docs(physics): record flat cutover rollback and evidence
Pin the exact I6 production-cutover revert command before visual acceptance, distinguish observer-heavy connected metrics from the production-like dense-Arwic run, and preserve the strict publication/referee evidence. Co-authored-by: Codex <codex@openai.com>
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@ -3,7 +3,7 @@
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**Status:** I0-I5 COMPLETE - retail oracle, zero-allocation transition
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scratch, deterministic immutable collision records, complete prepared
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package, exact flat traversal, dual publication, and connected shadow gate;
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I6 active
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I6 production cutover committed; visual/correctness acceptance active
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**Parent:** `2026-07-24-modern-runtime-architecture.md`, Slice I
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**Purpose:** remove parsed DAT object graphs and steady collision allocations
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without changing one retail collision decision, float, comparison, or traversal
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@ -272,6 +272,25 @@ Gate: trajectories and collision fixtures remain bit-identical, package-only
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startup succeeds, and retained-memory accounting shows no parsed collision
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DBObj graph after stable world reveal.
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**Production cutover landed 2026-07-25 at
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`068a06518dd710ca5e7f166754cbb7789ca1ed0f`.** Gameplay is now
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flat-authoritative, package publication is strict, and the parsed graph runs
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only as a sampled referee. The exact rollback for this cutover is:
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```text
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git revert 068a06518dd710ca5e7f166754cbb7789ca1ed0f
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```
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Do not revert I3–I5 package/publication work. The pre-visual automated gate
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passes 8,402 Release tests / 5 skips and a strict dense-Arwic connected run
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with 46,309/46,309 exact graph-referee matches, zero mismatch/fault/artifact,
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and graceful shutdown. Production-like uncapped dense Arwic (15,530 entities,
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no automation oracle) sustained roughly 190–200 FPS with stable CPU p50
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~5.0 ms / p95 ~5.9–7.3 ms and GPU p95 ~2.1 ms. Evidence:
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[`../research/2026-07-25-slice-i6-flat-production-cutover.md`](../research/2026-07-25-slice-i6-flat-production-cutover.md).
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Parsed-graph removal remains gated on the user correctness/visual pass.
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### I7 — allocation, soak, and documentation closeout
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1. Measure capped and uncapped resolve allocation separately for player,
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