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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@@ -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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