Fix: the combat "freeze on a kill" — camera shake channel + drop the position hold
This is what the operator's report was actually describing, and it was never a CPU hitch: median frame was 12.2 ms with a kill costing ~15 ms, wave respawn is not a spike, and enemies carry no PhysicsCollider so corpses never blocked. Two bugs in PrototypeCameraRig.LateUpdate, both measured with a STATIONARY player so the ideal camera motion is exactly zero and everything observed is artifact: 1. Shake was integrated by the follow filter. The smoothing ran as Lerp(transform.position, desired, k), and transform.position already contained last frame's random shake — so the filter treated shake as real positional error and corrected only ~9 %/frame. Shake was never subtracted, just slowly lerped out while new shake piled on, so in sustained combat the camera random-walked around its framing and never settled. One kill left it 0.447 units off-frame and still 0.199 off 24 frames later. The follow now smooths a _basePos that shake never touches; shake is applied only when writing the transform. 2. The position HOLD froze the follow for a fixed number of RENDER frames on every kill and heavy hit (2, or 7 on a finisher), making the freeze framerate-dependent — 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 as a 0.283-unit single-frame jump. A camera that stops while the world keeps moving reads as a hitch, not as crunch. Dropped; impact rides the FOV punch + shake alone (operator's call). HitStopMaxFrames / HitStopFreezeEnabled / FinisherHoldFrames retire with it, and the three saved feel profiles drop the dead keys. Worth recording: dropping the hold ALONE measured slightly worse (max deviation 0.653 vs 0.447) — the hold had been partly masking the shake integration. Both fixes together: deviation returns to 0.000 within a few frames of a kill, mean deviation 0.038 across the window. The 0.428 peak is now the shake impulse itself, a transient punch that immediately returns instead of a drift that lingers. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -39,14 +39,10 @@ namespace ProjectM.Client
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public static float HitStopFovKickMin;
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/// <summary>Max FOV kick (deg) on a heavy player-dealt hit (delta >= HitStopRefDamage).</summary>
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public static float HitStopFovKickMax;
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/// <summary>Reserved cap for the (deferred) true freeze-frame, in fixed frames.</summary>
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public static int HitStopMaxFrames;
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/// <summary>Damage delta that saturates the player-dealt punch to HitStopFovKickMax.</summary>
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public static float HitStopRefDamage;
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/// <summary>Tint for the (deferred) enemy material hit-flash — exposed now, wired in the ShaderGraph slice.</summary>
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public static Color HitFlashColor;
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/// <summary>Master gate for the (deferred) true freeze-frame hit-stop. FALSE for v1 (camera-punch only).</summary>
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public static bool HitStopFreezeEnabled;
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// ---- Feature 1/2: death camera punch ----
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/// <summary>Camera shake on LOCAL player death (loudest event by design).</summary>
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@@ -170,8 +166,6 @@ namespace ProjectM.Client
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public static float MeleeArcIntensity;
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/// <summary>Bubbles shed along a melee cleave (0 = off).</summary>
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public static int MeleeArcBubbles;
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/// <summary>Camera hold frames when the melee FINISHER lands (07-20 G5 impact ladder; light hits use HitStopMaxFrames).</summary>
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public static int FinisherHoldFrames;
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// ---- 07-21 enemy hit-reacts (G5; the Rukhanka-safe flinch that replaced the cut vibrate) ----
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/// <summary>Seconds the light flinch pulse holds (0 = hit-reacts OFF).</summary>
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@@ -252,10 +246,8 @@ namespace ProjectM.Client
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HitStopDurationMs = 90f;
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HitStopFovKickMin = 0.6f;
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HitStopFovKickMax = 2.2f;
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HitStopMaxFrames = 2; // C4: a 2-frame (~33ms) camera hold reads as crunch, not a lag-y stutter
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HitStopRefDamage = 30f;
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HitFlashColor = new Color(1f, 0.85f, 0.55f, 1f);
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HitStopFreezeEnabled = true; // C4: enable the finisher hit-stop hold (presentation-only camera freeze, bounded below)
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// Feature 1/2 death
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PlayerDeathShake = 0.50f;
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@@ -318,7 +310,6 @@ namespace ProjectM.Client
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CombatIdleHoldSec = 4f; // 07-18: Menacing01 combat-idle hold after the last swing
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MeleeArcIntensity = 0.8f; // 07-21 HEAVY LOCK: the weapon is the read, the arc recedes further
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MeleeArcBubbles = 6;
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FinisherHoldFrames = 7; // 07-21 HEAVY LOCK: a fatter finisher beat (~117ms, still under the 8-frame ladder cap)
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HitReactSeconds = 0.3f; // 07-21: light flinch pulse (clip plays at 1.4x -> the peak lands inside it)
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HitStaggerSeconds = 0.55f; // heavy stagger pulse
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HitReactStaggerDamage = 50f; // finisher (63 seeded) staggers, light (42) flinches -- tracks B2 poise
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