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Project-M/Docs/Vault/07_Sessions/2026/2026-07-15_Lantern_Realignment_Purge.md
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kronic 4fa2cb0de4 Docs: DR-051 + session log — LANTERN realignment & purge bookend
DR-051 (delete-not-mothball, four-scene contract, one look, Bathynaut in),
session log w/ commit table + field notes, strip/mothball inventory status
banner (MOTHBALL rows -> DELETED), CLAUDE.md updated (scene contract, DR-051
purge bullet, LANTERN murk world bullet, save v7, retired bullets archived
07-15; 39.8 KB, under budget).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 16:37:14 -07:00

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gamevault/07-sessions/2026/2026-07-15-lantern-realignment-purge

2026-07-15 — LANTERN Realignment & Purge

Operator brief: the re-enabled Synty world didn't match ArtStaging; old systems/scenes kept getting in the way. "The new direction is absolute — don't worry about preserving stuff. Exactly these scenes: DevSandbox (Gym renamed, old one deleted), ArtStaging, Game, MainMenu — all one look. Then the new character model, fully in, so movement/animation tuning can start."

Three plan-mode forks locked by the operator: delete outright (not mothball) · Game = LANTERN seabed arena · legacy AbilityRef/CharacterId refactor INCLUDED.

Shipped (10 commits on main, every one compile-clean + tests green)

Commit What
511e78556 Checkpoint of the operator's working tree (Gym→GymSub repoint, SampleScene deletion, ai.assistant pkg re-added)
a0f6d4a5c B1: automation chain deleted (43 tests → 459). RuntimePlacedTag rescued into StructureComponents.cs
835dace21 B2: EB-2 turrets deleted (7 → 452)
b34945c2d B3+B5: cycle/core/win-lose spine + onboarding deleted; save epoch v7 (→ 390 green; Play-clean)
4a8220ad3 B6: legacy single-ability path deleted; sockets seed unconditionally (Play-verified: frame 2, Sparks [7,8,6,9] on a NON-gym spawn)
77de740b6 B7: CharacterIdFrameKind
c58439d33 P3: PostFX_Lantern + Env_SeabedKit + scene surgery (Gym→DevSandbox rename, SyntyWorld/biomes deleted, ScenePolicy gates, murk WorldAtmosphere)
12d5b96b7 P4: arena roster [Drowner,Grindylow,Drowner,Drowner]; 10 old enemy prefabs deleted; invisible-wall collider groups removed
210d30740 P5: Bathynaut suit body onto Player.prefab in place (PlayerRigTools.BuildBathynautPlayer)
(docs) DR-051 + this log + inventory/CLAUDE.md updates

Field notes / gotchas confirmed this session

  • The misalign hazard is alive: two apply_text_edits landed on wrong spans mid-session (BuildSendSystem orphan fragment; RunDirectorSystem double-if) — caught by the re-read-neighbors habit both times. The span validator also false-positives ("duplicate ResourceSprite", tuple-deconstruction "unbalanced braces") — replace_method/delete_method are the reliable fallback; validate:"basic" clears some but not all.
  • Deleting a component file can take a KEEPER with it: RuntimePlacedTag (save marker) lived inside AutomationComponents.cs. Grep the whole file's declarations before deleting "a dead system's components".
  • "Frozen enemies" that aren't: AFK-player samples caught identical enemy positions + flat HP across 60s and looked like the no-pathfinding freeze — it was mid-cycle sampling; the player had died and respawned between samples. Check respawn-invuln ticks before diagnosing a freeze.
  • Synty character prefabs are 20-SMR variant containers — a flatten copies ALL of them; only the active ones matter. Strip inactive SMRs after the flatten (17 removed from Player.prefab).
  • Removing the skybox exposes camera clearFlags — corners render the default blue; set SolidColor + deep-water background wherever the LANTERN look lands.
  • The renamed DevSandbox revived DebugOverlay/PixelArtDevControls/ClassSwitchHotkeySystem (they gate on the "DevSandbox" scene name and had been dead in Gym).

Verified end-state

  • Game (Play): murk fog/ambient live via the retuned atmosphere system, seabed kit + warm/cold pools, Drowner wave spawns → seeks → strikes → kills the AFK player → respawn. Zero errors.
  • DevSandbox (Play): LANTERN look + Bathynaut suit player idling correctly (not T-posed/sunken), Rukhanka rig baked, 9 drive params, dev overlay + re-meant wave buttons + F1/F2 present.
  • 390/390 EditMode tests green.

Next session

Movement/animation tuning (the operator's stated priority — now unblocked): CC feel knobs + locomotion blend + clip pass on the suit, live TuningConfig knobs already in the overlay. Follow-ups parked in DR-051 (EnemyRigTools templates, suit attachments via /art-dev, fog-density taste pass, HUD vocab).