docs: wrap-up — file #137 (dungeon collision) + #138 (teleport-out world loading); close #135/#136

- #137: dungeon collision wrong at doors / wall openings (EnvCell collision; needs repro).
- #138: teleport OUT of a dungeon loads the outdoor world incompletely (missing trees/
  scenery, broken collision) + a position desync (avatar moves but player position doesn't)
  — hypothesised as the dungeon-streaming collapse→EXPAND gap (same machinery as #135).
- #135 marked DONE (user-verified FPS-steady dungeon login); #136 closed (editor-marker hide).
- CLAUDE.md current-state refreshed: #135/#136 shipped, A7 lighting + #137/#138 remaining.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-14 21:08:40 +02:00
parent fd0ecfcf2e
commit d2b8a51426
2 changed files with 79 additions and 16 deletions

View file

@ -108,21 +108,18 @@ movement queries.
## Current state
**Currently working toward: M1.5 — Indoor world feels right.** Building/cellar
demo DONE; **dungeons now RENDER** (2026-06-13, autonomous /loop): G.3a teleport
hold+place + **Bug A** (validated-claim keeps the dungeon landblock prefix, `2ce5e5c`)
+ **login-into-dungeon recenter** (`47ae237`) → live `0x0007` dungeon renders, navigable,
correct membership, WB-DIAG instances **9.1M→39K**. **#95 was a Bug-A symptom, NOT an
unbounded flood — DO NOT port `grab_visible_cells` stab_list bounding** (the flood is
already bounded; the "terrain-less landblock" framing was refuted — dungeons are
flat-terrain + EnvCells). REMAINING for M1.5: **A7 dungeon torch/point-lighting** (dungeon
gets retail's flat 0.2 indoor ambient but `Setup.Lights` torches aren't registered → dim,
"lighting off"); needs visual iteration. M2 (CombatMath) deferred. Detail in **#133/#95**
(ISSUES) + the render digest's top banner.
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.
**Currently working toward: M1.5 — Indoor world feels right.** Dungeons RENDER +
are navigable; **login into a dungeon** now loads + places the player and is
**FPS-steady from the start** (#135 pre-collapse + indoor cell-floor spawn gate,
`712f17f`+`2c92375`). The dungeon **"red cone"** was an editor-only placement marker
acdream inherited from WB (retail hides it via distance degrade) — FIXED (#136 `6f81e2c`).
REMAINING for M1.5: **A7 dungeon lighting** (LightBake Core landed `3b93f91`; per-vertex
bake integration + the per-pixel torch OVER-blow still open — #79/#93); **#137 dungeon
collision** (doors / wall openings); **#138 teleport-OUT of a dungeon** loads the outdoor
world incompletely + position desync (the collapse→EXPAND gap — same machinery as #135).
M2 (CombatMath) deferred. Detail in ISSUES (#135#138) + the render/physics digests.
Recent closes (2026-06-14): #135, #136. Keep this paragraph ≤6 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