docs: hand off placement campaign finish
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8 changed files with 441 additions and 176 deletions
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@ -52,26 +52,17 @@ What does NOT go here:
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review). Related narrowing: a remote whose landblock leaves the
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headless service window between ProjectSpawn and placement commit
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still parks (route 8, rarer than the pre-F7 leak).
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- **#278 — OPEN — post-C3c user-session triage bundle (2026-08-02
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observations).** (a) purple materialization haze re-fires while
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standing still — traced to the Hidden/UnHide script re-firing on a
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visibility edge; most plausible driver is the pre-existing `6b28ff99`
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streaming-convergence regression (its dedicated slice precedes C5) —
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re-observe after that slice; (b) no lateral glide when walking against
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impassable slopes — verify against open #269 (Campaign P slope-slide
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residual) in the session before treating as new; (c) ~~`/ls` command
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reported non-working~~ — RESOLVED 2026-08-02: user confirmed `/ls`
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works in-client; the earlier report was environmental noise.
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**Smoke-test additions (2026-08-02 evening, retail-UI session):**
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(d) monsters pop into existence late — appear on radar BEHIND the
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running player; (e) recall spends far longer in portal space than
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retail, occasionally sticks there; (f) on portal exit the character
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pops in instead of being visible at reveal. (d)/(e)/(f) are the
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`6b28ff99` publication-throughput regression made user-visible by
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C3c's retail-correct wait-for-collision placement order (spawns no
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longer hand-place ahead of publication); expected to resolve with the
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O(changed)-clone slice — re-verify all three in its acceptance
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session.
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- **#278 — NARROWED 2026-08-03 — post-C3c user-session triage bundle.**
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Resolved and user-verified: (a) the persistent login purple haze no longer
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races raw PlayerCreate receipt (`175ad6b0`); (c) `/ls` works; (d) remote
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monsters no longer pop in behind the player or place/attack in a different
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coordinate frame (`670f307c`); (e) the retirement-receipt replay loop that
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stalled streaming and portal convergence is gone (`01f4791e`); and (f)
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materialization/effect presentation is bound after canonical placement
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(`f24532ad`, `175ad6b0`). The remaining item is (b): explicitly compare
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lateral glide against impassable slopes with open #269 before closing this
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bundle. Far terrain that can visibly continue building after portal reveal
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is tracked separately as #280.
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- **#279 — DONE (2026-08-03, user-verified) — one-shot spell/effect
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scripts arriving during the suppressed-until-receipt window were lost.**
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`EntityEffectController` now retains the mixed F754/F755 FIFO behind an
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@ -80,7 +71,7 @@ What does NOT go here:
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resources. Live rebuckets also keep the effect cell synchronized with the
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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.
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cell-transition tests cover the race. Landed at `f24532ad`.
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- **#280 — OPEN — portal reveal can expose an incompletely streamed distant
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landscape.** User-observed 2026-08-03: after some recalls, the nearby
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destination is playable but terrain near the far end of the view continues
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