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>
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes
persist past the last kill; PortalInteractRequest -> server-only PortalCommand
advances (client derives the portal pos). RunDirectorSystem moves teardown off
the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit,
and advances an empty expedition immediately (incl. a boss clear).
Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class
MetaTierState replay, so the base RPC and the dev SetClass can't drift);
ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest,
PrepCatalog): once-per-run == the row's prep StatModifier band is present,
TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band.
Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss +
floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3),
hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold.
456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded;
post-impl clean bar the RoomExplore boss-clear dead-time, fixed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>