docs: session handoff (R5-V1/V2 + #168/#169 fixes) + roadmap; entry for next session

Next-session entry point: 2026-07-03-session-handoff.md. Two ready streams —
#170 (creature chase/attack animation, well-scoped) or R5-V3 (sticky/TS-39).
Roadmap Phase R updated: R5-V2 shipped, streaming fixes landed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-04 08:51:54 +02:00
parent 64f83d7cf1
commit e4155cd962
2 changed files with 121 additions and 3 deletions

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@ -724,9 +724,16 @@ diagnostic scaffolding, not yet the final collision system.
system ported to Core, fully tested, UNWIRED (purely additive; renamed the
misnamed `Physics.PositionManager` combiner → `RemoteMotionCombiner`);
ConstraintManager unarmed (issue #167, TS-35 stays). Decomp/ACE/plan:
`docs/research/2026-07-03-r5-managers/`. NEXT: R5-V2/V3/V4 — the visual-gated
GameWindow wiring (per-entity `IPhysicsObjHost`, retire AP-79 + TS-39, apply
mt-0 sticky/longjump, #164, facade); plan in `r5-wiring-handoff.md`.
`docs/research/2026-07-03-r5-managers/`. **R5-V2 SHIPPED 2026-07-03 `fffe90b3`**
— wired the voyeur system per-entity via `EntityPhysicsHost`, retired AP-79;
verified live (remote creatures chase). Same session fixed two PRE-EXISTING
streaming bugs surfaced while visual-gating V2 (the user's "world doesn't load"
report): **#168** pending-bucket trap (`315af02f`) + **#169** cold-spawn
streaming hole (`9b06a9b8`) — both verified live. Filed **#170** (remote
creature chase+attack animation divergence vs retail — glide/over-frequency/
uniform attacks; decomposes into #159 + pending_motions loop + dead-reckon
glide). NEXT: R5-V3/V4 (sticky/TS-39, facade/#164`r5-wiring-handoff.md`)
OR #170. Entry point: `docs/research/2026-07-03-session-handoff.md`.
- **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):