diff --git a/Docs/Vault/03_Design/Lantern_Bevy_Greenfield_Guide.md b/Docs/Vault/03_Design/Lantern_Bevy_Greenfield_Guide.md index cd4a5dbf6..9c709082e 100644 --- a/Docs/Vault/03_Design/Lantern_Bevy_Greenfield_Guide.md +++ b/Docs/Vault/03_Design/Lantern_Bevy_Greenfield_Guide.md @@ -1,3 +1,9 @@ +--- +title: Lantern_Bevy_Greenfield_Guide +type: note +permalink: gamevault/03-design/lantern-bevy-greenfield-guide +--- + # LANTERN on Bevy — Greenfield Architecture Guide **Status:** thought-experiment / spike reference — NOT an adopted direction. The operative direction remains LANTERN-on-Unity per [[DR-048_Lantern_Adoption_Full_Pivot]]; this document exists so the engine question can be evaluated concretely at the one moment it is cheap: while [[Lantern_World_Model_Spike]] is still open and no world code exists. diff --git a/Docs/Vault/07_Sessions/2026/2026-07-18_SwordCombat_Attack_Anims.md b/Docs/Vault/07_Sessions/2026/2026-07-18_SwordCombat_Attack_Anims.md index 66bfab316..d3f17cb85 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-18_SwordCombat_Attack_Anims.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-18_SwordCombat_Attack_Anims.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-18_SwordCombat_Attack_Anims +type: note +permalink: gamevault/07-sessions/2026/2026-07-18-sword-combat-attack-anims +--- + # 2026-07-18 — SwordCombat attack animations (melee-anim pass) **Goal:** utilize the new `AnimationSwordCombat` pack (imported 07-16) for the player's attacks — the operator-flagged roadmap hook in [[Synty_Asset_Inventory]] ("Melee combat animation pass"). diff --git a/Docs/Vault/07_Sessions/2026/2026-07-19_Melee_Weight_Weapon_FX.md b/Docs/Vault/07_Sessions/2026/2026-07-19_Melee_Weight_Weapon_FX.md index 86cb5804c..060793fee 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-19_Melee_Weight_Weapon_FX.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-19_Melee_Weight_Weapon_FX.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-19_Melee_Weight_Weapon_FX +type: note +permalink: gamevault/07-sessions/2026/2026-07-19-melee-weight-weapon-fx +--- + # 2026-07-19 — Melee weight pass: heavy cadence + salvage axe + FX retone **Operator feedback on the 07-18 pass:** the swings read jerky (0.7–0.8 s mocap crammed into a 0.22 s window at 2–5× speed), the diver swings empty-handed, and the bright slash arc doesn't fit the murk. Direction delegated ("bulkier weapon and lighter fx… you figure it out"). diff --git a/Docs/Vault/07_Sessions/2026/2026-07-20_Attack_Feel_Guidelines_Research.md b/Docs/Vault/07_Sessions/2026/2026-07-20_Attack_Feel_Guidelines_Research.md index d75f918ba..393299639 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-20_Attack_Feel_Guidelines_Research.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-20_Attack_Feel_Guidelines_Research.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-20_Attack_Feel_Guidelines_Research +type: note +permalink: gamevault/07-sessions/2026/2026-07-20-attack-feel-guidelines-research +--- + # 2026-07-20 — Attack/ability feel guidelines (research session) **Trigger:** operator on the 07-19 pass — "the size of the swings don't line up visually"; asked for a diff --git a/Docs/Vault/07_Sessions/2026/2026-07-20_Melee_Feel_Forks_B.md b/Docs/Vault/07_Sessions/2026/2026-07-20_Melee_Feel_Forks_B.md index 297b8fa01..24ba83448 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-20_Melee_Feel_Forks_B.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-20_Melee_Feel_Forks_B.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-20_Melee_Feel_Forks_B +type: note +permalink: gamevault/07-sessions/2026/2026-07-20-melee-feel-forks-b +--- + # 2026-07-20 (B) — Melee feel forks 1–6 implemented (guidelines G2/G5/G7) **Operator approved forks 1–6** of [[Combat_Attack_Feel_Guidelines]]. Feature-track netcode slice → ★ pre-code diff --git a/Docs/Vault/07_Sessions/2026/2026-07-20_Target_Dummy_D.md b/Docs/Vault/07_Sessions/2026/2026-07-20_Target_Dummy_D.md index 9e1d59520..7807043ce 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-20_Target_Dummy_D.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-20_Target_Dummy_D.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-20_Target_Dummy_D +type: note +permalink: gamevault/07-sessions/2026/2026-07-20-target-dummy-d +--- + # 2026-07-20 (D) — Sandbox target dummy (planted combat-test target) **Operator:** enemies don't work in the DevSandbox — replace with a target dummy for combat testing. diff --git a/Docs/Vault/07_Sessions/2026/2026-07-20_Tuning_Bench_C.md b/Docs/Vault/07_Sessions/2026/2026-07-20_Tuning_Bench_C.md index 0101efb7d..70b2c8107 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-20_Tuning_Bench_C.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-20_Tuning_Bench_C.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-20_Tuning_Bench_C +type: note +permalink: gamevault/07-sessions/2026/2026-07-20-tuning-bench-c +--- + # 2026-07-20 (C) — Data-driven tuning bench (profiles + audit + probe) **Operator:** "the knobs are a lot & not very intuitive — is there any way for you to do data-driven tuning?" diff --git a/Docs/Vault/07_Sessions/2026/2026-07-20_Weapon_Grip_Anchor_E.md b/Docs/Vault/07_Sessions/2026/2026-07-20_Weapon_Grip_Anchor_E.md index 9bcdc9e73..3e0ebc9f6 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-20_Weapon_Grip_Anchor_E.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-20_Weapon_Grip_Anchor_E.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-20_Weapon_Grip_Anchor_E +type: note +permalink: gamevault/07-sessions/2026/2026-07-20-weapon-grip-anchor-e +--- + # 2026-07-20 (E) — Weapon grip anchor: gizmo-authored, WYSIWYG **Operator:** why is the grip code-consts, and can the manipulation show the ACTUAL weapon at true rotation/size? diff --git a/Docs/Vault/07_Sessions/2026/2026-07-21_AbilityBar_Recast_Diagnosis_I.md b/Docs/Vault/07_Sessions/2026/2026-07-21_AbilityBar_Recast_Diagnosis_I.md index 8e1fe8820..d6253f562 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-21_AbilityBar_Recast_Diagnosis_I.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-21_AbilityBar_Recast_Diagnosis_I.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-21_AbilityBar_Recast_Diagnosis_I +type: note +permalink: gamevault/07-sessions/2026/2026-07-21-ability-bar-recast-diagnosis-i +--- + # 2026-07-21 (I) — auto-recast diagnosis + the ability/cooldown bar rework **Operator: "after casting an ability - it seems to auto recast - also I want to be able to see the cds of diff --git a/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md b/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md index 148d7aed6..9afeeb358 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-21_ArtStaging_A0_Value_Pass_J.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-21_ArtStaging_A0_Value_Pass_J +type: note +permalink: gamevault/07-sessions/2026/2026-07-21-art-staging-a0-value-pass-j +--- + # 2026-07-21 (J) — ArtStaging A0 value-hierarchy + composition pass **Operator: screenshot ArtStaging, critically analyze, then "implement all of those changes."** A critical read of diff --git a/Docs/Vault/07_Sessions/2026/2026-07-21_G6_G4_Socket_Honesty_Saturation_H.md b/Docs/Vault/07_Sessions/2026/2026-07-21_G6_G4_Socket_Honesty_Saturation_H.md index 7e6171f6d..886c5826c 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-21_G6_G4_Socket_Honesty_Saturation_H.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-21_G6_G4_Socket_Honesty_Saturation_H.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-21_G6_G4_Socket_Honesty_Saturation_H +type: note +permalink: gamevault/07-sessions/2026/2026-07-21-g6-g4-socket-honesty-saturation-h +--- + # 2026-07-21 (H) — G6 socket honesty + G4 saturation budget (the no-eyes queue) **Operator: "do the next few things that don't require eyes."** Skipped the finisher-reach ×1.39 eyes-on and the diff --git a/Docs/Vault/07_Sessions/2026/2026-07-21_Heavy_Feel_Lock_F.md b/Docs/Vault/07_Sessions/2026/2026-07-21_Heavy_Feel_Lock_F.md index 862851989..f49456425 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-21_Heavy_Feel_Lock_F.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-21_Heavy_Feel_Lock_F.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-21_Heavy_Feel_Lock_F +type: note +permalink: gamevault/07-sessions/2026/2026-07-21-heavy-feel-lock-f +--- + # 2026-07-21 (F) — HEAVY FEEL LOCKED (the A/B winner folded into code defaults) **Operator:** "lets lock the heavy feel, commit everything." The `heavy-committed` profile wins the A/B; per the diff --git a/Docs/Vault/07_Sessions/2026/2026-07-21_Hit_React_Pass_G.md b/Docs/Vault/07_Sessions/2026/2026-07-21_Hit_React_Pass_G.md index 727fdd2ad..539c4375b 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-21_Hit_React_Pass_G.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-21_Hit_React_Pass_G.md @@ -1,3 +1,9 @@ +--- +title: 2026-07-21_Hit_React_Pass_G +type: note +permalink: gamevault/07-sessions/2026/2026-07-21-hit-react-pass-g +--- + # 2026-07-21 (G) — Enemy hit-react pass (the last impact layer) **The pass** (operator: "proceed with the next pass in its entirety"): enemies FLINCH when hit — the SwordCombat diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 6285e9437..98a27e52e 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -15,7 +15,7 @@ "com.unity.nuget.newtonsoft-json": "3.0.2", "com.unity.test-framework": "1.1.31" }, - "hash": "c14de1e6dc01ab42d2bb358730cff954bce0ce6b" + "hash": "4ce7dd3cc54e37e2ed6dc59cb5a047f3dccb3f50" }, "com.rukhanka.animation": { "version": "file:com.rukhanka.animation",