Docs: session log + roadmap — full Phase-1 remainder (windups, frames/FrameId, light-relevancy, gym scene)
Session 2026-07-15 continued: powered through the Phase-1 remainder per operator direction. Log + roadmap Phase-1 status updated (500 EditMode green; deferred items surfaced: underwater tuning, AbilityRef removal, CharacterId rename, L3/ gamma/rollback, ★ adversarial review). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -54,12 +54,16 @@ The primary verb first. No world, no lanterns — a gym.
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**Gate:** the gym is fun with two players for 15 minutes on kit alone; relevancy-light verified server-side (gamma test: nothing to see).
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> **Phase 1 status (2026-07-15):** ✅ Group A (4-socket kit, [[2026-07-14_Lantern_Phase1_GroupA_Combat_Sockets]]) ·
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> ✅ Group B **systems + content + gym CODE** — the 5 Sparks (decoy / hook-reel / vortex / blink / light-zone),
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> Aoe/Hitscan dispatch, `ReelSystem` / `ZonePulseSystem` / decoy aggro, 3 effect ghosts + 5 Spark defs, on-demand
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> enemy-spawn tooling + `GymTag` clean-spawn (497 EditMode green). ◻ the fresh **`Gym.unity` scene assembly** + the
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> **L3 feel gate** (operator's eyes; also closes the A1 in-game animated-pipeline confirmation) remain. See
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> [[2026-07-15_Lantern_Phase1_GroupB_5Sparks_Systems]].
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> **Phase 1 status (2026-07-15):** ✅ Group A (4-socket kit) · ✅ Group B (5 Sparks: decoy / hook-reel / vortex /
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> blink / light-zone; Aoe/Hitscan dispatch; `ReelSystem` / `ZonePulseSystem` / decoy aggro; 3 effect ghosts + defs;
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> on-demand enemy-spawn tooling) · ✅ the **full remainder, code-complete** — **step 5** two-frame identity (FrameId
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> signal + per-frame gym loadouts), **step 6** manual-aim windups, **step 8 ★** light-as-territory relevancy
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> prototype, + the dedicated **`Gym.unity`** (re-based on DevSandbox: camera + DebugOverlay + world → streams the
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> minimal `GymSub`). **500 EditMode green.** ◻ **Remaining = operator/L3 + focused passes:** the gym Play (feel +
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> the A1 animated-pipeline confirmation + light-relevancy gamma test + induced-rollback), **step 7 underwater feel**
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> tuning (substrate exists; = the operator's future visual pass), the legacy `AbilityRef` wholesale removal +
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> CharacterId→Bathynaut/Harpooner rename (risky focused refactor), and the **★ adversarial netcode review** of the
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> relevancy + reel slices. See [[2026-07-15_Lantern_Phase1_GroupB_5Sparks_Systems]].
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## Phase 2 — The dark & the pocket-graph
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