docs(#184): mark the remote-creature de-overlap symptom RESOLVED + gated (Slices 1+3)

Both visual gates passed (crowd de-overlap + large-monster spacing). The reported
symptom is fixed end-to-end. Only Slice 2 (internal Path A unification + the
RemotePhysicsUpdater extraction) remains — an internal refactor with no visual
change, not urgent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-07 22:59:14 +02:00
parent f51c1dffa5
commit f0f6a92a4c

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@ -48,7 +48,11 @@ Copy this block when adding a new issue:
## #184 — Remote monsters overlap (arms interpenetrating) in a crowd; retail barely overlaps
**Status:** IN-PROGRESS (redo implemented + reviewed — awaiting the user visual re-gate)
**Status:** SYMPTOM RESOLVED + gated (Slices 1+3 shipped, `37a94e1f`+`f51c1dff`); only the optional
internal refactor (Slice 2) remains. The reported symptom — packed monsters interpenetrating — is
FIXED end-to-end: monsters visible, de-overlapped, at their true creature radii. **Slice 2** (collapse
the player-remote Path A into the same catch-up+sweep model + extract a testable `RemotePhysicsUpdater`
per Code Structure Rule 1) is an internal refactor with NO visual change — no gate needed; not urgent.
**Severity:** MEDIUM
**Filed:** 2026-07-07
**Component:** physics / remote dead-reckoning