fix(world): remove non-retail portal exit fade
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# Retail Teleport Flow Implementation Plan
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> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
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> portal viewport and retail view-plane port. `FadeAlpha` and the black overlay
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> below are not current behavior. See
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> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Build the retail-faithful unified teleport flow — a `TeleportAnimState` (TAS) animation state machine + arrival hold that covers **login, logout, death, and portal** with a fade-to-black cover, **holds until the destination landblock is actually loaded** (folding in the #145 unstreamed-arrival cascade fix), and **locks input + camera for the whole transition**.
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# Retail Teleport — Priority Residency + Fade Cover — Implementation Plan
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> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
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> portal viewport and retail view-plane port. `FadeAlpha`/`FadeOverlay` below
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> describe the retired temporary adaptation, not current behavior. See
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> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Make a teleport materialize the player onto a resident, grounded destination within ~1 s (was 10–14 s) with no movement desync, covered by a retail fade — fixing "long transition," "dropped at the wrong position," and "stops at the portal" in one coherent change.
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# Design — Retail teleport flow (the unified `TeleportAnimState` controller)
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> **Presentation semantics corrected 2026-07-15.** The unified lifecycle and
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> residency gate remain, but the proposed alpha-black cover was an adaptation.
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> Retail's `FADE` states ease only SmartBox view-plane distance and switch the
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> portal/world viewports directly. Current oracle:
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> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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**Date:** 2026-06-21
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**Feature:** Work item B from `docs/research/2026-06-21-teleport-issues-handoff.md` — the keystone of the
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teleport-issues cluster (#138, #145 residual, the floating-camera / input-not-locked / "takes too long"
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# Retail-faithful teleport — priority residency + fade cover — design (2026-06-22)
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> **Presentation superseded 2026-07-15.** The residency and placement design
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> remains historical context, but the black-cover interpretation does not.
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> The installed DAT-authored portal viewport is now live, and instruction-level
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> retail x86 proves the TAS `FADE` states drive only view-plane distance; retail
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> draws no alpha-black overlay. Current oracle:
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> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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**Status:** approved design, pre-implementation.
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**Branch:** `claude/thirsty-goldberg-51bb9b`. **Baseline:** `dd2eb8b` (+ the uncommitted `tp-probe` diagnostic).
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**Supersedes the framing of:** `docs/research/2026-06-21-teleport-foundation-handoff.md` (the `_datLock`-starvation
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