diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 1da76b47b..87e6ee17f 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -246,6 +246,16 @@ REMOVED. Live-verified: 3 solid cover ghosts · BLOCK (NudgeUntilTick 0 across 3 DEPENETRATE (embedded enemy exits to 1.7 u) · CARVE (real-sweep kill → spot probes OPEN) · 470/470 · console clean. Follow-ups queued: Charger smashes cover · true projectile-blocking cover. +## Part L — barrel feel fix (`eb7f57216`) + operator opens a 1.5 EXPANSION round + +Operator feel report post-1.5: barrels' blast radius unreadable + fuse too short; also "the ground is very +plain" + wants to refine/expand 1.5 goals. Fixed: `BarrelFuseTicks` 36→90 (~1.5 s) and WorldFeedbackSystem +now draws a pulsing ground DISC at exactly `BarrelExplodeRadius` under every lit fuse (same replicated +Remaining=0 cue as the boom split; removed via the prune path). Live-verified: disc up 0.07 s after the pop, +held to the boom at 1.54 s, scale exactly 3.25; 470/470. Ground/expansion menu presented (GroundBlend shader · +per-room dressing scatter · paths · decals · flora re-enable · hazard variants · critters · cover cracks); +awaiting operator picks. + ## Next-session intent **Phase 1.5 is COMPLETE** (collision · lighting · art-look LOCKED clean dark-Synty · ambient motion ·