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