docs(R2-Q6): register/roadmap/plan sweep — R2 shipped pending the stage visual pass
Dead-reference sweep clean (no live IsLocomotionCycleLowByte / HasCycle / RemoteMotionSink / SCFAST-SCFULL code refs — remaining mentions are historical doc comments). Register reconciled incrementally through Q3-Q5 (AP-73 + stale IA-4 deleted; AP-74/75/76 + AD-35/36 added; AD-34 extended). Roadmap Phase R entry records R1+R2 shipped + R3 prep; memory index notes the 2026-06-04 sequencer-deep-dive divergences now mostly closed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2 changed files with 14 additions and 3 deletions
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@ -705,6 +705,13 @@ diagnostic scaffolding, not yet the final collision system.
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funnel + 183-case live-retail conformance harness, pace-guesser deletion)
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are absorbed as components. NOTE: this Phase R is unrelated to the retired
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"R1→R8 refactor sketch" from early 2026 — same letter, new plan.
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**R1 SHIPPED 2026-07-02** (verbatim CSequence core + adapter rehost,
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a987cad1 tail). **R2 SHIPPED 2026-07-02 pending the stage visual pass**
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(Q0–Q5: MotionState 2345da30, CMotionTable 98f58db9, MotionTableManager
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aa65990a, adapter cutover 3b9d9bb6 — Fix B/fast-path/stop-anim-fallback/
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G17 deleted, RemoteMotionSink deleted d82f07d4 — AP-73 retired; live
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smoke green). R3 research + all 10 ambiguity pins done in parallel
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(8eff3978, cd0289be). NEXT: R2 user visual pass, then R3-W1.
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- **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).**
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ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL
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remote entities (players, NPCs, monsters — one funnel, user-approved):
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@ -80,7 +80,8 @@ the 300 ms stop-detection window, NPC UP hard-snaps.
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args (script pattern: tools/cdb/l2g-observer.cdb). Cutover: becomes the
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sequencer core behind the existing AnimationSequencer API, then the API
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narrows to retail's.
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- **R2 — GetObjectSequence + MotionTableManager.** IN PROGRESS. Fast path,
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- **R2 — GetObjectSequence + MotionTableManager. SHIPPED 2026-07-02 (pending
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the stage visual pass).** Fast path,
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link path (restores the walk↔run link pose — old S4), re_modify (modifier
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blend — retires AP-73), pending_animations + remove_redundant_links +
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CheckForCompletedMotions → AnimationDone→MotionDone chain (old S3).
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@ -90,8 +91,11 @@ the 300 ms stop-detection window, NPC UP hard-snaps.
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pending_animations (aa65990a, 47 tests), Q4 adapter cutover (3b9d9bb6 —
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SetCycle/PlayAction → PerformMovement; Fix B / fast-path / stop-anim
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fallback / G17 gate DELETED; 11-scenario trace conformance a6235a36).
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Remaining: Q5 RemoteMotionSink deletion (funnel → PerformMovement, AP-73
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retired, ONE user visual pass), Q6 register/roadmap sweep.
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Q5 RemoteMotionSink DELETED (d82f07d4 — funnel → MotionTableDispatchSink →
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PerformMovement; AP-73 retired; spawn/despawn run initialize_state/
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HandleExitWorld; live smoke green: MOTIONDONE chain firing in-world).
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Q6 sweep done with Q5. OUTSTANDING: the ONE user visual pass (walk↔run
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stride continuity, turn-while-running legs, emote overlay, stop settle).
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R3 prep done in parallel: research base 8eff3978 + W0 pins cd0289be (all
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10 ambiguities resolved, adversarially verified).
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- **R3 — CMotionInterp completion.** pending_motions/MotionDone, DoMotion,
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