LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept. - Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28 (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt + cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom. - Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase, RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS (warm steady spot on body yaw). - Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base; banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar). - New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool; four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX. - Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile, bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -61,17 +61,19 @@ namespace ProjectM.Client
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EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
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EntityManager.CompleteDependencyBeforeRO<PlayerFacing>();
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EntityManager.CompleteDependencyBeforeRO<Health>();
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foreach (var (xform, facing) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<PlayerFacing>>()
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EntityManager.CompleteDependencyBeforeRO<PlayerInput>();
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foreach (var (xform, facing, input) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<PlayerFacing>, RefRO<PlayerInput>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>())
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{
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float3 playerPos = xform.ValueRO.Position;
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if (scheme == InputSchemeId.Gamepad)
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{
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float2 dir = facing.ValueRO.Direction;
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if (math.lengthsq(dir) < 1e-6f) dir = new float2(0f, 1f);
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dir = math.normalize(dir);
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// 07-15 move-facing model: the ring shows the FIRE direction (raw right stick), not the body
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// yaw — facing tracks movement outside casts and would lie about where a cast goes.
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float2 dir = FacingMath.ResolveAim(input.ValueRO.Aim, facing.ValueRO.Direction);
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ringPos = playerPos + new float3(dir.x, 0f, dir.y) * ReticleDistance;
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}
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else
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@@ -94,7 +96,9 @@ namespace ProjectM.Client
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ringPos.y += ReticleLiftY;
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lpPos = playerPos;
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lpFacing = facing.ValueRO.Direction;
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// Tether cone keys off the same resolved fire direction (matches the server assist seed, which
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// also reads ResolveAim(Aim, facing) since 07-15).
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lpFacing = FacingMath.ResolveAim(input.ValueRO.Aim, facing.ValueRO.Direction);
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haveTarget = true;
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break;
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}
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@@ -111,9 +115,7 @@ namespace ProjectM.Client
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if (_tetherLine != null && haveTarget && FeelConfig.LockOnEnabled
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&& (!FeelConfig.LockOnGamepadOnly || scheme == InputSchemeId.Gamepad))
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{
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float2 fdir = lpFacing;
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if (math.lengthsq(fdir) < 1e-6f) fdir = new float2(0f, 1f);
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fdir = math.normalize(fdir);
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float2 fdir = lpFacing; // ResolveAim output: always normalized, never zero
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float rangeSq = FeelConfig.LockOnRange * FeelConfig.LockOnRange;
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float cone = math.cos(math.radians(FeelConfig.LockOnArcDegrees));
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float bestSq = float.MaxValue;
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