docs(hygiene): reconcile CLAUDE.md + roadmap; triage 16 → 12 open issues
CLAUDE.md: - "Currently in flight" (was NONE) → C.1.5b with pickup-doc link - Added C.1.5a + N.6 slice 1 + post-A.5 polish ship paragraphs - "Next planned phase" (was N.6) → ranked candidate list - Collapsed Tier 1 + 4 historical phase paragraphs into roadmap-table pointer (signal density +; line count ~net zero) - Fixed broken project_ui_architecture.md Memory-crib reference Roadmap header: dated 2026-05-10 → 2026-05-11 with "since the last update" delta. New Phase C.1.5 sliced sub-piece in Phases ahead. ISSUES.md triage: - Closed #37 (humanoid coat — resolved by #47 GfxObjDegradeResolver), #49 + #50 (scenery placement — accepted WB-vs-retail divergence). - Promoted #36 (sky-PES dispatch) to Phase C.1.5c; #2/#28/#29 auto-close when that phase ships. - Downgraded #39 (Run↔Walk cycle) to LOW + VERIFY-PENDING. - Cross-referenced #41 + #46 to Phase L.2 motion conformance. - Anti-coupling note on #4 (NOT in C.1.5c cluster). - Chore tag on #3 (single-commit clock-drift fix). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-05-10 for Phase A.5 shipping (two-tier streaming N₁=4/N₂=12 + QualityPreset system + Bug A/B fixes; closes the two-tier streaming spec). Post-A.5 polish (Tier 1 retry + lifestone fix + JobKind plumbing) is now the in-flight work.
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**Status:** Living document. Updated 2026-05-11. **In flight: Phase C.1.5b** (issue #56 per-part transforms for multi-emitter PES + EnvCell static-object `DefaultScript` walker); pickup at [`docs/plans/2026-05-12-phase-c1.5b-handoff.md`](2026-05-12-phase-c1.5b-handoff.md). **Since the last header update:** post-A.5 polish completed (#52 lifestone, #54 JobKind, #53 Tier 1 cache); N.6 slice 1 shipped (gpu_us fix + radius=12 perf baseline, conclusion CPU dominates GPU 30–50×); C.1.5a shipped (portal PES wiring; surfaced #56 for C.1.5b to resolve).
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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**Sub-pieces:**
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- **✓ SHIPPED — C.1 — VFX / particle system + sky-pass refinements.** Retail-faithful `ParticleEmitterInfo` runtime + 13-type motion integrator port + `PhysicsScript` runner + instanced billboard renderer with material-derived blend + global back-to-front sort + AttachLocal live-parent follow. Sky-pass refinements: Translucent+ClipMap alpha-blend, raw-Additive fog-skip, per-keyframe SkyObjectReplace divide-by-100, sampler-object wrap selection (ported from WorldBuilder), gated post-scene Z-offset. Sky-PES disabled by default — named-retail decomp proves `GameSky` drops `pes_id`. **Portal swirls, chimney smoke, fireplace flames** still need a Phase C.1.5 follow-up to wire entity-attached emitters to retail effect IDs (the data layer is ready; only the wiring is deferred). Lands as merge `feat(vfx): Phase C.1 — PES particle renderer + post-review fixes` (`ec1bbb4`) + `refactor(sky): replace per-frame wrap-mode mutation with persistent samplers` (`3d21c13`).
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- **C.1.5 — entity-attached PES wiring (sliced).** Three sub-slices wiring `PhysicsScript` / `DefaultScript` dispatch to the entity lifecycle so portals, chimneys, fireplaces, and sky effects animate per retail:
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- **✓ SHIPPED — C.1.5a (portals)** — 2026-05-11 (merge `88bda12`). `EntityScriptActivator` fires `Setup.DefaultScript` on every server-spawned `WorldEntity` via `PhysicsScriptRunner`. Visual-verified at Holtburg Town network portal. Surfaced known limitation as issue #56 (per-part transform handling) — addressed in C.1.5b. Plan archived at [`docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md`](../superpowers/plans/2026-05-12-phase-c1.5a-portals.md).
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- **IN FLIGHT — C.1.5b (per-part transforms + EnvCell static walker).** Fix issue #56 first (every multi-emitter PES on a multi-part entity — portals, chimneys, fireplaces — currently collapses to entity root because `ParticleHookSink` ignores `CreateParticleHook.PartIndex`), then add EnvCell static-object `DefaultScript` walker for chimney smoke + fireplace flames. Pickup at [`docs/plans/2026-05-12-phase-c1.5b-handoff.md`](2026-05-12-phase-c1.5b-handoff.md).
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- **PLANNED — C.1.5c (sky-PES dispatch chain).** Promoted from former issue #36 (2026-05-11 triage). Ports retail's persistent-emitter creation on celestial / sky objects + the PES timeline driver (`CallPESHook::Execute` → `CPhysicsObj::CallPES` → `create_particle_emitter`) that drives them ~150×/min. Decomp anchors + live-trace evidence + 6-step impl outline in closed issue [#36](../ISSUES.md#36). **Closes #2 (lightning), #28 (aurora), #29 (cloud thinness) when shipped.** Does NOT close #4 (sky horizon-glow fog) — that's shader work, not PES.
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- **C.2 — Dynamic point lights.** Fireplaces and lamps need local lighting; small upgrade to the mesh shader to accumulate N (e.g., 4) nearest point lights per draw. Uniform-buffer or UBO-friendly layout.
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- **C.3 — Palette range tuning.** Small per-range offset/length tweaks to match retail skin/hair/eye colors. Mostly diff and verify work, no architecture change.
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- **C.4 — Double-sided translucent polys.** Edge case left by Phase 9.2: neg-side translucent polys are culled because cull is always BACK. Fix by tracking per-sub-mesh `CullMode` and flipping GL state per draw (or drawing twice with opposite cull). Minor.
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