionAndRotation(basePos, rot);
+ transform.SetPositionAndRotation(writePos, rot);
}
}
diff --git a/Assets/_Project/Tuning/Profiles/baseline-0720.json b/Assets/_Project/Tuning/Profiles/baseline-0720.json
index 41851fba9..085528fce 100644
--- a/Assets/_Project/Tuning/Profiles/baseline-0720.json
+++ b/Assets/_Project/Tuning/Profiles/baseline-0720.json
@@ -15,7 +15,6 @@
"feel": [
{ "k": "MeleeArcIntensity", "v": "0.8" },
{ "k": "MeleeArcBubbles", "v": "6" },
- { "k": "FinisherHoldFrames", "v": "7" },
{ "k": "MeleeConnectFovKick", "v": "1.1" },
{ "k": "CombatIdleHoldSec", "v": "4" }
]
diff --git a/Assets/_Project/Tuning/Profiles/heavy-committed.json b/Assets/_Project/Tuning/Profiles/heavy-committed.json
index c73d0a69d..4677edc27 100644
--- a/Assets/_Project/Tuning/Profiles/heavy-committed.json
+++ b/Assets/_Project/Tuning/Profiles/heavy-committed.json
@@ -32,10 +32,6 @@
"k": "MeleeArcIntensity",
"v": "0.8"
},
- {
- "k": "FinisherHoldFrames",
- "v": "7"
- },
{
"k": "MeleeConnectFovKick",
"v": "1.1"
diff --git a/Assets/_Project/Tuning/Profiles/snappier.json b/Assets/_Project/Tuning/Profiles/snappier.json
index 5ebcfdddc..042553eda 100644
--- a/Assets/_Project/Tuning/Profiles/snappier.json
+++ b/Assets/_Project/Tuning/Profiles/snappier.json
@@ -11,7 +11,6 @@
],
"feel": [
{ "k": "MeleeArcIntensity", "v": "1.1" },
- { "k": "FinisherHoldFrames", "v": "4" },
{ "k": "MeleeConnectFovKick", "v": "0.7" }
]
}