hold the flood/player information and options.md ..
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**Adopted 2026-09-16 (owner).** Text scale: default Medium = 1.0, range 0.8–2.0; every style is 16 px or larger at 1080p and scales with screen height, and the overall scale never drops below 0.8, so nothing draws below 12.8 px at 1080p-equivalent in any window. Interact stays E, talk and signal F. The original Q camera binding was replaced on 20 September, as recorded below. In the build, each fixture kind has a silhouette; the only text in the room is the prompt at the locked-on fixture, its name with its action or state, and a finished mechanism keeps its state word there (inscriptions and crew paint are painted into the world; sound subtitles and other state live in the HUD box); every press of the interaction key produces a notice, even when nothing can happen, a lit indicator carries its state word beside it, the Dock Mouth knock shows its subtitle at its source (other named sounds are not yet subtitled, and no audio plays in this slice), the context prompt is drawn at the physical object, and a threshold with no neighbour in the current arrangement is a sealed bulkhead labelled unbound when near. Fixture appearance uses free existing assets where they fit (the airlock door and the observation window), otherwise the silhouette and name above. The [Brief](/Hold%20The%20Flood/Brief) records the decision.
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**Owner-reported walking animation bug, 2026-09-22, in his words:**
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> ok, great. while we are at it, tough, I don't like the walking animation. it uses the exact same animation no matter the direction the character is pointing, and it looks very weird. can you please try to fix that.
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**As built — visual implementation fix.** The astronaut's walking pose now follows travel relative to her current aim. Forward motion steps forward; backward motion backpedals; sideways and diagonal movement use steps in those directions while the body stays aimed at the mouse. Movement and aiming controls remain as before. The previous animation received only a moving/standing flag and always played a forward walk; this was a presentation bug, not a requested movement rule.
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**Implementer's animation choices:** reuse the current human-made character model with a live skeleton for the astronaut, without buying or generating art assets. Directional poses vary continuously, avoiding hard switches at diagonal boundaries. Drive the animation from actual horizontal movement after collisions, so a fully blocked walk settles to idle. Feet speed up with actual movement speed, including the boots. Keep the previous 0.9-second cycle at the ordinary 4-metre-per-second speed and 2.6-second idle breathing period. Blend between walking and idle over 0.1 second; movement below 0.05 metres per second counts as standing. Pause preserves the current pose. These timing and pose choices are implementation defaults for owner review, not new combat rules. Enemies and survivors retain their existing animation paths.
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**Verification:** all 262 tests passed (204 Core + 58 Unity). New checks cover eight directional foot sweeps, preserved facing at another world heading, smooth cycle/direction boundaries, repeated pose stability, same-frame mouse aim, collision-driven idle, pause and boots speed. In play, the actual controller followed forward, backward, sideways and diagonal input while the body kept its aim; directional pose sequences and close views were inspected. The existing character model and source assets are unchanged. This verifies the correction, while the owner judges the animation's feel.
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**Adopted 2026-09-22 (owner): Boots of Dodgin use Space.** With the item in the pack, press Space to spend five seconds of oxygen for a half-second dodge, with a three-second cooldown. Its +10% walking bonus and +200% dodge bonus combine as the owner confirmed: 3.3× base movement speed with one pair. An active dodge from any item blocks another. The current implementation requires a fresh Space press, follows the normal movement keys and camera direction, and retains collisions; no invulnerability is added. Paused screens freeze its timers. These handling details are implementer defaults. A click or neighbour does not trigger the boots. Existing Trigger buttons still use click or Space, so a Space press tries both when both items are carried. The card, exact owner wording and other defaults are on [The Pack](/Hold%20The%20Flood/The%20Pack).
**Adopted 2026-09-20 (owner): mouse camera rotation.** Hold the right mouse button and move the mouse sideways to turn the view freely around the astronaut. Let go to stop turning. There is no tilt, pan or dragging the view away from the astronaut. This replaces Q and Shift+Q. Near walls drop to low kerbs at every angle, including both near walls when looking diagonally; their barriers remain solid. The hidden walls and window frames still cast their full shadows, and their lights keep running, so turning the camera does not remove shade or illumination. The low kerbs shown for the camera cast no new shadows. This fixes the implementation bug reported by the owner on 20 September: hiding a wall had also switched off its shadow.