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>
This commit is contained in:
2026-07-16 13:56:02 -07:00
parent 385d0de08e
commit 7571091394
2637 changed files with 1810753 additions and 303 deletions
@@ -61,6 +61,10 @@ namespace ProjectM.Simulation
m_SocketLookup.Update(ref state);
m_SocketCdLookup.Update(ref state);
float blinkSpeed = k_BlinkDistance / (k_BlinkWindowTicks / SimTickRate); // window>=1 -> no div-by-0
// 07-15 underwater feel: the restore target honors the MoveSharpness dev-override (0 = authored const).
var t = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
float baseSharpness = t.MoveSharpness > 0f ? t.MoveSharpness : DefaultSharpness;
foreach (var (blink, control, character, input, facing, dash, entity) in
SystemAPI.Query<RefRW<BlinkState>, RefRW<CharacterControl>, RefRW<CharacterComponent>,
@@ -97,8 +101,11 @@ namespace ProjectM.Simulation
bool inWindow = blink.ValueRO.UntilTick != 0u && new NetworkTick(blink.ValueRO.UntilTick).IsNewerThan(serverTick);
if (ready && !inWindow)
{
// 07-15 fork: Move → cursor Aim → last facing (stationary blink keeps going toward the cursor).
float2 mv = input.ValueRO.Move;
float2 dir = math.lengthsq(mv) > 1e-4f ? mv : facing.ValueRO.Direction;
float2 dir = math.lengthsq(mv) > 1e-4f ? mv
: math.lengthsq(input.ValueRO.Aim) > 1e-6f ? input.ValueRO.Aim
: facing.ValueRO.Direction;
if (math.lengthsq(dir) < 1e-6f) dir = new float2(0f, 1f);
dir = math.normalize(dir);
blink.ValueRW.Dir = dir;
@@ -124,7 +131,7 @@ namespace ProjectM.Simulation
else if (!dashActive && character.ValueRO.GroundedMovementSharpness == k_BlinkSharpness)
{
// restore only what WE raised (dash owns its own restore); never stomp an active dash.
character.ValueRW.GroundedMovementSharpness = DefaultSharpness;
character.ValueRW.GroundedMovementSharpness = baseSharpness;
}
}
}