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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@@ -160,8 +160,9 @@ namespace ProjectM.Simulation
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bool hasMods = m_StatModLookup.HasBuffer(entity);
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float pDamage = math.max(0f, hasMods ? StatMath.Apply(baseDamage, StatTarget.MeleeDamage, m_StatModLookup[entity]) : baseDamage);
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float pRange = math.max(0f, hasMods ? StatMath.Apply(baseRange, StatTarget.MeleeRange, m_StatModLookup[entity]) : baseRange);
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float2 face = facing.ValueRO.Direction;
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face = math.lengthsq(face) < 1e-6f ? new float2(0f, 1f) : math.normalize(face);
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// Manual-aim cleave (07-15): the cone follows the CURRENT tick's replicated Aim (SoD skillshot
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// grammar) — PlayerFacing is body-yaw only; the facing fallback covers a resting gamepad stick.
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float2 face = FacingMath.ResolveAim(input.ValueRO.Aim, facing.ValueRO.Direction);
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cleaves.Add(new PendingCleave
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{
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From = xform.ValueRO.Position,
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