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
@@ -44,7 +44,7 @@ namespace ProjectM.Tests
em.AddComponentData(e, new DashState());
em.AddComponentData(e, new DashCooldown { NextTick = 0 });
em.AddComponentData(e, new CharacterControl { MoveVelocity = float3.zero });
em.AddComponentData(e, CharacterComponent.GetDefault()); // GroundedMovementSharpness = 15
em.AddComponentData(e, CharacterComponent.GetDefault()); // GroundedMovementSharpness = DefaultGroundedSharpness
em.AddComponentData(e, new PlayerInput());
em.AddComponentData(e, new PlayerFacing { Direction = facing });
em.AddComponent<Simulate>(e); // enabled by default
@@ -91,7 +91,7 @@ namespace ProjectM.Tests
Assert.AreEqual(0f, math.length(em.GetComponentData<CharacterControl>(e).MoveVelocity), 1e-3f,
"Recovery tail locks movement to zero (the punishable window).");
Assert.AreEqual(15f, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f,
Assert.AreEqual(CharacterComponent.DefaultGroundedSharpness, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f,
"Recovery tail restores sharpness to the default (crisp stop).");
}
}
@@ -110,7 +110,7 @@ namespace ProjectM.Tests
group.Update(); // tick 200: window fully elapsed
Assert.AreEqual(15f, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f,
Assert.AreEqual(CharacterComponent.DefaultGroundedSharpness, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f,
"Sharpness restored to default after the dash window elapses.");
Assert.AreEqual(7f, em.GetComponentData<CharacterControl>(e).MoveVelocity.x, 1e-3f,
"Outside the window DashSystem does NOT touch MoveVelocity (PlayerControlSystem's input stands).");
@@ -204,7 +204,7 @@ namespace ProjectM.Tests
Assert.IsTrue(em.IsComponentEnabled<Dead>(e), "Health<=0 derives Dead enabled.");
Assert.AreEqual(0u, em.GetComponentData<DashState>(e).IFrameUntilTick, "Death clears the dash window (no stale i-frames on respawn).");
Assert.AreEqual(15f, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f, "Death restores base sharpness.");
Assert.AreEqual(CharacterComponent.DefaultGroundedSharpness, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f, "Death restores base sharpness.");
Assert.AreEqual(0f, math.length(em.GetComponentData<CharacterControl>(e).MoveVelocity), 1e-3f, "Death zeroes movement.");
}
}
@@ -227,7 +227,7 @@ namespace ProjectM.Tests
Assert.AreEqual(5f, em.GetComponentData<CharacterControl>(e).MoveVelocity.x, 1e-3f,
"A re-simulated PRE-dash tick keeps PlayerControl's input velocity (no dash override, no recovery lock).");
Assert.AreEqual(15f, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f,
Assert.AreEqual(CharacterComponent.DefaultGroundedSharpness, em.GetComponentData<CharacterComponent>(e).GroundedMovementSharpness, 1e-3f,
"A re-simulated PRE-dash tick keeps base sharpness.");
}
}