Docs: LANTERN Phase 0 — full pivot adoption + all-doc sweep
Adopt LANTERN as the operative direction (co-op action-RPG, light-as-territory), superseding the Awakening Engine fiction + the Co-op Hades iteration. Existing code becomes salvage quarry; the mechanical pillars hold. Phase 0 deliverables (doc portions): - DR-048 adoption decision record (0.1) - Lantern_Strip_Mothball_Inventory — system-by-system keep/rework/mothball (0.2) - Lantern_World_Model_Spike — pocket-graph + seed-pinning BRIEF, review-first (0.3) - Art_Direction_Lantern — style bible + material decision + A0 gate (0.4) Docs/skills sweep: Pillars pointers + LANTERN locked decisions; superseded banners on Identity, Iteration_CoopHades, Path_to_Fun, Milestones, Backlog, End_Of_Month (all redirect to the LANTERN roadmap); Home MoC + current-direction callout (and stale serena line fixed); Systems_Index era note; CLAUDE.md core-loop line -> LANTERN direction pointer (verbose co-op-Hades invariants archived to the gotchas archive, net-neutral under the 40 KB budget); dots-dev validation-harness expedition-run recipe flagged era-specific. Two Phase-0 gate items remain OPEN (not doc work): the 0.3 world-model design review and the 0.4 in-engine style-proof scene. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -56,6 +56,11 @@ DOES propagate into parented children's `LocalToWorld` (verified live on 6.5.0).
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## Headless expedition-run driving (flaky — know the failure modes)
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> The specific nouns below (`PlayerReady`, expedition launch, respawn-reset) are **co-op-Hades-era** and become
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> salvage under the LANTERN pivot ([[DR-048_Lantern_Adoption_Full_Pivot]]) — they will be re-meaned to the
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> **descent lifecycle** (muster → Bell → pockets) when that lands. The *harness patterns* (server-inject, the
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> `EditorApplication.update` guardian, capture-in-the-same-call) are direction-agnostic and stay valid.
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- Launch by setting server `PlayerReady=1` from clean Staging. **Post-abort re-launch is intermittent** — a clean
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Play restart launches reliably on the first ready; re-readying after an abort may not.
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- **An AFK player dies to the swarm in ~15 s** and `Health` resets to the class value on respawn — a
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