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>
4.3 KiB
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| gamevault/07-sessions/2026/2026-07-15-lantern-realignment-purge |
title: 2026-07-15 — LANTERN Realignment & Purge (the whole plan, shipped) date: 2026-07-15 links: DR-051_Lantern_Realignment_Purge, DR-048_Lantern_Adoption_Full_Pivot, Lantern_Strip_Mothball_Inventory, Roadmap_Lantern_Slice
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: CharacterId → FrameKind |
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_methodare 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).