Docs: commit basic-memory frontmatter backfill + resolved MCP lock hash

The 13 vault notes were left dirty by basic-memory back-filling
title/type/permalink frontmatter into files written with Write/Edit
(it also strips the trailing newline — restored here so future diffs
stay clean). Content is unchanged; verified frontmatter-only.

packages-lock.json is the com.coplaydev.unity-mcp #main branch ref
silently re-resolving. Pinning that dependency lands with the package
cleanup batch.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-07 10:09:39 -07:00
parent 6923888905
commit aa5247aff4
14 changed files with 79 additions and 1 deletions
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---
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.
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---
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").
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---
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 (0.70.8 s mocap crammed into a 0.22 s window at 25× 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").
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---
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
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---
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 16 implemented (guidelines G2/G5/G7)
**Operator approved forks 16** of [[Combat_Attack_Feel_Guidelines]]. Feature-track netcode slice → ★ pre-code
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---
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.
@@ -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?"
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---
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?
@@ -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
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---
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
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---
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
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---
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
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---
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
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"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",