milestone: re-open M1.5 — dungeon support (full G.3) pulled into scope; M2 re-deferred

Correction to 1bf037a. The user reverted the M1.5 landing: the indoor
world isn't done while dungeons are completely broken. Attempting the
dungeon demo revealed it's not a single bug (#133) but a whole-feature
gap — terrain-less indoor-only dungeon landblocks aren't supported
anywhere in the streaming/load/render/physics pipeline:
- LandblockLoader.Load returns null when there's no LandBlock terrain
  record (dungeons have none) -> the dungeon never loads.
- LandblockStreamer fails when the terrain mesh build returns null
  (dungeons have no terrain mesh).
- The teleport-arrival snap Resolves before the dungeon hydrates ->
  places the player in the old Holtburg frame over ocean.

The user chose the FULL Phase G.3 scope (dungeon streaming + portal-space
loading screen + multi-landblock LOD + PlayerTeleport handling) and
pulled it into M1.5. M1.5 lands only when BOTH the building/cellar demo
(done) and the dungeon demo (enter via portal, navigate 3-5 rooms, walls
block, smooth transitions) pass. M2 (CombatMath) re-deferred.

Currently brainstorming the dungeon-support design (spec ->
docs/superpowers/specs/). Docs corrected: milestones (M1.5 ACTIVE +
extended, M2 DEFERRED, currently-working-toward -> M1.5), CLAUDE.md
current-state, ISSUES.md #133 (G.3 pulled into M1.5).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-13 14:45:53 +02:00
parent 1bf037a1c9
commit 9c2ceb2336
3 changed files with 63 additions and 39 deletions

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@ -108,17 +108,18 @@ movement queries.
## Current state
**Currently working toward: M2 — Kill a drudge** (M1.5 — Indoor world
feels right — LANDED 2026-06-13 on the building/cellar demo; the holistic
Option-A render port + A6.P4 physics shipped and user-gated). **First M2
target: `CombatMath.ComputeDamage`** (port-ready, ACE oracle; combat-math
research memo). Drudges spawn outdoors for the demo — dungeon access is
Phase G.3 (M4). **Dungeon teleport is BROKEN (#133):** teleport-into-
dungeon snaps before the dungeon streams in → lands in the old frame over
ocean; the M1.5 dungeon demo is deferred to G.3. Recent closes (2026-06-12/13):
#119/#128, #112, #113, #124, #129/#130/#131/#132, UN-2, #108-residual,
#127, #125; #116 partial (Ghidra threshold fix). Keep this paragraph ≤5
lines + pointers — detail lives in the docs below, NOT here.
**Currently working toward: M1.5 — Indoor world feels right.** The
building/cellar demo is DONE + user-gated, but M1.5 was EXTENDED 2026-06-13
to include **dungeon support (full Phase G.3)** — dungeons don't work at
all: terrain-less dungeon landblocks aren't supported by the streaming/
load/render/physics pipeline (`LandblockLoader.Load` null with no
`LandBlock`; streamer needs a terrain mesh; teleport snaps before hydration
→ ocean — issue **#133**). M1.5 does NOT land until dungeons work; M2
(CombatMath) deferred. Currently brainstorming the G.3 dungeon-support spec.
Recent closes (2026-06-12/13): #119/#128, #112, #113, #124,
#129/#130/#131/#132, UN-2, #108-residual, #127, #125; #116 partial (Ghidra
threshold fix). Keep this paragraph ≤5 lines + pointers — detail in the
docs below, NOT here.
For canonical state, read in this order:
- [`docs/plans/2026-05-12-milestones.md`](docs/plans/2026-05-12-milestones.md) — milestone targets + freeze list per milestone