docs: reconcile project state and refresh README
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Erik 2026-07-27 12:53:31 +02:00
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@ -24,7 +24,7 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## Current queue — 2026-07-24
## Current queue — 2026-07-27
- **Structural handoff:** all eight `GameWindow` decomposition slices and the
automated closeout are complete. The 1,622-line native shell has typed
@ -33,6 +33,10 @@ What does NOT go here:
nine-stop soaks, and the Slice-7 framebuffer comparison pass. The user's
connected visual matrix passed 2026-07-23, so the campaign is complete in
[`docs/architecture/code-structure.md`](architecture/code-structure.md).
- **Active M4 prelude:** resume
[`plans/2026-07-23-world-interaction-completion.md`](plans/2026-07-23-world-interaction-completion.md).
Slices 13, including the complete assessment surface, are user-accepted.
Equipped-child picking and vendor browse/transactions remain Slices 46.
- **Separate rendering gate:** `#225`, lifestone/particle alpha ordering. Its
connected performance, lifetime, and unattended portal routes pass.
- **Carried behavior debt:** `#153` far-teleport unstreamed-edge arrival and
@ -44,35 +48,20 @@ What does NOT go here:
smooth and physics, collision, and wire state remain correct.
- **Build hygiene:** `#228` records 17 clean-Release test-project warnings;
production compilation and all tests pass.
- **Performance side track:** Slices AE are complete. Typed
completion admission, immediate generation-scoped old-world quiescence, and
budgeted full-window/recenter retirement are live. Publication now advances
from retained render/physics/static/building/EnvCell cursors without replay.
The canonical reveal generation now owns the destination reservation across
every typed budget dimension; incomplete worlds remain in portal space with
retail's centered wait cue. E6 deterministic/resource suites and all three
physical-local connected routes pass with zero stranded work/resource
backlog. Slices FL, including the former F/G and J gates, were explicitly
approved 2026-07-24. Slice F now executes from the pre-runtime rollback
anchor `e7d9d6fa`; its ownership, shadow-scene, cutover, and acceptance
contract is
[`plans/2026-07-24-modern-runtime-slices-f-g-render-scene.md`](plans/2026-07-24-modern-runtime-slices-f-g-render-scene.md).
Evidence:
[`research/2026-07-24-slice-e-cost-budgeted-streaming-report.md`](research/2026-07-24-slice-e-cost-budgeted-streaming-report.md).
- **Modern Runtime execution:** Slices FI are complete. Slice I removed
production parsed collision graphs after exact flat differential and user
collision acceptance; 8,413 Release tests / 5 skips and both exact-binary
connected routes pass with `0/0/0` graph residency. J0's enforced
presentation-independent project boundary and J1's borrowed
view/command/event/lifecycle contract are live. J2's canonical
session/transport lifetime and ordered inbound route are complete at
`75930787`; J3 canonical entity/object lifetime and J4 gameplay-state
ownership are complete through `89e6b207`. J5.1 canonical selection,
combat, and target-mode ownership is complete at `b298f99f`; J5.2
interaction-transaction ownership is complete at `f5f7b417`, with 8,561
Release tests / 5 skips and the exact connected gate green. J5.3
combat/magic-intent ownership is active from
[`plans/2026-07-25-modern-runtime-slice-j.md`](plans/2026-07-25-modern-runtime-slice-j.md).
- **Modern Runtime/performance program:** Slices AK are complete. Prepared
world/collision packages, typed residency, bounded publication/retirement,
retained render-scene deltas, flat-authoritative collision, and bounded
frame/network owners are production paths. Slice J closed at `a9a822f2`
with one presentation-independent `GameRuntime` shared by graphical and
no-window hosts. Slice K closed through `776482da` with the Windows/Linux
multi-session host, shared immutable content, deterministic bot API,
1/5/10/30-session and two-hour simulated gates, connected portal/movement
parity, resource ceilings, and graceful zero-debt teardown.
- **Deferred Linux graphical track:** L0 completed at `66f114b2`; L1's backend
selection/capability implementation checkpoint landed at `11501d52`.
Native Windows passes and WSLg correctly rejects its missing mandatory
bindless capability. Physical-Linux validation and L2L6 are parked by user
direction; resume at the supported AMD/NVIDIA L1 gate.
The [documentation map](README.md) defines how this tactical ledger relates to
the milestone, roadmap, architecture, divergence register, research, and