checkpoint: preserve user-gated FW closeout fixes

This commit is contained in:
Erik 2026-08-31 08:27:37 +02:00
parent a2f2eb7d78
commit b8befded8b
22 changed files with 1005 additions and 198 deletions

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@ -12,6 +12,17 @@ world-lifecycle automation protects fresh login, outdoor/world-edge/dungeon
travel, same-location revisit, exact graceful disconnect, and uncapped
fresh-process reconnect with canonical JSON/PNG evidence.
**Active render prerequisite (2026-08-31): Campaign FW — retail frame walk.**
The production cutover and camera port are code-complete: one retail-derived
walk now owns rooting, portal recursion, per-view clipping, draw order, depth
events, and shared-alpha barriers. The cathedral through-wall mechanism was a
whole-mesh submission after Boolean portal admission; exact walk aperture clip
slots now route shells, statics, and dynamics together. The campaign remains
ACTIVE until the standard connected routes and owner visual matrix prove the
positioned cathedral player/NPC transition, particles, seams, doorways, portal
arrival, and retail camera feel. Plan/ledger:
[`2026-08-30-campaign-fw-frame-walk.md`](2026-08-30-campaign-fw-frame-walk.md).
Before new M4 quest/emote/character-creation subsystem bodies enter the App
layer, the active structural prerequisite is the behavior-preserving
`GameWindow` decomposition in