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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@@ -55,6 +55,10 @@ namespace ProjectM.Tests
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Add<StatRecomputeSystem>(); Add<MeleeComboSystem>(); Add<DashSystem>(); Add<DashTrailDamageSystem>();
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Add<AbilityFireSystem>(); Add<ProjectileMoveSystem>(); Add<ProjectileDamageSystem>();
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Add<HealthApplyDamageSystem>(); Add<KillRewardSystem>();
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// 07-15 facing rework: PlayerAimSystem gained [UpdateAfter(MeleeComboSystem)] (plus the existing
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// StatRecompute/PlayerDeathState UpdateBefore edges) - co-register the full facing neighborhood so a
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// cycle in these edges throws here instead of only at Play world-creation.
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Add<PlayerAimSystem>(); Add<PlayerControlSystem>(); Add<BlinkSystem>(); Add<PlayerDeathStateSystem>();
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Assert.DoesNotThrow(() => group.SortSystems(),
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"A cycle in the Phase 1.7 predicted combat chain throws here instead of only at Play world-creation.");
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