LANTERN kit into the shipping scene + frame rename (audit H2/M4)
H2 was the audit's sharpest finding: in Game.unity every player spawned with four ability sockets pointing at SparkIds the baked AbilityDatabase did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0. Melee and dash were the only working combat verbs in the built game. Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to Gameplay.unity. - Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the 4 legacy ids keep their numbers; Sparks are 5-9) with their effect prefabs. Live-verified in Play: sockets now read Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull 15dmg/25range/120cd, Light Zone 6dmg/5range/480cd. - Removed 6 orphaned authoring GameObjects the purge left behind in the subscene (StorageSpawner, StructureCatalog, ItemDatabase, SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing object in Game.unity — the latter is what scattered 47 Synty desert props into the seabed murk. - Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall. - Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner, 93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save impact. The menu said "Warrior"/"Ranger" to players three weeks after the frames were renamed in design. - Menu now reads LANTERN / "Light is territory — co-op descent" instead of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine tagline, two directions stale). - Removed the "Replay Tutorial" button and the Settings ONBOARDING section: both drove coach-marks DR-051 deleted. The settings fields still round-trip so existing settings files load unchanged. All four project scenes + all prefabs verified free of missing scripts. Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -6,8 +6,8 @@ using UnityEngine.InputSystem;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Warrior</b>,
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/// <b>F2 = Ranger</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
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/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Bathynaut</b>,
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/// <b>F2 = Harpooner</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
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/// keybind makes the swap reachable in the real menu -> Game flow too (no scene wiring needed). It enqueues the
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/// SAME authoritative <see cref="ProjectM.Simulation.DebugCommandRequest"/> (DebugOp.SetClass) the overlay buttons
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/// do, via <see cref="DebugCommandSendSystem"/> — the server strips/re-seeds the class traits, swaps the Fire
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@@ -24,9 +24,9 @@ namespace ProjectM.Client
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return;
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if (kb.f1Key.wasPressedThisFrame)
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DebugCommandSendSystem.SetWarrior();
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DebugCommandSendSystem.SetBathynaut();
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else if (kb.f2Key.wasPressedThisFrame)
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DebugCommandSendSystem.SetRanger();
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DebugCommandSendSystem.SetHarpooner();
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}
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}
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}
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@@ -39,8 +39,8 @@ namespace ProjectM.Client
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public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
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/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
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public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
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public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
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public static void SetRanger() => SetClass(ClassTraits.RangerClass);
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public static void SetBathynaut() => SetClass(ClassTraits.BathynautFrame);
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public static void SetHarpooner() => SetClass(ClassTraits.HarpoonerFrame);
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/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
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public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
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@@ -69,8 +69,8 @@ namespace ProjectM.Client
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GUILayout.Space(6);
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GUILayout.Label("- Class (F1/F2) -");
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Warrior")) DebugCommandSendSystem.SetWarrior();
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if (GUILayout.Button("Ranger")) DebugCommandSendSystem.SetRanger();
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if (GUILayout.Button("Bathynaut")) DebugCommandSendSystem.SetBathynaut();
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if (GUILayout.Button("Harpooner")) DebugCommandSendSystem.SetHarpooner();
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GUILayout.EndHorizontal();
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GUILayout.Space(6);
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@@ -68,8 +68,8 @@ namespace ProjectM.Client
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switch (idx)
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{
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case 0: // Controls (chosen class)
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bool ranger = WorldLauncher.SelectedClass == (byte)FrameKind.Ranger;
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Head(c, ranger ? "CLASS: Ranger (ranged anchor)" : "CLASS: Warrior (melee anchor)");
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bool ranger = WorldLauncher.SelectedClass == (byte)FrameKind.Harpooner;
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Head(c, ranger ? "CLASS: Harpooner (ranged anchor)" : "CLASS: Bathynaut (melee anchor)");
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Body(c, "Move — WASD / Left Stick");
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Body(c, "Aim — Mouse cursor / Right Stick");
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Body(c, "Attack — LMB / X (3-hit melee combo — the finisher hits hard)");
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@@ -78,8 +78,8 @@ namespace ProjectM.Client
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void BuildMain(VisualElement root)
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{
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_mainPanel = MenuUi.FullScreenRoot(true);
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var card = MenuUi.Card("PROJECT M");
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card.Add(MenuUi.Caption("Frontier colony — co-op"));
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var card = MenuUi.Card("LANTERN");
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card.Add(MenuUi.Caption("Light is territory — co-op descent"));
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// Why the last session ended (connection watchdog / bad join address) — shown once, then cleared.
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if (!string.IsNullOrEmpty(SessionEnd.Reason))
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{
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@@ -91,7 +91,7 @@ namespace ProjectM.Client
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card.Add(reason);
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}
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// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Warrior melee / Ranger ranged).
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// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Bathynaut melee / Harpooner ranged).
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_classLabel = new Label(ClassName(WorldLauncher.SelectedClass));
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_classLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
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_classLabel.style.marginTop = 6; _classLabel.style.marginBottom = 2;
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@@ -99,8 +99,8 @@ namespace ProjectM.Client
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var classRow = new VisualElement();
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classRow.style.flexDirection = FlexDirection.Row;
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classRow.style.justifyContent = Justify.Center;
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)FrameKind.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)FrameKind.Ranger)));
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classRow.Add(MenuUi.Button("Bathynaut", () => SelectClass((byte)FrameKind.Bathynaut)));
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classRow.Add(MenuUi.Button("Harpooner", () => SelectClass((byte)FrameKind.Harpooner)));
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card.Add(classRow);
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card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
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@@ -118,18 +118,9 @@ namespace ProjectM.Client
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card.Add(MenuUi.Button("Settings", ShowSettings));
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card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
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// Re-arm the first-run coach-marks (clears the client-local completed-step mask). The next session
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// replays them; the How-to-Play card stays available regardless.
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Button replayBtn = null;
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replayBtn = MenuUi.Button("Replay Tutorial", () =>
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{
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var s = SettingsService.Current;
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s.OnboardingMask = 0;
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s.TutorialHints = 1;
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SettingsService.Save(s);
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if (replayBtn != null) replayBtn.text = "Tutorial armed ✓";
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});
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card.Add(replayBtn);
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// 2026-08-07 audit purge: the "Replay Tutorial" button re-armed first-run coach-marks whose system
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// DR-051 deleted — it wrote OnboardingMask/TutorialHints that nothing reads. Removed rather than left
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// as a button that visibly does nothing. The How-to-Play card above is the real reference.
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card.Add(MenuUi.Button("Quit", Quit));
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@@ -149,7 +140,7 @@ namespace ProjectM.Client
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if (_classLabel != null) _classLabel.text = ClassName(classId);
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}
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static string ClassName(byte classId) => classId == (byte)FrameKind.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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static string ClassName(byte classId) => classId == (byte)FrameKind.Harpooner ? "CLASS: Harpooner (ranged)" : "CLASS: Bathynaut (melee)";
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void ShowSettings()
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{
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@@ -59,22 +59,9 @@ namespace ProjectM.Client
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card.Add(VolumeRow("Music", working.Music, v => { working.Music = v; GameVolume.Music = v; }));
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card.Add(VolumeRow("SFX", working.Sfx, v => { working.Sfx = v; GameVolume.Sfx = v; }));
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// ---------------- Onboarding ----------------
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card.Add(MenuUi.Caption("— ONBOARDING —"));
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string[] onoff = { "Off", "On" };
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card.Add(CycleRow("Tutorial Hints",
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() => onoff[Mathf.Clamp(working.TutorialHints, 0, 1)],
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dir => working.TutorialHints = Wrap(working.TutorialHints + dir, 2)));
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// DEV: forces the first-run coach-marks to replay fresh on every launch (wipes the completed-step mask at
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// each boot — see SettingsService.Boot). Off = normal once-only first-run behaviour.
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#if UNITY_EDITOR // D7: dev-only onboarding replay toggle — hidden from the public demo Settings so a player can't lock themselves into permanent tutorial
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card.Add(CycleRow("Force Each Launch (Dev)",
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() => onoff[Mathf.Clamp(working.ForceOnboardingEachLaunch, 0, 1)],
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dir => working.ForceOnboardingEachLaunch = Wrap(working.ForceOnboardingEachLaunch + dir, 2)));
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#endif
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// 2026-08-07 audit purge: the ONBOARDING section (Tutorial Hints + the dev Force-Each-Launch toggle)
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// drove coach-marks DR-051 deleted. The settings still round-trip the fields so an existing settings
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// file loads unchanged — they just no longer pretend to be a control.
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// ---------------- Buttons ----------------
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var apply = MenuUi.Button("Apply", () => SettingsService.SaveAndApply(working));
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@@ -29,7 +29,7 @@ namespace ProjectM.Client
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public static bool Busy { get; private set; }
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/// <summary>Slice 2: the frame chosen in the menu (a FrameKind byte), seeded into the client world at session start.</summary>
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public static byte SelectedClass = (byte)FrameKind.Warrior;
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public static byte SelectedClass = (byte)FrameKind.Bathynaut;
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/// <summary>The mode of the most recently started session — the HUD's outcome banner branches on it
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/// (single: PLAY AGAIN restarts; co-op: the honest exit is a clean teardown for everyone).</summary>
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