fix(world): restore portal and distant use lifecycles
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@ -89,6 +89,30 @@ Copy this block when adding a new issue:
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---
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## #245 — Distant Use stayed busy without turning or walking
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**Status:** DONE — 2026-07-25; connected gate passed
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**Severity:** HIGH
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**Filed:** 2026-07-25
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**Component:** interaction transport / local motion completion ownership
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**Root cause / resolution:** Retail sends Use before any approach and ACE
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authoritatively returns the required MoveTo chain. After restoring that order,
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the live trace showed ACE's MoveTo target resolved correctly but remained
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behind one orphan login Ready node. `LiveEntityAnimationPresenter` had guarded
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`MotionDoneTarget` installation by the temporary spatial projection, even
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though the exact logical live-record animation runtime still owned the
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PartArray. The PartArray consumed Ready without popping the
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`MotionInterpreter`. Completion is now bound to the logical animation owner,
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and player-controller construction drains any pre-controller PartArray queue
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before publishing its interpreter. Focused tests cover withdrawn spatial
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projection, replacement owners, immediate one-shot Use, and busy transfer to
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UseDone. The connected distant-NPC gate turns, walks, uses, and releases busy.
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**Research:** `docs/research/2026-07-23-retail-use-busy-ownership-pseudocode.md`
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---
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## #234 — Monster assessment held busy and examination used the shared panel
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**Status:** DONE — 2026-07-23; corrected creature presentation visual gate pending
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