docs: reconcile the Current-state banner + milestones (M1.5 active; D.2b UI + R5 arc = interleaved parity tracks)
Discharges the 2026-06-22 banner-reconcile note: M1.5 stays the single active milestone (remaining: A7 dungeon lighting, #137 dungeon collision, #138 teleport-OUT). The D.2b retail-UI track and the R5 movement-manager arc are recorded in the milestones doc as user-report-driven, issue-level parity tracks subordinate to M1.5 — not milestones. Banner rewritten within the 6-line budget; R5-V3/#170/#171 closes and the R5-V4 pickup pointer included. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -225,6 +225,24 @@ synthesis workarounds were removed by A6.P4. Remaining feel-level debt is
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tracked (#116 slide-response, partial Ghidra fix shipped; A7 indoor
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lighting fidelity not yet done — folded forward).
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**Interleaved parity tracks (reconciled 2026-07-04 — NOT milestones).** Two
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work streams have run alongside M1.5, both driven by the user's live
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side-by-side-vs-retail sessions, both issue-level per the operating rules
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(observed defects → ISSUES → fix → user gate), and both stay subordinate
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to M1.5 rather than becoming milestones of their own: (1) **D.2b retail
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UI** — inventory window / paperdoll / item interaction shipped and gated;
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next container-switching (`claude-memory/project_d2b_retail_ui.md`);
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(2) **the R5 movement-manager arc** — the retail MovementManager family
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port (TargetManager voyeur system V2, StickyManager/PositionManager V3)
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that closed the #170 chase-slide and #171 pack-melee gates (2026-07-04);
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one capstone slice (R5-V4) remains
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(`docs/research/2026-07-03-r5-managers/r5-wiring-handoff.md`). Rationale:
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rule 1's "one active milestone" governs where NEW scope goes — these
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tracks fix observed retail-parity defects in already-shipped systems,
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which the operating rules have always allowed; declaring them milestones
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would manufacture scope where a tactical ledger (ISSUES + handoffs)
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already carries them.
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**Still OPEN in M1.5 — dungeon support (Phase G.3, issue #133).** Dungeons
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don't work: the streaming/load/render/physics pipeline was built entirely
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around outdoor landblocks (terrain + scattered buildings) and has no path
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