docs(R): Phase R plan of record — retail motion+animation ground-up reconstruction

User mandate 2026-07-02: complete new movement + animation system,
verbatim retail equivalent, all entity classes, inbound + outbound, no
frozen code, no bandaids. Executed as a staged verbatim reconstruction
(R1 CSequence -> R8 cutover audit), each stage harness-gated with the
proven cdb-golden technique; legacy paths DELETED at each cutover.
Supersedes L.2g S3-S6; absorbs shipped S1/S2/S5 as components.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Erik 2026-07-02 19:21:28 +02:00
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@ -697,6 +697,14 @@ diagnostic scaffolding, not yet the final collision system.
tests to real-world fixtures and verify local acdream view plus retail
observer view. ACE accepting a position is a compatibility check, not proof
of fine-grained retail collision parity.
- **Phase R — retail motion & animation ground-up reconstruction (2026-07-02,
user mandate: total overhaul, verbatim, all entity classes, no frozen
code).** Plan of record: `docs/plans/2026-07-02-retail-motion-animation-rewrite.md`
— stages R1 (CSequence) → R8 (cutover audit). SUPERSEDES the L.2g S3S6
slices below; L.2g S1/S2/S5 (shipped 2026-07-02: staleness gate, inbound
funnel + 183-case live-retail conformance harness, pace-guesser deletion)
are absorbed as components. NOTE: this Phase R is unrelated to the retired
"R1→R8 refactor sketch" from early 2026 — same letter, new plan.
- **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).**
ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL
remote entities (players, NPCs, monsters — one funnel, user-approved):