docs: close the placement cutover ledger — #280 user-passed, remaining gates NOT RUN
Campaign closed by user direction after the #280 connected gate passed. GATE RESULT. #280 user-accepted: "now portal space takes longer but terrain is complete when I exit" — both halves of the specified criteria, a measurably longer hold and a complete destination on reveal. Probe evidence: three Portal reveals plus a Login reveal, every one at radius=12 where pre-fix it was a hardcoded 1, each portal hold raising the wait cue at ~5.0 s before completing. An accidental but genuine A/B came out of the same session. An earlier run set ACDREAM_PROBE_REVEAL_RADIUS=1 — that variable is a radius VALUE, not an on/off flag — which forced the pre-fix window. The user saw the original defect under it and not under radius=12. That is the before/after pair the gate asked for, obtained by mistake. Recorded prominently because the same mistake would silently reproduce the bug for the next person. WHAT IS NOT CLAIMED. The ledger closes with most connected gates outstanding BY USER DIRECTION, not because they were discharged: D-1's two reachability scenarios, AP-136's six-step park protocol, route-7 thickening (the remote-teleport probe recorded ZERO lines), the two-client observation, the nine-stop soak, and the lifecycle/reconnect route. The closeout's section 2.6 is a table of exactly this, and both the campaign plan banner and this commit say that anyone citing "the campaign passed" must cite it alongside. THE PROBE FAMILY IS DELIBERATELY NOT STRIPPED. Closing the campaign would normally retire the six ACDREAM_PROBE_* flags, but their gates were never run, and stripping now would delete precisely the instrumentation those owed gates need — the failure the handoff's own rule exists to prevent. Honouring that rule means not stripping even though the campaign is closing. ACDREAM_PROBE_REVEAL_RADIUS is also kept despite #280 closing, because AP-149 and #326 are open and would both want the same A/B harness. #280 is marked CLOSED in ISSUES with its gate evidence, and its residual AP-149 is restated there: our outer ring accepts terrain-only readiness where retail's PreFetchCells also requires each landblock's LandBlockInfo and every building's EnvCells, so distant SCENERY may still fill in after reveal even though terrain does not. Not folded in — it costs further hold time and is a game-feel call. Memory updated with the campaign's closed state and the follow-up order: #331 first, then AP-152, #330, AD-65. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -1923,8 +1923,26 @@ it. Do #297 FIRST — #298 depends on it.
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entity cell. Spell buffs, recalls, arrows, and combat spell projectiles were
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verified in the connected client; focused effect, projectile, and
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cell-transition tests cover the race. Landed at `f24532ad`.
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- **#280 — FIXED (2026-08-05), pending the batched C5c connected/visual gate —
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- **#280 — CLOSED 2026-08-06, user-accepted at the C5c connected gate —
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portal reveal could expose an incompletely streamed distant landscape.**
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**Gate result:** *"now portal space takes longer but terrain is complete when
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I exit"* — both halves of the specified criteria (a measurably longer hold,
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and a complete destination on reveal). Probe evidence in
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`c5c-gate-after2.log`: three Portal reveals plus a Login reveal, **every one
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at `radius=12`** where pre-fix it was a hardcoded `1`, each portal hold
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raising the wait cue at ~5.0 s before completing. An accidental but genuine
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A/B was obtained in the same session: an earlier run set
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`ACDREAM_PROBE_REVEAL_RADIUS=1` — that variable is a radius **value**, not an
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on/off flag — which forced the pre-fix window, and the user observed the
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original defect under it and not under `radius=12`.
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**Fixed across `3aab05b0` (derivation), `73cdb95c` (D-1, an unrecoverable
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portal hang found by review), `bcb66ccd` (the atlas-tier seam its fix
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depends on).** Residual **AP-149** stays open: our outer ring accepts
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terrain-only readiness where retail's `PreFetchCells` also requires each
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landblock's `LandBlockInfo` and every building's EnvCells — so distant
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*scenery* may still fill in after reveal even though terrain does not.
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Deliberately not folded in; it costs further hold time and is a game-feel
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call. Historical description follows.
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User-observed 2026-08-03: after some recalls, the nearby destination is
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playable but terrain near the far end of the view continues visibly building
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after portal space exits. **Premise correction (the original text named a
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