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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@@ -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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