docs: reconcile project status and navigation
Add a canonical documentation map, modernize the public README, and align milestone, roadmap, architecture, issue, divergence, and session guidance with the July 20 baseline. Correct the far-teleport residual to issue #153, close visually accepted indicator and terrain-tiling work, record the remaining detail-overlay and build-warning debt, and deprecate the duplicate legacy bug ledger. Co-authored-by: OpenAI Codex <codex@openai.com>
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@ -13,6 +13,11 @@ A modern C# .NET 10 Asheron's Call client that:
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inheritance, interfaces, dependency injection) while matching retail
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behavior exactly
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**Current program status is intentionally not duplicated in this architecture
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document.** Start at [`../README.md`](../README.md), then use the milestone and
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roadmap linked there. This file governs ownership and dependency shape even
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when the active gameplay milestone changes.
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## Guiding Principle
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**The code is modern. The behavior is retail.**
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@ -790,12 +795,15 @@ and `docs/superpowers/specs/`.
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Current movement/collision ownership:
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- **B.3** is shipped MVP history: first collision resolver foundation.
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- **L.1** owns animation/motion parity, including root-motion coupling.
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- **L.2** owns movement and collision conformance:
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- **L.1/R6** own animation/motion parity and the complete retail object-frame
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update order over canonical `LiveEntityRuntime` records.
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- **L.2** owns the remaining movement and collision conformance:
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`docs/plans/2026-04-29-movement-collision-conformance.md`.
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- **G.3** owns dungeon streaming and portal-space delivery after L.2e lands
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trustworthy `cell_bsp`, `CELLARRAY`, adjacent-cell checks, and building
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entry/exit boundaries.
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- **G.3 is shipped**: dungeon streaming, portal-space presentation, collision,
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lighting, doors, and the full round-trip gate landed. The separate far-
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teleport unstreamed-edge residual is issue #153, not unfinished G.3.
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- **M3** owns current connected magic/portal acceptance; Track LH is the future
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presentation-independent Linux/headless extraction.
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The GameEntity / thin GameWindow refactor remains a valid target architecture,
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but it is not a prerequisite for L.2. Do not resurrect old R1-R8 phase numbers
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