Commit Graph

3 Commits

Author SHA1 Message Date
kronic e42760e7d0 Repo: reclaim 8.5 GB of unreachable vendor content (audit L7/L8/M13)
Assets/ 14 GB -> 5.5 GB.

- Assets/BefourStudios DELETED (8.2 GB). Transitive-closure reachability
  from every project scene, prefab and settings asset found exactly FOUR
  reachable files in the whole pack — four textures. Relocated them to
  Assets/_Project/Textures/Env via AssetDatabase.MoveAsset with the GUIDs
  verified preserved, then removed the pack. It was HDRP art for a
  direction DR-051 deleted; re-downloadable from the Asset Store.
  (3.3 GB of that was gitignored .unitypackage archives git rm could not
  see — removed separately.)
- 92 vendor demo/gallery/overview scenes deleted (294 MB). They are the
  ten largest tracked blobs in the repo, stored as non-LFS YAML that
  Unity must parse and index on every database rebuild. Build settings
  reference only MainMenu and Game.
- com.shadercrew.the-toon-shader.3d + .core removed (132 MB embedded,
  referenced by nothing).
- Assets/Screenshots (182 PNGs, 22 MB) moved to the gitignored
  _visual_scratch/ — Unity was importing them as textures.
- manifest: dropped com.unity.ai.navigation and com.unity.cinemachine
  (zero references — no NavMesh assets, no Cinemachine in any scene).
  Pinned com.coplaydev.unity-mcp to a SHA instead of #main; that floating
  branch ref silently re-resolving IS what the dirty packages-lock.json
  was, and it means two machines can run different bridge versions while
  both match the committed manifest.

KEPT after checking, against the audit's suggestion: visualeffectgraph
(27 .vfx assets) and timeline (213 .playable) are genuinely used. And I
RESTORED com.unity.ai.assistant + com.unity.ai.inference after removing
them left half the AI Toolkit resolved in Library/PackageCache and
crashed two AssetImportWorkers on domain reload — editor-only tooling is
not worth destabilising the install for.

Verified after: 0 compile errors, 304/304 green, DevSandbox plays with
the player, an enemy, live socket stats and no leaked RPCs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:39:13 -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