Commit Graph

8 Commits

Author SHA1 Message Date
kronic 7f032571df Weapon grip anchor: gizmo-authored WYSIWYG grip + operator's hand-tuned grip baked
WeaponGripAnchor under Hand_R in Player.prefab carries the actual axe
mesh as an EditorOnly preview (baker skips it; play-verified single axe)
so grip manipulation is the real model live in the prefab stage;
AttachMeleeWeapon reads the anchor (consts = seed/fallback). Includes
the operator's first gizmo-tuned grip (rebaked mesh matches expected
radius exactly). PlayerRigTools also carries the heavy-lock clip
re-speeds (1.0/0.85/0.88) consumed by the next commit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:13:48 -07:00
kronic 7b65912f30 Melee feel overhaul: SwordCombat anims at heavy cadence, salvage axe, damage-at-contact + buffer + dash law (guidelines forks 1-6)
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
- 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 210d307406 LANTERN realignment P5: Bathynaut suit body onto Player.prefab (in place)
New PlayerRigTools.BuildBathynautPlayer (menu: ProjectM/Animation) - forks the
proven EnemyRigTools recipe: strips the Synty-soldier skeleton+SMRs from
Player.prefab IN PLACE (GUID preserved; ghost/authoring/CC/Animator/
RigDefinitionAuthoring untouched), flattens the SpaceSoldier_HelmetArmor suit
body under the root, keeps the -0.90 feet offset, re-slots
M_SuitFrame_Bathynaut_Animated on every SMR, adopts the shared CharactersAvatar
(AC_PlayerTopDown muscle clips retarget). 17 inactive Synty variant SMRs stripped.
Both frames share this visual until per-frame models land; the brass-dome/tank
kitbash attachments are a follow-up /art-dev export.

Play-verified in DevSandbox: suit renders + idles correctly under the LANTERN
murk, Rukhanka rig baked with all 9 drive params, dev overlay alive in the
renamed scene, no console errors.

=> Movement/animation tuning is now UNBLOCKED (the operator's next priority).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:31:07 -07:00
kronic 21a4c71413 Hygiene B4c: clean dedup helpers (knockback, bakers, editor rig)
- KnockbackUtil.Stamp: shared knockback-stamp used by AbilityFireSystem + MeleeComboSystem (guard + planar normalize + write; speed passed in).
- BakerStructureExt: AddPlacedStructure/AddDamageable extensions on Baker<T>; rewired Turret/Structure/Harvester/Conveyor/Fabricator bakers (baked data + serialized fields unchanged).
- EnemyPrefabBakeExt.AddEnemyPrefabPool: shared prefab-buffer bake for ZoneEnemyDirector/WaveDirector authoring (fields stay flat — no serialization change).
- Editor AnimRigUtil (HasParam + root-yaw overlay clip) shared by PlayerRigTools/EnemyRigTools; EnemyRigTools.MakeMat now GUID-preserving (CopySerialized over existing) — the composite AnimatorController copy left as-is with a caveat comment.

466/466 EditMode tests pass, 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 21:26:23 -07:00
kronic 1224fd97f8 Fix: attack animation sank the model into the floor (Rukhanka partial-clip collapse)
An attack clip that keys ONLY the Root bone makes Rukhanka collapse every un-keyed bone (Hips/Spine/legs) to identity for the duration of the state -> the body folds halfway into the floor (player MeleeSwing + enemy Attack; writeDefaultValues does NOT prevent it -- confirmed since even a pure yaw, which is height-preserving, still sank). Fix: build the attack clips FROM the full idle pose (every bone keyed) + a Root YAW twist on top, so nothing is un-keyed. Applied to both runtime clips (PlayerMeleeSwing/EnemyAttackWindup) and both editor recipes (PlayerRigTools/EnemyRigTools) so rebuilds stay correct. Operator-verified in Play.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 00:35:39 -07:00
kronic 1b07a6b07f Fix: attack animation collapsed the model into the floor (partial Root clip + WDV)
The procedural attack clips key only the Root bone, but the Attack/MeleeSwing states had writeDefaultValues=true -> a partial (Root-only) clip resets every un-keyed bone (Hips/Spine/legs) to Rukhanka defaults (~identity), collapsing the body into the floor (player + enemy). Root carries the mesh-positioning offset (localPos -0.90, identity rot) while Hips/Spine carry the authored orientation. Fix: writeDefaultValues=false on the attack states (leave un-keyed bones in pose, only lean the Root). Patched both controllers + both recipes (PlayerRigTools/EnemyRigTools) so a rebuild can't regress. Rule: partial bone-subset overlay clips => writeDefaultValues=false.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 23:42:44 -07:00
kronic 352bf3322d Combat: melee swing animation + live range slash-arc VFX (MC-4 polish)
Rukhanka swing animation: PlayerRigTools builds a procedural Root-bone PlayerMeleeSwing.anim and adds an IsAttacking param + MeleeSwing state to AC_PlayerTopDown (mirroring the enemy attack recipe -- no authored Synty Generic melee clip exists). PlayerAnimationDriveSystem pulses IsAttacking from the replicated MeleeCombo swing window (local + remote, NetworkTick wrap-safe, re-triggers per chained hit). CombatFeedbackSystem flashes a procedural cone slash-arc mesh matching the LIVE cleave range + half-angle on each swing (finisher wider/warmer) -- the arc IS the range telegraph. Addresses 'range isn't clear + no animation'.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:45:33 -07:00