Commit Graph

150 Commits

Author SHA1 Message Date
kronic e0c59ad663 Perf: pool one-shot SFX + authored VFX, cut per-frame presentation allocation
Track B. All 21 one-shot cues funnelled through FeedbackFx.PlayClip ->
AudioSource.PlayClipAtPoint, which allocates a GameObject + AudioSource per call
and schedules a delayed Destroy — ~20-33 times a second in light combat. New
OneShotAudioPool is a 32-voice 3D ring behind an UNCHANGED PlayClip signature, so
all 20 consuming call sites are untouched.

Parity is the whole game here: PlayClipAtPoint sets spatialBlend = 1 explicitly (a
fresh AudioSource is 2D) and leaves the rest at stock defaults. Two deliberate
divergences, both forced by the voices being long-lived: playOnAwake = false, and
dopplerLevel = 0 because a pooled voice TELEPORTS between events and would
otherwise pitch-bend. Root is DontDestroyOnLoad (WorldLauncher does
LoadScene(Single) while the client world is alive) with a SubsystemRegistration
reset, or session two rents destroyed voices.

Authored impact VFX are pooled per prefab instead of Instantiate/Destroy per hit:
components cached per INSTANCE (refs are instance-scoped), main.stopAction forced
to None (a prefab set to Destroy silently drains the pool), instances filled under
an inactive root so Awake/Start never run — which is what makes the DestroyImmediate
in StripCosmetic safe — ps.Clear before Play, TrailRenderer.Clear after the
reposition, and a Rented flag as the at-most-once guard against a double Return
aliasing one instance to two callers.

Per-frame allocation: the slash-arc and enemy-wedge mesh builders each allocated
four arrays on every call (up to twice a frame, and once per winding enemy); HUD
and ability-bar labels rebuilt their strings every frame; damage-number fades
rewrote TextMesh vertex colours every frame; health bars pushed uGUI writes
unconditionally; two systems played back an empty EntityCommandBuffer (a
structural-change sync point) every frame.

Also closes an AudioClip leak across all seven clip-owning systems: an
AudioClip.Create'd clip is a standalone UnityEngine.Object, so destroying a
system's FX root left it alive (MusicSystem ~6.8 MB, AmbientAudioSystem ~2 MB per
client-world teardown).

CombatFeedbackSystem's TryHold call sites go with this commit because they share
the file; the camera-side removal lands in the next one.

Verified live: PlayClipAtPoint's "One shot audio" GameObject never appears again
across 270 frames of combat with kills; the VFX pool fills to its retain cap and
stabilises; real cues route through the ring. 304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 23:02:50 -07:00
kronic 13d591e789 Fix: revive the walk-through flora rustle — a fourth orphaned presentation layer
Track 1. Before building any new "world responds to you" work, I checked what
already existed, because today's score was three presentation systems that were
present, enabled, and produced nothing. This is the fourth.

AmbientMotionSystem's rustle layer (flora parting as the local player brushes
past) was dead in the shipping arena via THREE independent gates, each a
leftover of the deleted biomes:

  1. Root gate required a scene root literally named "BaseBiome" or
     "ExpeditionBiome*". Both went with the expedition, so the loop matched
     nothing at all. The seabed flora live under
     Env_SeabedKit/Seabed_Flora/FloraClump_N.
  2. Name regex was pure LAND flora: bush|grass|flower|fern|cactif|clover...
     Nothing in a seabed matches that. Added seabed terms first; the land terms
     stay only so an older scene still works.
  3. Renderer gate tested for a renderer ON the matched object. The natural sway
     unit is the CLUMP ROOT, which carries no renderer of its own - only
     children - so the test rejected exactly the object we want to rotate. Now
     accepts a renderer anywhere beneath, and skips a child whose parent already
     matched so the clump tilts once instead of every stalk tilting out of its
     socket.

Verified live: AmbientMotionSystem._flora.Count 0 -> 4 (the four clump roots).

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:50:13 -07:00
kronic 9f145e3a83 Art: ArenaFieldSystem placement policy — props in the fought-in band, nav-safe spacing
Operator delegated the placement call. Applied standard top-down-arena practice
rather than the first-pass ring scatter:

  clear core (5u)      the landing spot and dash room; props there cramp spawn
                       and cause dash collisions the player never asked for
  band 6-13u           solids live in KITING range, which is also roughly where
                       the diver's travelling light reaches. A prop outside the
                       lit radius reads as an invisible wall - the worst failure
                       mode in a dark game, so cover is pulled inward to where
                       it can be SEEN before it is hit
  min spacing 2.6u     enforced across clutter AND cover on ONE shared occupancy
                       list. This is a NAVIGATION guarantee, not an aesthetic:
                       enemies have no pathfinding, so gaps must stay wider than
                       a body. Rejection-sampled; a piece that cannot fit is
                       DROPPED rather than jammed into a gap movers can't pass
  explosives >8u       a barrel near the landing spot chains into you on spawn

Measured live, all three invariants hold:
  17 solids, radius 7.89..12.95, min gap 2.79 (policy >=2.60), 0 explosives <8u

Nav re-validated on a CLEAN run: closest approach 1.40u, two enemies in melee.
Enemies cross the inward cover band and reach the player.

Correction worth recording: three intermediate readings showed "frozen movers"
and were WRONG. Teleporting the player around a long-running Play session
desyncs the predicted character controller and leaves stale AI state - the
server had the player back at (2.5,0) while I was measuring against (0,0), and
an earlier "all four frozen" reading was simply enemies that had converged and
were attacking. Only the clean, unmutated run is valid. Do not mutate server
state and then trust a movement measurement in the same session.

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:26:42 -07:00
kronic 05bf835862 Fix: ArenaFieldSystem — restore the arena's clutter, cover and geysers (purge regression)
Operator at the A0 gate: "the world is very static." Part of that was a
regression from today's purge, and the audit's own signature pattern for the
third time: the system exists, the authoring is placed, and it silently
produces nothing.

Server/Economy/RoomFieldSystem.cs was deleted with the run/room FSM in
62e48a3b0. That was correct for the FSM, but the system was also the only
consumer of the ClutterFieldSpawner / CoverFieldSpawner / GeyserFieldSpawner
singletons. Those kept baking into Gameplay.unity and nothing read them:

  before:  Geyser 0   BlightClutter 0   (spawners configured for 14 + 2 + 3)
  after:   Geyser 2   BlightClutter 17

So the arena lost 14 destructible clutter pieces, 3 cover pieces and 2
periodically erupting geysers — a large share of everything that moved or
could be interacted with.

The old system could not be revived: it keyed every spawn off RunInfo,
RunRuntime, RoomPlan, RunMapMath, RegionMath and RoomTag teardown, all gone.
ArenaFieldSystem is a gym-scoped replacement that seeds ONCE at world start
and never tears down — Phase 1 is "no world, a gym", and everything
room-shaped belongs to the Phase-2 pocket generator, not here.

Contracts carried over deliberately, each load-bearing:
  - baked.WithPosition, never FromPosition (FromPosition resets Scale, a GhostField)
  - Geyser NextEruptTick born-correct off the live ServerTick via TickUtil.NonZero,
    staggered 60 ticks per instance so eruptions desync; 0 stays "not ready"
  - a 6 u keep-out ring around the arena origin (the player's landing spot)
  - clutter variant 3 = the explosive hazard, 0-2 inert dressing
  - a fixed arena seed: a gym wants the same arena every session

Verified live: geysers stamped 306 / 366 (staggered, Scale 1.00 preserved).

Navigation re-validated per the standing rule that adding Environment cover
can freeze movers, since enemies have NO pathfinding. First measurement showed
all four "frozen" — that was my error: they had already converged and were
attacking. Re-tested by moving the player across the arena: all four closed
23.5->20.4, 24.2->21.2, 23.9->20.9, 22.8->19.7 u through the cover field. No
soft-lock.

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 17:15:26 -07:00
kronic 501c52d809 Art: A0 readability pass — murk plane, seabed albedo, and a suit glow
Operator at the A0 gate: "a little too dark to play, not very readable yet."
Measured rather than guessed, and the diagnosis was NOT "add light":

  seabed _BaseColor (0.08,0.12,0.15) — the floor was painted near-black, so it
    reflected ~10% of anything and could never read as a surface
  fog colour (0.02,0.10,0.12) — distance faded to VOID rather than to murk;
    real water scatters, so far things should get lighter and lower-contrast
  ColorAdjustments contrast +10 on top of ACES — the low end was crushed twice
  Vignette 0.28 — ate the periphery, which is where threats arrive from

Murk pass (operator picked "murk + closer camera"):
  BaseFogColor/ExpeditionFogColor -> (0.06,0.20,0.25)   [WorldAtmosphereConfig
    drives RenderSettings every frame, so the CONFIG is the real knob]
  M_Staging_Seabed albedo -> (0.18,0.26,0.30)
  contrast 10 -> 4, vignette 0.28 -> 0.16
  camera Distance 17 -> 14

That fixed the void but INVERTED figure-ground, which the numbers caught:

  player 0.144 | rock 0.269 | flora 0.258 | warm haze 0.368

The protagonist was the second-darkest thing on screen. The shoulder lamp is a
forward-facing spot tilted 26 deg down — it lights the seabed ahead and never
its own wearer — so the diver had no personal light at all. Raising KeyWarm
would have lifted the scenery by the same amount and left the ratio unchanged;
only a light that TRAVELS with the diver changes it. Added ~SuitGlow: a warm,
steady point light at torso height (FeelConfig.SuitGlowIntensity 5 /
SuitGlowRange 4.5, live-tunable, 0 = off). "Light is territory", made literal.

  player 0.144 -> 0.320, now above rock 0.282 and flora 0.250
  figure-to-murk contrast 1.32x -> 2.94x, with scene brightness unchanged

304/304 EditMode green. Awaiting the operator's eyes on the result.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 16:58:52 -07:00
kronic de81a6f2f3 Fix: StagingAmbiance must never drive a rig-owned camera (zoom/shake regression)
Self-inflicted, found by the operator the moment they pressed Play: "the camera
is so far zoomed in and shaking".

StagingAmbiance rides Env_SeabedKit.prefab, which Game.unity instantiates as
well as ArtStaging — a placement that predates this session and was harmless
while the component only pulsed flora. The camera lissajous drift added in
b407f7cd6 then wrote _cam.position every LateUpdate against
PrototypeCameraRig's follow, pinning the camera to the authored _camBase
(0, 1, -10) while the rig lerped toward its desired (2.50, 16.72, -9.01).

Measured before: camera y oscillating 1.157 <-> 13.559, max 7.43 units per tick.
Measured after:  y settles 16.658..16.709 (target 16.72), span 0.051, max step
0.004 — a ~1800x reduction in per-tick jitter.

Gate on the presence of PrototypeCameraRig, not on a scene name (scene-name
checks are banned by CLAUDE.md). Verified both directions: ArtStaging has no rig
so its drift still runs; Game.unity has one so the drift is correctly inert.

Note for next time: two `refresh_unity scope=scripts` calls reported
compile_requested=false and the editor kept running the STALE assembly, so the
first verification pass showed the guard "not working" when it simply was not
loaded. scope=all mode=force was required. Confirm a behavioural fix by probing
runtime state (_cam == null), not by re-reading the source.

304/304 EditMode green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:09:41 -07:00
kronic b407f7cd6f Art/Fix: A0 gate pass — death-pose lock, off-palette drift, lighting debris
Found by running the A0 style-proof against the SHIPPING scene instead of
ArtStaging (which judges static glTF bakes on an import shader, with zero
SkinnedMeshRenderers and no Animator — it cannot answer "does the game look
like this").

Player-facing bugs fixed:

- AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions.
  Any State enters on IsDead and nothing ever leaves. The player ghost is a
  persistent entity, so its Rukhanka animator never resets: once you died you
  rendered sprawled on the seabed permanently — sim fully respawned, moving and
  fighting, visually a corpse. Added Death -> Idle on (IsDead == false).

- AmbientMotionSystem drift was still the deleted biome system: key 0 =
  "meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a
  36x7x24 box following the camera — the most off-palette thing in the frame.
  Its x>500 region probe pointed at space now holding zero renderers. Collapsed
  to one cold marine particulate; dropped the 4 dead mote colours + AridWind.

- FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so
  every procedural particle rendered as a hard SQUARE. Added a procedural soft
  dot (no Resources.Load — build-stripped; asset-free presentation is the rule).

- Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft)
  outranking KeyWarm as a second competing shadow caster, plus 6 orphaned
  LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two
  with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold
  for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft.

ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only
shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition
and is what read as "flat". StagingAmbiance was attached to nothing and its
flora wiring searched for a Game.unity parent, which is what read as "static";
it also force-played the combat one-shot pool, now restricted to looping
emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm.

304/304 EditMode green; death-recovery, palette and particulate all verified
live in Game.unity Play.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 14:45:18 -07:00
kronic 0744cdf4f3 Art: EmissiveGloam DOTS instancing + revive EnemyRigTools + drop dead materials (audit M7/M8)
M8 — ProjectM/EmissiveGloam had no DOTS instancing but is bound to
M_Drowner_EyeGlow on EnemyDrowner.prefab, a baked GHOST prefab that
Entities Graphics renders through BatchRendererGroup. Its skinned sibling
has carried the pragmas since 07-16; this one was simply missed, and murk
hides the symptom (CLAUDE.md: "a dark-lit screenshot MASKS material
bugs"). Added #pragma target 4.5 + multi_compile DOTS_INSTANCING_ON +
UNITY_SETUP_INSTANCE_ID, and a DepthOnly pass so the glows stop being
absent from the URP depth texture (soft particles / SSAO / DoF punch
straight through them otherwise). Verified: shader compiles, isSupported,
2 passes, 0 messages.

M7 — EnemyRigTools was dead at EVERY entry point. All eight hard-coded
prefab paths were deleted by DR-051, and the template check ran BEFORE
the idempotent in-place branch, so even re-running a builder on an
existing prefab failed. The three shipping skinned creatures were
unreproducible. Now the template only matters when there is no output to
edit in place, and a new creature templates off the shipping EnemyDrowner
ghost (GhostTemplate) instead of the deleted Enemy.prefab. Retired the
four menu items that drove the deleted Werewolf/Kaiju/Charger bestiary
rather than leave them advertising entry points that cannot work.

Deleted 19 materials with zero references from any scene, prefab,
ScriptableObject, script or settings asset — verified three ways, not
from the audit's list. Kept everything with a live reference, including
several the audit's asset-only scan called dead but which code loads by
path (M_Skinned_Palette, PixelOutline, M_Env_Fallback).

NOT fixed here, deliberately: MakeMat still points each creature at a
per-PACK Synty atlas rather than the shared palette. That is a visual
decision about the shipping Drowner/Grindylow, not a mechanical fix — the
doc-vs-reality gap gets reconciled in Art_Direction_Lantern instead.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:30:43 -07:00
kronic 37b211a7f8 Netcode: fix interpolated-tick cues + add a terminal RPC reaper (audit M1/M4/M12)
M1 — two systems timed INTERPOLATED ghosts against the PREDICTED tick,
the exact hazard CLAUDE.md documents and the one that is invisible on
loopback:
- EnemyDangerTelegraphSystem timed the red danger cone off nt.ServerTick,
  so over a real connection the dodge tell finished ~RTT/2 + interp
  buffer EARLY. The cue lied.
- PlayerAnimationDriveSystem fed the same predicted tick to RemoteDriveJob
  ([WithDisabled(GhostOwnerIsLocal)] — i.e. interpolated teammates), so a
  teammate's swing animation desynced from their damage.
Both now use the ZoneTelegraphSystem idiom. The LOCAL drive job keeps
ServerTick: the owning player really is predicted.

M12 — the RPC leak I reproduced live during the audit. Every receiver in
this project gates on RequireForUpdate over a scene-baked singleton; in a
scene without it the receiver never runs and the request entity is never
destroyed. Netcode's WarnAboutStaleRpcSystem Consume()s but never
destroys, and is compiled out of player builds — so these accumulated
silently, and worst in a shipped build.
New StaleRpcReaperSystem (server, OrderLast, no RequireForUpdate) destroys
any unconsumed request that outlived its receiving frame. Consumed
requests are left to their owner. Verified live: a planted unconsumed
request is gone within a few frames. Three regression tests pin both
halves of the contract.

Also: HealthApplyDamageSystem and ProjectileDamageSystem now filter
.WithAll<Simulate>(). They are ServerSimulation-only so it was not a bug,
but the audit's "all predicted systems filter Simulate" reassurance was
false until now — the rule is unconditional again.

The five undisposed Allocator.Temp ECBs the audit flagged all lived in
systems the purge deleted; none remain.

298/298 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:17:47 -07:00
kronic 9f61f7c6fe LANTERN kit into the shipping scene + frame rename (audit H2/M4)
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>
2026-08-07 13:11:58 -07:00
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00
kronic 977b5c1f8e Art: silhouette broadening in-game + PlayerRigTools material-drift fix
Silhouette: broadened the armour's shoulder pads (inflate Shoulder_L/R-weighted pad caps about the
shoulder joint, smooth falloff, arms untouched) + beefed the boots -> Silhouette_Armour.asset (built
idempotently from the stock Synty armour). Bind pose is a T-pose, so broadening is by BONE WEIGHT, not
raw X (a naive |X| threshold would grab the outstretched arms).

Drift fix: baked the correct assignments into the tools so a re-run no longer reverts them -
BuildBathynautPlayer now does the brass/undersuit split + swaps the armour to Silhouette_Armour;
AttachBathynautKit assigns gunmetal tanks / warm beacon / Mark-V brass-gunmetal-glass (3 submeshes).
Full rebuild chain re-run clean + verified live: identical correct diver, reproducible.
(replace_method stripped the [MenuItem] attrs -> re-added; see the swallow-adjacent-line gotcha.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 15:27:29 -07:00
kronic 8b50753f93 Art: ArtStaging overhaul - game-cam POV system + Bathynaut character (no longer reads as a lamp)
Camera: runtime POV switcher (StagingCameraSwitcher; V/]/[ cycle, 1-4 jump) with POV_1_Game matching
the in-game rig (Pitch45/Dist13/FOV55) as the default + hero/front/close-up; deep-water SolidColor
clear kills the no-skybox corner bleed at the wide game framing.

Character (the 'reads like a lamp' fix, operator-directed): darkened the helmet to dark gunmetal with
a dim lit porthole and moved the warm beacon to the shoulder lamp (light is carried, not the head);
color-blocked the body into a brass-and-teal deep-sea-diver palette (brass armour / dark-teal
undersuit / dark-metal kit) for value contrast + identity at game scale; bulked the back tank-rig
silhouette. Master .blend keeps rig+pose+materials re-editable; posed static GLB reimported into the
connected prefab instance with instance material overrides reset to the GLB's diver materials.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 20:34:36 -07:00
kronic f3aec94c48 HUD: ability bar defaults hidden until a local player exists
Fixes the empty-bar leak into ArtStaging / menu / pre-connect: AbilityBarSystem.OnUpdate
early-returns when there is no valid NetworkTime, so the 'hide when no local player' line never
ran. Root now DisplayStyle.None at build, flips to Flex only when the local player is found —
also kills any pre-connect flash in gameplay.
2026-07-22 18:26:24 -07:00
kronic 5569fcd552 Fix: socket auto-recast at every cooldown reopen (raw InputBufferData IsSet = ever-pressed)
Netcode accumulates InputEvent counts on the wire; only the decoded component is delta-corrected.
AbilityFireSystem's windup resolve gated on raw IsSet, so after the first press every socket
re-fired the instant its cooldown reopened (live repro: recasts at exactly t3933/t4353 with zero
input). Gate is now a count-STEP vs the previous tick's command; missing prior command = no-fire.
Also lands the G6 ConeContactPending schedule machinery + the cone test fixture (wire-true
monotonic counts) + regression Cast_Never_Refires_When_The_Cooldown_Reopens. 430/430; live proof:
one tap -> one cast -> silence across 2+ reopens.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:28:08 -07:00
kronic 040463ad07 HUD: ability/cooldown bar (sockets 1-4 + dash); socket-0 charge strip removed
AbilityBarSystem (own UIDocument, sortingOrder 49, the B5 sibling pattern): per-slot Spark
initials/name from the AbilityDatabase blob, archetype tint, drain overlay + seconds countdown +
ready flash; dash rides DashCooldown vs TuningConfig.DashCooldownTicks (Defaults() fallback).
HudSystem's single-socket blue charge strip removed (it tracked socket 0 only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:28:08 -07:00
kronic 2aebc37115 G6+G4: Cone damage-at-contact + zone fill telegraph (ZoneEffect GhostFields) + co-op saturation budget
Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy;
early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the
shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick +
ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows,
persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults()
fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade
(living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug +
overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:27:50 -07:00
kronic 0ff11fe2a9 Enemy hit-reacts: React/Stagger anim tiers off Health-drop edges (the Rukhanka-safe flinch)
SwordCombat React (1.4x, 0.3s pulse) + Stagger (1.2x, 0.55s) as Any-State
states on AC_EnemyTopDown via EnemyRigTools.WireEnemyHitReacts; driven by
EnemyAnimationDriveSystem's cache (now Pos/Hp/ReactUntil/Heavy) off
replicated Health drops. Windup-honesty gate: light reacts require
!IsAttacking (a sub-poise hit never visually cancels a live windup);
the heavy tier tracks the server's B2 poise break (stagger threshold 50
= finisher staggers, light flinches at the locked tuning). Knobs:
HitReactSeconds (0=off) / HitStaggerSeconds / HitReactStaggerDamage.
Replaces the review-cut positional vibrate (Rukhanka inverse-fold no-op).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:28:11 -07:00
kronic ce0faafb72 HEAVY FEEL LOCKED: the A/B winner folded into defaults, clips retimed to zero contact drift
recover 36 / dmg 36 (DPS 60 held) / contact 20 (20/12/25 per step) /
grace 28 / buffer 10 / move-commit 0.25; arc 0.8, finisher hold 7,
connect kick 1.1. Clip state speeds retimed 1.0/0.85/0.88 so the VISUAL
blade contact matches the damage tick exactly (audit: zero drift; probe:
gaps 36/36/54, contacts +20/+12/+25 measured). Step-3 contact sits 1
tick under CastFacingTicks 26 (documented coupling). baseline profile =
the locked defaults; heavy-committed kept as the record.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:13:49 -07:00
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 2710d680b4 Sandbox target dummy: planted EnemyTag ghost + DevSandbox respawn spawner
GymSub bakes no WaveDirector (why sandbox enemies never spawned); the
sandbox's combat target is now a TargetDummyTag'd enemy ghost all five
EnemyAISystem passes exclude (planted; knockback stamps inert), spawned
at player+3m with 400 HP by an editor-only scene-gated server system,
dying through the normal Dying path and respawning 1.5s after the corpse.
EnemyTag-reuse audited: sandbox-only by design (cleared-checks would
count it elsewhere).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:13:47 -07:00
kronic 730bad3d74 Data-driven tuning bench: feel profiles (JSON gestalts + overlay A/B), asset-derived timing audit, server-measured combat probe
FeelProfileService: partial-apply profiles ride the authoritative SetTuning
path + FeelConfig reflection; Save-current captures hand-dialed state; 3
starter profiles (baseline-0720 / heavy-committed / snappier, DPS-held).
TuningAuditTools: contact truth derived from clip WindUp takes / state
speeds vs MeleeTiming (drift detector), coupling invariants, cadence/DPS,
reach-honesty ratio off the baked weapon mesh (now x0.93/x1.16, was >2x).
CombatProbe: dummy + injected mash chain, per-swing server-measured
start/contact/damage + cadence/DPS report. Verified live: snappier profile
apply -> measured 24/24/36 gaps, +12/+8/+15 contacts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:28:33 -07:00
kronic 2b742f0179 DebugOverlay: tuning rows for the 07-20 melee feel knobs (contact/buffer/finisher-reach)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:04:37 -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 c58439d33a LANTERN realignment P3: one look everywhere + scene surgery
- PostFX_Lantern.asset: the ONE shared grade (ACES, bloom 0.6 cool-tinted for the
  HDR gloam, vignette 0.28, faint teal filter) applied to Game, DevSandbox, and
  ArtStaging; PostFX_DarkSciFi / PostFX_Daylight / Sky_DaytimeProcedural deleted.
- Env_SeabedKit.prefab: ArtStaging's environment (seabed, flora, rocks, marine
  snow, caustics, warm pool, gloam fill, key light, StagingAmbiance animator)
  prefab-ized and placed in Game + DevSandbox; ArtStaging connected to it.
- Scene surgery: old DevSandbox.unity deleted; Gym.unity RENAMED DevSandbox.unity
  (GUID preserved -> GymSub wiring + the F1/F2 dev scripts that gate on the
  'DevSandbox' name come back to life). SyntyWorld root deleted from DevSandbox;
  BaseBiome/ExpeditionBiome/Slot1 deleted from Game.
- RenderSettings unified: no skybox, Exp2 teal fog {0.02,0.10,0.12} @ 0.035, flat
  near-black ambient {0.03,0.055,0.08}; camera clearFlags -> solid deep-water.
- ScenePolicy.IsGameplayScene() replaces the six scene.name=="Game" string gates
  (Game + DevSandbox share the dynamic look; menu/ArtStaging untouched).
- WorldAtmosphereSystem rewritten as water-column murk (LANTERN defaults; biome
  variants re-meant to kelp/trench/gloam-bloom; Ground_Arid tint block deleted).

390 green; Play-verified in Game: murk values live, warm-vs-cold reads, no errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:12:00 -07:00
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:51:48 -07:00
kronic 4a8220ad3e LANTERN purge B6: delete the legacy single-ability path (sockets are THE ability model)
AbilityRef, AbilityCooldown, EffectiveAbilityStats, DefaultAbility deleted.
GoInGameServerSystem seeds the per-frame 4-socket Spark loadout UNCONDITIONALLY
(was gym-only); ClassSelectReceiveSystem + DebugOp.SetClass swap FrameId +
re-seed sockets + zero SocketCooldown; ClassSwapUtil.Apply drops newAbilityId;
EquipSystem weapons become stat-sticks (GrantedAbilityId removed from the item
blob/authoring); StatRecomputeSystem folds CharacterStatsRef + sockets only;
HUD cooldown bar reads socket 0 of SocketCooldown/EffectiveSocketStats; class
HUD readers are FrameId-only (ClassForAbility/AbilityFor deleted);
DebugModifierInjectionSystem drops CycleAbility.

390 tests green; Play-verified: a non-gym spawn gets frame=2 with Sparks
[7,8,6,9] and no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:47:12 -07:00
kronic b34945c2d2 LANTERN purge B3+B5: delete the cycle/core/win-lose spine + onboarding; save epoch v7
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector,
CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components,
CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files).

Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat
bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta
host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked),
EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues;
no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core
bar, siege banner, terminal banner, outcome flash, onboarding hook all gone),
MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant
(SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat
retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved),
StorageMath.DrainFraction deleted, HowToPlay copy rewritten.

Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome +
conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure
trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed.

390 tests green; Play world-creation clean (player + waves live, no exceptions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:27:12 -07:00
kronic 835dace213 LANTERN purge B2: delete EB-2 turret defense
TurretFireSystem, TurretAuthoring, Turret.prefab, Turret component, turret cap,
B hotkey, HUD Charge chip + out-of-ammo cue, catalog entry, Tuning consts, tests
(-7, 452 green). StructureType.Turret byte + ResourceId.Charge stay reserved.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 14:40:12 -07:00
kronic a0f6d4a5c4 LANTERN purge B1: delete the automation chain (Harvester/Conveyor/Fabricator)
Deletes the M7 production systems, automation components/math, authoring, 3
machine prefabs, and 6 test files (-43 tests, 459 green). Trims the automation
paths out of BaseRestoreSystem/SaveStructureScan/BuildPlaceSystem/BuildSendSystem/
HudSystem/HudTheme/StructureCatalogAuthoring/Tuning. RuntimePlacedTag (save
marker, a keeper) re-homed into StructureComponents.cs. StructureType byte codes
stay reserved.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 14:32:11 -07:00
kronic aeb979f8d5 LANTERN P1 step 8: light-as-territory relevancy prototype (★)
Per connection, marks every ENEMY ghost OUTSIDE the player's lamp radius
IRRELEVANT (monsters in the dark aren't replicated — the gamma test). Modelled
on the proven RegionRelevancySystem: SetIsIrrelevant so players/global ghosts
stay relevant for free. Shared-set discipline — RegionRelevancySystem is the SOLE
clearer (runs every tick); LightRelevancySystem is [UpdateAfter] it and only ADDs
light hides via TryAdd (no clear; defensive against a region+light overlap dup).
Gated on GymTag (LANTERN-only; legacy region relevancy untouched). Pure decision
in LightRelevancyMath (+3 EditMode tests, 500 green). Per-player dim/bright
(variable radius) + the L3 gamma-test verification are follow-ups; the ★adversarial
netcode review is recommended before this ships.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:51:24 -07:00
kronic 342a39a540 LANTERN P1 step 5 + §8: two-frame identity via FrameId + per-frame gym loadouts
FrameId (replicated frame/class signal) now WRITTEN server-side at spawn for all
players; the two class-HUD readers (ClassPrepPortal, MetaShop) read FrameId (with
an AbilityRef fallback for pre-FrameId players) instead of ClassForAbility. The
gym seeds a PER-FRAME default Spark loadout via ClassTraits.FrameLoadout —
Harpooner (Ranger slot): reel/mobility/skillshots; Bathynaut (Warrior slot):
pull-in/dash/zone-control. FrameId uses ecb.AddComponent (baked on the real
player; absent on the minimal MetaSeeding test prefab). 497 EditMode green.

Deferred to a focused pass (risky wholesale refactor, "still works" via the
transition): full removal of legacy AbilityRef/AbilityCooldown/EffectiveAbility
Stats (woven through equip/class/meta/StatRecompute + tests) and the CharacterId
Bathynaut/Harpooner rename.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:45:45 -07:00
kronic 8f099c32ba LANTERN P1 step 6: manual-aim windups (SoD readable telegraphs)
AbilityDefBlob/AbilityDefinition gain WindupTicks. AbilityFireSystem's socket
loop resolves each socket at the historical command (serverTick - WindupTicks)
via GetDataAtTick — a pure fn of replicated data on both worlds (Build Spec §4/
DB-6: no local fireAtTick that would diverge under reprediction; fireCount from
that command, spawn uses the current tick's aim/pos; history gap = no-fire).
WindupTicks set on the 4 non-Blink Sparks (Blink is movement, resolved by
BlinkSystem). 497 EditMode green (no regression). Client telegraph VFX + the
reprediction L3 test are operator-eyes / netcode-world follow-ups.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:35:20 -07:00
kronic b92cc7196b LANTERN P1: enemy-test gym tooling — on-demand spawn + GymTag clean-spawn
GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:01:13 -07:00
kronic 36950ca21d LANTERN P1 Group B: 5-Spark systems — Aoe/Hitscan dispatch + reel/zone/decoy
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown;
server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect
vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state
(ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's
live position each tick; EnemyAISystem stays sole Position writer), stamped by
ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic
AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp).
Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains
EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:00:41 -07:00
kronic 4302687be4 Art/anim: EnemyRigTools + Grindylow + Bathynaut suit-frame builders
BuildGrindylow (SciFiSpace Alien, gloam-blue) = 2nd creature (A1 'twice'
repeatability); BuildBathynautFrame (armored+helmeted soldier, warm-neutral)
= suit-frame preview proving the suit body skins via Rukhanka.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:21:06 -07:00
kronic cb224be81b Art/anim: skinned Drowner enemy via EnemyRigTools (LANTERN)
EnemyRigTools.BuildDrowner (menu ProjectM/Animation) — SciFiSpace Crew_Male
body (same rig/atlas/avatar as the player) through the proven DR-023 path:
EnemyDrowner.prefab = ownerless interpolated ghost + AnimatedLitShader
(Skinned-Palette) gloam material + AC_EnemyTopDown + RigDefinitionAuthoring.
Structurally identical to the shipping werewolf/charger enemies -> animates
in-game via the same EG/Rukhanka path. (Renders only in the baked ECS world,
not a plain scene; ArtStaging keeps the static bake for art review.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:00:38 -07:00
kronic 9ca27e626a Client: StagingAmbiance — steady beacon, gloam flicker (readability cadence)
Beacon left unmodulated (steady=true light); cold flora gutter on Perlin flicker
(flicker=false light) so the warm/cold read survives with hue removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:42:32 -07:00
kronic 3103214e76 Client: StagingAmbiance dev component (ArtStaging Play-mode juice)
Light-only ambiance animator (caustics spin, beacon flicker, bioluminescent
pulse); self-wires by name; no material writes so nothing persists on Play exit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:31:59 -07:00
kronic 52818d0dd6 LANTERN P1 Group B: Blink Spark (Movement archetype) + BlinkSystem
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash):
- AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it).
- AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone).
- BlinkState: predicted, non-replicated blink window (DashState sibling).
- BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement-
  archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its
  socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6
  args, under the 7-cap). Baked BlinkState on the player.
L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:45:06 -07:00
kronic 58c2eaca58 LANTERN P1: dev injector — socket-fire injection (enables the L3 netcode validation)
DebugInputInjectionSystem (#if UNITY_EDITOR) gains FireSocket(i, frames) + per-socket hold
frames + the OnUpdate socket-event sets, mirroring the legacy Fire injection. Drives the real
gather->command->prediction->AbilityFireSystem path per socket for headless validation.

Used to validate group-A live (instant-play ServerWorld+ClientWorld): socket 0&1 = a projectile
Spark, injected same-frame -> maxSrvProj=2, maxCliProj=2 (server==client parity),
distinctSpawnIds=2 with distinctSocketBits=2 (the SpawnId desync fix confirmed LIVE), both
per-socket cooldowns advanced. Netcode half of the group-A gate: PASS.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:29:08 -07:00
kronic 21f609c6c4 LANTERN P1 step 2.5: client feel layer migrated to the socket kit
Per Phase1_Combat_Gym_Build_Spec §8 (the "KEEP as-is" feel layer was really a migration):
- PlayerAnimationDriveSystem: both jobs (Local/Remote) now read SocketCooldown +
  DynamicBuffer<AbilitySocket>/<EffectiveSocketStats> instead of the single AbilityCooldown/
  AbilityRef/EffectiveAbilityStats; shared SocketFireAndCone helper (any-socket-firing model:
  IsFiring if any socketed Spark's per-socket cooldown window is mid-fire; IsCone if any such
  is Cone).
- CombatFeedbackSystem: the muzzle-flash + cone-cue blocks unified into one per-socket
  fire-edge loop over SocketCooldown (per-socket uint cache); non-Cone -> muzzle flash,
  Cone -> the aimed slash-arc cue. Dropped the now-dead single-cooldown latches.
L1 clean; L2 494/494 (no regression).

Deferred to the AbilityRef-removal cleanup (surfaced, NOT silent): the FrameId server-writer +
the 2 class-HUD re-points (ClassPrepPortalHudSystem/MetaShopHudSystem) + HudSystem's ability
bar. Rationale: AbilityRef is still baked + set (EquipSystem/ClassSwapUtil), so ClassForAbility
remains a valid class signal through the transition; FrameId is baked ready. No feel regression.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:13:05 -07:00
kronic 12f86c86de LANTERN P1 step 2: AbilityFireSystem socket restructure + SpawnId repack
The netcode core of the 4-socket kit (Phase1_Combat_Gym_Build_Spec §1,§2,§5; review NP-1/
RS-1/DB-1/DB-3):
- PlayerInput: +4 Socket0..3 InputEvents + Burst-safe GetSocket(i); legacy Fire kept vestigial.
- PlayerInputGatherSystem: gather sockets from keyboard 1..4 (+gamepad RT/LB/RB); socket 0 also
  fires on the legacy primary (right-click / pad LT) as a bridge.
- AbilityFireSystem: query dropped to 4 type args (PlayerInput/PlayerFacing/LocalTransform/
  GhostOwner) + BufferLookup<AbilitySocket>/ComponentLookup<SocketCooldown>/BufferLookup<
  EffectiveSocketStats> (the 7-arg-cap fix); loops 4 sockets; per-socket cooldown + per-socket
  effective stats; Cone + Projectile dispatch per socket (predict-spawn Projectile-only).
- ProjectileSpawnId.Pack: pure Burst-safe key owner14|socket2|fireCount12|fork4 so same-tick
  multi-socket projectiles never collide; AbilityFireSystem uses it.
L1 clean; L2 494/494 (+5 ProjectileSpawnId tests: distinct-per-socket, fork, owner, bit-ranges,
count-wrap). L3 two-player + rollback is the group-A gate (after step 2.5). Note: the client
feel layer (muzzle/anim) still reads the legacy cooldown until step 2.5; sockets bake empty
until content (step 4), so nothing fires in-game yet.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 10:59:45 -07:00
kronic b143eb6bb5 LANTERN P1 step 1b: per-socket effective-stats fold (additive)
Per Phase1_Combat_Gym_Build_Spec §7 (additive; legacy single EffectiveAbilityStats + its
fold stay until steps 2/2.5 migrate readers, then retired):
- EffectiveSocketStats: 4-wide derived (non-replicated) per-socket effective-stats buffer.
- PlayerAuthoring bakes it (4 rows).
- StatRecomputeSystem: a SECOND fold loop (separate query, under the 7-arg cap) folds each
  socket's SparkId blob base with the SHARED StatModifier band (uniform; per-Spark warping =
  Phase 4) into EffectiveSocketStats[i]; empty socket (SparkId 0) -> zeroed default.
  Fixed CS1654 by writing through a mutable local copy of the buffer handle.
L1 clean; L2 489/489 (new SocketFold_Folds_Per_Socket_With_Uniform_Band).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 10:43:31 -07:00
kronic 67095024b9 LANTERN P1 step 1: 4-socket kit data model (player-ghost re-bake)
Additive socket data model per Phase1_Combat_Gym_Build_Spec §3 (no behaviour; legacy
AbilityRef/AbilityCooldown left intact for the step-2 migration):
- AbilitySocket: cold per-socket loadout buffer (EquipmentSlot-modelled, [GhostField] byte
  SparkId, SendToOwnerType.All, 4 rows baked empty).
- SocketCooldown: hot owner-predicted per-socket cooldown (4x [GhostField] uint + Burst-safe
  switch indexer; SendToOwnerType.All for remote ability-feel parity with AbilityCooldown).
- FrameId: replicated [GhostField] byte frame/class signal (SendToOwner; the class source the
  socket model needs since no single ability id maps 1:1 to a class).
Baked onto the player ghost in PlayerAuthoring. L1 clean compile + domain reload.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 10:35:58 -07:00
kronic 24800f4bcb Attack Boon Changes 2026-07-13 18:30:41 -07:00
kronic 6dcd8a243d World: critters + weather beats — AmbientLifeSystem (Phase 1.5b bundle 4)
Client-only, procedural, zero netcode — a sibling of AmbientMotionSystem,
biome-keyed + camera-following. Three cosmetic beats: fleeing critters (ground
bugs + a few birds that dart out of the flee radius = the scatter beat,
biome-tinted, recycled at the ring edge), drifting cloud-shadow discs, and
Blight-room-only double-blink directional lightning flash + delayed thunder
(dedicated flash light -> no RenderSettings fight with WorldAtmosphereSystem).
Reuses the FeedbackFx disc/scorch primitives + procedural SFX. Live knobs in
AmbientLifeConfig. 474/474 EditMode; live-verified at base (flee confirmed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 14:41:35 -07:00
kronic 4febf3dfe2 Hazard: Blight geyser — permanent periodic both-sides AoE (Phase 1.5b bundle 3)
Review-first netcode slice (design review wf_900e9965-8f0 -> 11 folded;
post-impl wf_5c8299f8-299 clean). A PERMANENT periodic telegraphed AoE in
Blight-biome rooms only; one new [GhostField] uint NextEruptTick.

- Geyser component + GeyserEruptSystem (server): inverted invalid-tick guard
  (a baked-0 tick must NEVER erupt -> lazy-stamps born-correct instead of the
  party-wiping per-tick barrage), inline both-sides gather (SourceNetworkId=-1),
  reschedule = now + period (never +=), never destroyed.
- GeyserTelegraphSystem (client): absolute-tick growing warning disc +
  erupt burst on the >0->=<0 crossing, latched per NextEruptTick + arm-guard
  (never edge-detects the replicated field -> no phantom on 0->stamp /
  relevancy re-entry). Reuses ScorchDecalSystem + DynamicLightSystem.
- Seeded in RoomFieldSystem (Blight-gated on plan.Biome, born-correct staggered
  stamp from live ServerTick), GeyserFieldSpawner + authoring wired into the
  Gameplay subscene. Geyser.prefab duplicated from ResourceNode (no collider).
- BuildDisc promoted to FeedbackFx (shared with the barrel fuse ring).
- 474/474 EditMode incl. the unstamped-storm regression; live no-storm end-to-end.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 13:53:48 -07:00