milestone: M1.5 LANDED (building/cellar demo); dungeon demo -> #133/G.3; start M2

M1.5 "Indoor world feels right" lands on its primary building/cellar
demo, user-gated across the 2026-06 sessions: multi-floor inn navigation
without sling-out/wall-clip, cottage cellar descend+ascend without
falling through, walls block everywhere, smooth cell transitions. The
holistic Option-A render port (one DrawInside(viewer_cell), BR-2..BR-7 /
T1..T6) and the A6.P4 per-cell shadow physics shipped and were gated; the
doorway-flap family is closed (#119/#128, #112, #113, #124,
#129/#130/#131/#132, #108-residual, #127) and the #90/synthesis
workarounds removed.

The dungeon half is the one piece NOT landed: attempting the dungeon demo
(meeting-hall portal) surfaced issue #133 - teleport-into-a-dungeon snaps
the player BEFORE the dungeon landblock streams in (GameWindow.cs:4928
Resolve falls back to the resident Holtburg landblocks -> snaps to an
outdoor cell over ocean). That is Phase G.3 (dungeon streaming +
PlayerTeleport handling, M4), not a render bug (#95 died with the Option
A rewrite). Per the milestones doc's pre-flagged choice, the dungeon demo
is promoted to G.3 and M1.5 lands on the building/cellar demo (user
decision 2026-06-13).

Start M2 "Kill a drudge" - first port target CombatMath.ComputeDamage
(port-ready per the combat-math research memo; ACE oracle). Drudges spawn
outdoors for the demo, so M2 does not depend on #133/G.3.

Files: milestones doc (M1.5 -> LANDED, M2 -> ACTIVE, currently-working-
toward flipped), CLAUDE.md current-state -> M2, ISSUES.md #133 filed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-13 10:45:00 +02:00
parent 8682a8db70
commit 1bf037a1c9
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@ -108,16 +108,17 @@ movement queries.
## Current state
**Currently working toward: M1.5 — Indoor world feels right**
(M1 — Walkable + clickable world — landed 2026-05-16 via Phase B.6).
The holistic building-render port (Option A: ONE `DrawInside(viewer_cell)`,
no inside/outside branch; BR-2..BR-7/T1..T6) is SHIPPED and user-gated.
2026-06-12 closes: #119/#128, #112, #113, #124, #129, #130, #131, #132,
UN-2, **#108-residual** (terrain was double-sided — backface-cull port),
**#127** (distant-building flap died with the W=0 clip port). Open
render/physics ledger: #116 (slide-response, oracle-first), #125
sticky-drop debt (leads in ISSUES.md). Keep this paragraph ≤5 lines +
pointers — detail lives in the docs below, NOT here.
**Currently working toward: M2 — Kill a drudge** (M1.5 — Indoor world
feels right — LANDED 2026-06-13 on the building/cellar demo; the holistic
Option-A render port + A6.P4 physics shipped and user-gated). **First M2
target: `CombatMath.ComputeDamage`** (port-ready, ACE oracle; combat-math
research memo). Drudges spawn outdoors for the demo — dungeon access is
Phase G.3 (M4). **Dungeon teleport is BROKEN (#133):** teleport-into-
dungeon snaps before the dungeon streams in → lands in the old frame over
ocean; the M1.5 dungeon demo is deferred to G.3. Recent closes (2026-06-12/13):
#119/#128, #112, #113, #124, #129/#130/#131/#132, UN-2, #108-residual,
#127, #125; #116 partial (Ghidra threshold fix). Keep this paragraph ≤5
lines + pointers — detail lives in the docs below, NOT here.
For canonical state, read in this order:
- [`docs/plans/2026-05-12-milestones.md`](docs/plans/2026-05-12-milestones.md) — milestone targets + freeze list per milestone