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>
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@ -724,9 +724,16 @@ diagnostic scaffolding, not yet the final collision system.
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system ported to Core, fully tested, UNWIRED (purely additive; renamed the
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misnamed `Physics.PositionManager` combiner → `RemoteMotionCombiner`);
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ConstraintManager unarmed (issue #167, TS-35 stays). Decomp/ACE/plan:
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`docs/research/2026-07-03-r5-managers/`. NEXT: R5-V2/V3/V4 — the visual-gated
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GameWindow wiring (per-entity `IPhysicsObjHost`, retire AP-79 + TS-39, apply
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mt-0 sticky/longjump, #164, facade); plan in `r5-wiring-handoff.md`.
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`docs/research/2026-07-03-r5-managers/`. **R5-V2 SHIPPED 2026-07-03 `fffe90b3`**
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— wired the voyeur system per-entity via `EntityPhysicsHost`, retired AP-79;
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verified live (remote creatures chase). Same session fixed two PRE-EXISTING
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streaming bugs surfaced while visual-gating V2 (the user's "world doesn't load"
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report): **#168** pending-bucket trap (`315af02f`) + **#169** cold-spawn
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streaming hole (`9b06a9b8`) — both verified live. Filed **#170** (remote
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creature chase+attack animation divergence vs retail — glide/over-frequency/
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uniform attacks; decomposes into #159 + pending_motions loop + dead-reckon
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glide). NEXT: R5-V3/V4 (sticky/TS-39, facade/#164 — `r5-wiring-handoff.md`)
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OR #170. Entry point: `docs/research/2026-07-03-session-handoff.md`.
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- **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).**
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ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL
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remote entities (players, NPCs, monsters — one funnel, user-approved):
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