docs(plan): record live relationship checkpoint
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2 changed files with 25 additions and 3 deletions
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@ -26,8 +26,10 @@ them inside a mechanical extraction.
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CreateObject/streaming cutover. Landed in `d10c5f2d`; 6,854 Release tests
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passed / 5 skipped after three clean retail, architecture, and adversarial
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re-reviews on 2026-07-21.
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- [ ] D — ObjDesc/Parent/Pickup/ready/withdraw ownership and exact retained
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identity across leave-world/re-entry.
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- [x] D — ObjDesc/Parent/Pickup/ready/withdraw ownership and exact retained
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identity across leave-world/re-entry. Landed in `fe551496`; 6,877 Release
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tests passed / 5 skipped after three clean retail, architecture, and
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adversarial re-reviews on 2026-07-21.
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- [ ] E — Delete/prune and retryable exact-incarnation teardown ownership.
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- [ ] F — Position/Vector/State/Movement controller, same-generation CreateObject
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tail, independent authority gates, and direct inbound cutover.
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@ -294,6 +296,20 @@ architecture, and adversarial re-reviews were clean.
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- Bind child callbacks directly and remove their GameWindow façades.
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- Full Release build/test; review cycle.
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Completed in `fe551496`. `LiveEntityHydrationController` now owns accepted
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ObjDesc, Parent, Pickup, child-ready, and exact leave-world/re-entry routing.
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ObjDesc carries an independent authority/retry transaction and reports success
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only when the current visual projection is published; delayed landblock or
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Position recovery therefore refreshes the player paperdoll exactly once.
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Attached objects re-realize through the equipped-child owner without requiring
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a world Position, retain their local identity/resources, and restore their
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complete descendant chain synchronously. Ready publication pins the exact
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create, Position, ObjDesc, projection-mutation, projection-kind, spatial, and
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entity authorities across every callback. The retail absent AnimationFrame
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default is placement zero. Release build completed with zero warnings and
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errors; 6,877 tests passed with five intentional skips; retail, architecture,
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and adversarial re-reviews were clean.
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### E — delete and exact teardown
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- Move Delete/prune, teardown-plan construction, leave-world component cleanup,
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