docs(roadmap+milestones): mark A6.P1/A6.P2 shipped; update M1.5 demo
A6.P1 (cdb probe spike) + A6.P2 (analysis report) both SHIPPED this session. Updated: docs/plans/2026-04-11-roadmap.md — M1.5 phase block now shows A6.P1 + A6.P2 SHIPPED with commit refs; A6.P3 entry expanded with the Finding-2-first sequencing recommendation from A6.P2; A6.P4 entry notes the original "Holtburg Sewer end-to-end" acceptance walk is unreachable (sewer doesn't exist). docs/plans/2026-05-12-milestones.md — M1.5 demo scenario split into building/cellar half (achievable post-A6.P3) + dungeon half (blocked on issue #95 visibility blowup; promote to post-M1.5 if #95 isn't fixed in scope). Issue list updated: added #95 + indoor sling-out (new from scen4); marked stairs/2nd-floor/cellar as characterized by A6.P2 Finding 2 family. CLAUDE.md — Currently-working-toward block now points at A6.P3 as the active phase. A6.P1 + A6.P2 ship noted with the findings doc pointer. Demo-scenario note updated to reflect the sewer + #95 reality. Issues-in-scope updated. Also includes a 1-line trailing-prompt addition to scen3 + scen4 retail.log files (cdb wrote one more `0:000>` after the kill that landed after the original capture commits). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -198,18 +198,30 @@ baseline with no code changes lost — Phase O did not touch dat-loading
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infrastructure for physics or collision, only the rendering pipeline.
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M1.5's planned phases (A6 + A7) are unaffected.
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**Demo scenario:** Enter the Holtburg Sewer dungeon through the in-town entry
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portal. Navigate to the end (5–7 rooms with stairs + a multi-Z chamber).
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Exit back to town. Throughout the walk:
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**Demo scenario (updated 2026-05-21):** The original demo target was
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"enter the Holtburg Sewer dungeon" but that location doesn't exist on
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this ACE server (discovered during A6.P1 capture session). Additionally,
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A6.P1 surfaced **issue #95** (portal-graph visibility blowup) which makes
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ANY dungeon visually unusable on entry. Demo scenario revised in two
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parts:
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**Building/cellar demo (achievable after A6.P3 lands):**
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Walk into the Holtburg inn, climb to the 2nd floor, walk around without
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sling-out or wall-clip. Enter a cottage cellar, descend without falling
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through. Throughout:
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- Walls block — no walk-through anywhere, indoor or stab-shell.
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- Stairs work — ascend + descend without falling through or stuck-in-falling.
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- Items block — sarcophagi, urns, decorations, tables, chests, fireplaces.
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- Lighting reads correctly — torchlit rooms are bright, dark corridors are
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dark, no spotlights projecting onto walls from held items, no upper-floor
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dimming bug, static decorations participate in the day-cycle (outside) and
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in per-cell environment lighting (inside).
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- Items block — furniture, decorations.
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- Cell transitions are smooth — no CellId ping-pong, no flicker.
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- Lighting reads correctly — torchlit rooms are bright, no spotlight
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artifacts, static decorations participate in env lighting.
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**Dungeon demo (blocked on issue #95 fix; promote to post-M1.5 if
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the visibility bug isn't addressed in M1.5 scope):**
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Enter any dungeon via portal (substitute for "Holtburg Sewer"). Navigate
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~3-5 rooms without rendering corruption (no see-through-walls, no
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other-dungeons-rendered-inside). Walls block, stairs work, items block,
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lighting correct, cell transitions smooth.
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**Why this is its own milestone:** M1 landed walkable + clickable as a
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specification (the doorways open, NPCs select, items pick up — all visible
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@ -238,14 +250,16 @@ patch.
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- **#80** — Camera on 2nd floor goes very dark
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- **#81** — Static building stabs don't react to atmospheric lighting
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- **#83** — Indoor multi-Z walking broken (cellars, 2nd floors, intermittent falling-stuck)
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- **#88** — Indoor static objects vibrate (suspected sub-step state corruption)
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- **#88** — Indoor static objects vibrate (suspected sub-step state corruption — A6.P2 maps to Finding 2 family)
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- **#90** — CellId ping-pong (workaround in place; remove during A6.P4)
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- **#95** — Portal-graph visibility blowup (filed 2026-05-21; **blocks the dungeon half of the M1.5 demo** but is NOT in A6 scope; either add a dedicated phase inside M1.5 to fix it OR promote the dungeon demo to post-M1.5)
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- **L-indoor** — Lighting indoors broken (file as new # during M1.5 kickoff)
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- **L-spotlight** — Items projecting spotlight on walls (file as new # during M1.5 kickoff)
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- **Stairs walk-through** — file as new # during M1.5 kickoff
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- **2nd-floor walking** — file as new # during M1.5 kickoff
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- **Cellar descent** — file as new # during M1.5 kickoff
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- **`TryFindIndoorWalkablePlane`** — synthesis workaround removal (Bug A's original goal, finally unblocked)
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- **Stairs walk-through** — captured + characterized by A6.P2 (Finding 2 family); fix in A6.P3
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- **2nd-floor walking** — captured + characterized by A6.P2 (Finding 2 — scen3 shows infinite CP-write ratio on flat 2nd-floor walk); fix in A6.P3
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- **Cellar descent** — same physics family as stairs; fix in A6.P3
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- **Indoor sling-out** (new symptom from A6.P1 scen4) — captured + mapped to A6.P2 Finding 3 (cell-resolver in ResolveCellId / CheckBuildingTransit); fix in A6.P3
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- **`TryFindIndoorWalkablePlane`** — synthesis workaround removal (Bug A's original goal, finally unblocked; A6.P4)
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**Frozen phases during M1.5:** all M0 + M1 phases stay frozen. Plus
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specifically the recently-shipped A4 + #89 + #91 + #92 (today's work) — those
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