kronic
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7571091394
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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>
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2026-07-16 13:56:02 -07:00 |
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