kronic
7b65912f30
Melee feel overhaul: SwordCombat anims at heavy cadence, salvage axe, damage-at-contact + buffer + dash law (guidelines forks 1-6)
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07-18/19/20 arc: LightCombo01/HeavyCombo01 clips onto Swing1-3/Slam at
~natural speed (26-tick window, 30-tick recover, DPS-held damage retune),
Menacing01 combat idle (InCombat), SM_Wep_Axe_Large_01 rigid-skinned to
Hand_R at x1.25, LANTERN FX retone + blade-smear ribbon. Forks 1-6 per
Combat_Attack_Feel_Guidelines (design review wf_000bc247): cleave resolves
at the CONTACT tick (MeleeCleavePending schedule-and-consume, knob 31,
0=legacy; connect cues moved to contact), MeleeRange 2.2 + reach-only
finisher mult 1.25 (knob 30), BufferedAttackTick GhostField input buffer
(knob 29, unlock-edge validity), dash refused pre-contact (lookup-based).
Tests: MeleeComboTests pin legacy knobs; +3 fork tests (414 green); live
server proof: HP drop exactly at swing+16 under tick batching.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com >
2026-07-20 21:03:18 -07:00
kronic
7571091394
LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
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- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire
direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath
shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept.
- Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28
(0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt +
cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom.
- Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase,
RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS
(warm steady spot on body yaw).
- Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural
StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base;
banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar).
- New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool;
four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX.
- Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile,
bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com >
2026-07-16 13:56:02 -07:00
kronic
79ff06a7df
Cleanup
2026-06-03 18:35:05 -07:00
kronic
e362aaeb43
Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
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Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.
Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-06-02 22:50:43 -07:00
Luis Gonzalez
7fa77ce821
Netcode Bootstrap
2026-05-31 14:27:52 -07:00