Docs: DR-051 + session log — LANTERN realignment & purge bookend
DR-051 (delete-not-mothball, four-scene contract, one look, Bathynaut in), session log w/ commit table + field notes, strip/mothball inventory status banner (MOTHBALL rows -> DELETED), CLAUDE.md updated (scene contract, DR-051 purge bullet, LANTERN murk world bullet, save v7, retired bullets archived 07-15; 39.8 KB, under budget). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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permalink: gamevault/07-sessions/2026/2026-07-15-lantern-realignment-purge
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title: 2026-07-15 — LANTERN Realignment & Purge (the whole plan, shipped)
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date: 2026-07-15
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links: [[DR-051_Lantern_Realignment_Purge]], [[DR-048_Lantern_Adoption_Full_Pivot]], [[Lantern_Strip_Mothball_Inventory]], [[Roadmap_Lantern_Slice]]
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# 2026-07-15 — LANTERN Realignment & Purge
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Operator brief: the re-enabled Synty world didn't match ArtStaging; old systems/scenes kept getting in the way. "The new direction is absolute — don't worry about preserving stuff. Exactly these scenes: DevSandbox (Gym renamed, old one deleted), ArtStaging, Game, MainMenu — all one look. Then the new character model, fully in, so movement/animation tuning can start."
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Three plan-mode forks locked by the operator: **delete outright** (not mothball) · **Game = LANTERN seabed arena** · **legacy AbilityRef/CharacterId refactor INCLUDED**.
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## Shipped (10 commits on main, every one compile-clean + tests green)
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| Commit | What |
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|---|---|
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| `511e78556` | Checkpoint of the operator's working tree (Gym→GymSub repoint, SampleScene deletion, ai.assistant pkg re-added) |
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| `a0f6d4a5c` | B1: automation chain deleted (−43 tests → 459). `RuntimePlacedTag` rescued into StructureComponents.cs |
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| `835dace21` | B2: EB-2 turrets deleted (−7 → 452) |
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| `b34945c2d` | B3+B5: cycle/core/win-lose spine + onboarding deleted; save epoch v7 (→ 390 green; Play-clean) |
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| `4a8220ad3` | B6: legacy single-ability path deleted; sockets seed unconditionally (Play-verified: frame 2, Sparks [7,8,6,9] on a NON-gym spawn) |
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| `77de740b6` | B7: `CharacterId` → `FrameKind` |
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| `c58439d33` | P3: PostFX_Lantern + Env_SeabedKit + scene surgery (Gym→DevSandbox rename, SyntyWorld/biomes deleted, ScenePolicy gates, murk WorldAtmosphere) |
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| `12d5b96b7` | P4: arena roster [Drowner,Grindylow,Drowner,Drowner]; 10 old enemy prefabs deleted; invisible-wall collider groups removed |
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| `210d30740` | P5: Bathynaut suit body onto Player.prefab in place (PlayerRigTools.BuildBathynautPlayer) |
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| (docs) | DR-051 + this log + inventory/CLAUDE.md updates |
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## Field notes / gotchas confirmed this session
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- **The misalign hazard is alive**: two apply_text_edits landed on wrong spans mid-session (BuildSendSystem orphan fragment; RunDirectorSystem double-`if`) — caught by the re-read-neighbors habit both times. The span validator also false-positives ("duplicate ResourceSprite", tuple-deconstruction "unbalanced braces") — `replace_method`/`delete_method` are the reliable fallback; `validate:"basic"` clears some but not all.
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- **Deleting a component file can take a KEEPER with it**: `RuntimePlacedTag` (save marker) lived inside AutomationComponents.cs. Grep the whole file's declarations before deleting "a dead system's components".
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- **"Frozen enemies" that aren't**: AFK-player samples caught identical enemy positions + flat HP across 60s and looked like the no-pathfinding freeze — it was mid-cycle sampling; the player had died and respawned between samples. Check respawn-invuln ticks before diagnosing a freeze.
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- **Synty character prefabs are 20-SMR variant containers** — a flatten copies ALL of them; only the active ones matter. Strip inactive SMRs after the flatten (17 removed from Player.prefab).
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- **Removing the skybox exposes camera clearFlags** — corners render the default blue; set SolidColor + deep-water background wherever the LANTERN look lands.
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- The renamed DevSandbox **revived** `DebugOverlay`/`PixelArtDevControls`/`ClassSwitchHotkeySystem` (they gate on the "DevSandbox" scene name and had been dead in Gym).
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## Verified end-state
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- Game (Play): murk fog/ambient live via the retuned atmosphere system, seabed kit + warm/cold pools, Drowner wave spawns → seeks → strikes → kills the AFK player → respawn. Zero errors.
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- DevSandbox (Play): LANTERN look + Bathynaut suit player idling correctly (not T-posed/sunken), Rukhanka rig baked, 9 drive params, dev overlay + re-meant wave buttons + F1/F2 present.
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- 390/390 EditMode tests green.
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## Next session
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**Movement/animation tuning** (the operator's stated priority — now unblocked): CC feel knobs + locomotion blend + clip pass on the suit, live TuningConfig knobs already in the overlay. Follow-ups parked in DR-051 (EnemyRigTools templates, suit attachments via /art-dev, fog-density taste pass, HUD vocab).
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