docs(milestones): promote indoor work to M1.5 — primary focus
Continued indoor testing through 2026-05-20 surfaced a deep family of physics + lighting bugs that span buildings AND dungeons. Today's session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that close the user-visible "walls walk through at Holtburg inn" symptom, but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap stickiness on top of point-only cell containment) added without prior approval. The underlying issue (BSP push-back distance probably diverges from retail) hasn't been measured. Plus the umbrella #83 (indoor multi-Z walking) has been open since 2026-05-19 with multiple aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 + #94) has been deferred as "M7 polish" but is actually part of the same indoor-experience problem. Promoting to a milestone of its own forces the work to be central, retail-anchored, and complete — not another whack-a-mole patch. Milestone M1.5 — "Indoor world feels right": Demo: enter Holtburg Sewer through the in-town portal, navigate through 5-7 rooms with stairs + a multi-Z chamber, exit back to town. Walls block. Stairs work. Items block. Lighting reads correctly. Cell transitions smooth. Phases: A6 — Indoor physics fidelity (cdb-driven) A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven) Issues in scope: #80, #81, #83, #88, #90 (workaround removal), #93 (new lighting umbrella), #94 (held-item spotlight), + TryFindIndoorWalkablePlane synthesis removal. M2 ("Kill a drudge") deferred until M1.5 lands. This commit updates: - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved to deferred status) - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed) - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph marked deferred, M1.5 baseline shipped paragraph added) - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope; new #93 indoor lighting umbrella + #94 held-item spotlight filed) - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape table reorganized around M1.5 phases) A6 + A7 specs to be drafted in the next session(s). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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@ -698,14 +698,39 @@ inn door, click NPC, pick up item. Freeze list active — M1's phases
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are off-limits until M7 polish. Writeup at top of M1 block in
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`docs/plans/2026-05-12-milestones.md`.
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**Currently working toward: M2 — "Kill a drudge."** Equip a sword,
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walk to a drudge, swing, see damage in chat, watch the swing
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animation, drudge dies and drops loot, pick up the loot, open
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inventory and see it. Phases to ship: F.2 (Inventory panel), F.3
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(Combat math + damage flow), F.5a (visible-at-login dev panels —
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Attributes / Skills / Equipped / Inventory list, minimal ImGui),
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L.1c (combat animation wiring), L.1b (command router prereq).
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~6–10 weeks from 2026-05-16.
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**Currently working toward: M1.5 — "Indoor world feels right."** Opened
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2026-05-20 after continued indoor testing surfaced a deep family of
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physics + lighting bugs that span buildings AND dungeons. Demo
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scenario: enter the Holtburg Sewer through the in-town portal,
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navigate through (walls block, stairs work, items block, lighting
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reads correctly), exit back to town. Phases to ship: A6 (Indoor
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physics fidelity, cdb-driven) + A7 (Indoor lighting fidelity,
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RenderDoc + retail-decomp driven). Issues in scope: #80, #81, #83,
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#88, #90 (workaround removal), L-indoor, L-spotlight, stairs,
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2nd-floor, cellar, and the `TryFindIndoorWalkablePlane` synthesis
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removal. Estimated 3–5 weeks calendar work. **M2 ("Kill a drudge")
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is deferred until M1.5 lands** — drudges live in dungeons and the
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M2 demo target requires solid indoor navigation. Full M1.5 writeup
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at the corresponding block in `docs/plans/2026-05-12-milestones.md`.
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**Today's pre-M1.5 baseline (2026-05-20).** Five surgical fixes
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shipped to close the user-reported "logged in inside the inn, ran
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through walls" bug: A4 (multi-cell BSP iteration, `691493e`),
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#89 (sphere-overlap in CheckBuildingTransit, `7ac8f54`),
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#90 (sphere-overlap stickiness in ResolveCellId, `4ca3596` — WORKAROUND,
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flagged for removal in A6.P4), #91 (indoor cell shadows in
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FindObjCollisions, `c0d8405`), #92 (server cell id at player-mode
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entry, `23ab173`). 1147 + 8 baseline maintained throughout. Walls
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+ furniture block correctly at Holtburg inn and surrounding cottages
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as of visual verification 2026-05-20. M1.5 starts from this baseline.
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**M2 ("Kill a drudge") — deferred.** Equip a sword, walk to a drudge,
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swing, see damage in chat, watch the swing animation, drudge dies
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and drops loot, pick up the loot, open inventory and see it. Phases
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to ship after M1.5: F.2 (Inventory panel), F.3 (Combat math + damage
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flow), F.5a (visible-at-login dev panels — Attributes / Skills /
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Equipped / Inventory list, minimal ImGui), L.1c (combat animation
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wiring), L.1b (command router prereq). ~6–10 weeks once M1.5 lands.
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**Work-order autonomy — the meta-rule.** You decide what to work on
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next, always. **The user does NOT pick between phases, milestones, or
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