docs(render): record Campaign FW closeout gates

This commit is contained in:
Erik 2026-08-31 09:21:19 +02:00
parent 4808d4d10b
commit 4683ac6f72
3 changed files with 47 additions and 11 deletions

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@ -17,10 +17,12 @@ The production cutover and camera port are code-complete: one retail-derived
walk now owns rooting, portal recursion, per-view clipping, draw order, depth
events, and shared-alpha barriers. The cathedral through-wall mechanism was a
whole-mesh submission after Boolean portal admission; exact walk aperture clip
slots now route shells, statics, and dynamics together. The campaign remains
ACTIVE until the standard connected routes and owner visual matrix prove the
positioned cathedral player/NPC transition, particles, seams, doorways, portal
arrival, and retail camera feel. Plan/ledger:
slots now route shells, statics, and dynamics together. Both standard connected
routes pass on the accepted `b8befded` checkpoint, as do the owner-gated
cathedral transition/particles/seams, Tusker terrain/object stability, and
completed spell-worldobject retirement matrices. The campaign remains ACTIVE
only for the physical retail-camera feel verdict and final post-probe-removal
Release re-gate. Plan/ledger:
[`2026-08-30-campaign-fw-frame-walk.md`](2026-08-30-campaign-fw-frame-walk.md).
Before new M4 quest/emote/character-creation subsystem bodies enter the App