Docs: session log — Group B started (Blink Spark shipped) + remaining-Group-B plan
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -61,10 +61,21 @@ essence (one atlas, ~3 materials, zero per-asset texturing). The in-engine style
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reel + player zone; two frames; manual-aim windups. Nothing fires in-game until the Sparks land (or the
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default loadout above).
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## Next
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## Group B — started
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Run the group-A L3 gate (bake the default loadout → 2-instance Play → fire keys 1&2 → verify server==client +
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SpawnId no-desync + rollback + eyeball feel), then Group B content.
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- **Blink Spark shipped** (`52818d0dd`): `AbilityArchetype += Movement`; `AbilityId +=` the 5 Phase-1 Sparks;
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`BlinkState` + `BlinkSystem` (velocity blink, dash-wins precedence, socket-triggered, sole writer of its
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socket's cooldown row); baked on the player. L1 clean, L2 494/494. **Dead until a Blink Spark def is
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socketed** (the ability-database SO edit is next). (The EditMode runner flaked mid-run once — orphaned job
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held the lock; a forced domain reload cleared it, re-run 494 green. Infra flake, not code.)
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## Next (remaining Group B)
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Ability-database **Spark defs** (SO: the 5 rows + archetypes + hook's projectile prefab) → **Aoe/Hitscan
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dispatch** in AbilityFireSystem + decoy/zone/vortex **interpolated ghost prefabs** → the **Harpooner reel**
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homing state + **player zone** periodic-AoE → **two frames** (chassis reskin + default socket loadouts) →
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**manual-aim windups** → the **feel L3 gate** (operator's eyes, against real Sparks) + the induced-rollback
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belt-and-suspenders. Then Group C (underwater feel) + step 8 light-relevancy (shares the world-model review).
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## Related
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