Melee feel overhaul: SwordCombat anims at heavy cadence, salvage axe, damage-at-contact + buffer + dash law (guidelines forks 1-6)
07-18/19/20 arc: LightCombo01/HeavyCombo01 clips onto Swing1-3/Slam at ~natural speed (26-tick window, 30-tick recover, DPS-held damage retune), Menacing01 combat idle (InCombat), SM_Wep_Axe_Large_01 rigid-skinned to Hand_R at x1.25, LANTERN FX retone + blade-smear ribbon. Forks 1-6 per Combat_Attack_Feel_Guidelines (design review wf_000bc247): cleave resolves at the CONTACT tick (MeleeCleavePending schedule-and-consume, knob 31, 0=legacy; connect cues moved to contact), MeleeRange 2.2 + reach-only finisher mult 1.25 (knob 30), BufferedAttackTick GhostField input buffer (knob 29, unlock-edge validity), dash refused pre-contact (lookup-based). Tests: MeleeComboTests pin legacy knobs; +3 fork tests (414 green); live server proof: HP drop exactly at swing+16 under tick batching. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -80,6 +80,7 @@ namespace ProjectM.Authoring
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AddComponent<BlinkState>(entity); // LANTERN Blink: predicted blink window (Movement-archetype Spark), baked idle
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// MC-4 melee combo: predicted, owner-replicated combo anchor (Step/SwingStartTick/LockUntilTick), baked idle/zero.
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AddComponent<MeleeCombo>(entity);
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AddComponent<MeleeCleavePending>(entity); // 07-20 G2.1: server-only scheduled cleave (baked zeroed, not replicated)
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// Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive;
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// plus the server-only respawn timer.
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