docs: reconcile project state and refresh README
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@ -4,48 +4,48 @@ This page is the entry point for project documentation. It distinguishes
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current sources of truth from implementation history so an old plan or issue
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banner cannot silently override the current program state.
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## Current snapshot — 2026-07-26
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## Current snapshot — 2026-07-27
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- **Milestone state:** M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the
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world,” is active.
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- **M4 gameplay program (paused while the authorized performance program
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executes):** the pre-M4 world-interaction completion program
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in
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[`plans/2026-07-23-world-interaction-completion.md`](plans/2026-07-23-world-interaction-completion.md).
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The eight-slice `GameWindow` decomposition and its connected visual matrix
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are complete.
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- **Current active engineering program:** Slices A–I and J0–J5 of
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[`plans/2026-07-24-modern-runtime-architecture.md`](plans/2026-07-24-modern-runtime-architecture.md)
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are complete. Production uses prepared world/collision packages, typed
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residence, retained render-scene/delta submission, bounded frame owners, and
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flat-authoritative collision without parsed-graph production residency.
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Runtime owns canonical session/transport, entity/object lifetime, J4
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gameplay state, selection/interaction transactions, and combat/magic intent.
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App materialized projections and retained widgets borrow exact Runtime
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identity and action owners. Runtime also owns the sole per-session physics,
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collision, body/host, remote/projectile simulation, and cell-commit graph.
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J5 closed at `cdee7a4b` with one combined simulation ledger, a
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Runtime-only movement/use/combat/cast/projectile host, 8,596 complete
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Release tests / 5 skips, and exact-binary lifecycle plus nine-stop gates.
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J6 world/portal/environment and projection-handshake ownership is active in
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[`plans/2026-07-25-modern-runtime-slice-j.md`](plans/2026-07-25-modern-runtime-slice-j.md).
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- **Completed gates:** R6 locomotion/collision/projectile/teleport/radar and
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the final two-client portal-out/materialization observer comparison (`#218`).
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- **Separate visual verification:** the shared-alpha lifestone/particle result
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in `#225`; its connected resource-lifetime and performance routes pass.
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- **Carried behavior debt:** `#153` (far teleport onto an unstreamed edge),
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`#116` (two narrowed slide-response cases), and divergence rows TS-50/TS-51.
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- **Active engineering track:** Slice J's presentation-independent runtime,
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composition root, shared generation reset, and no-window closeout are
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complete. Build the approved Linux/headless multi-session host in Slice K.
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K0 is complete and K1 is active. K0's exact rollback is
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`git revert aada8a37c1e933f9f0a3f41dc4f05615b01023bc`.
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- **Divergence audit:** 178 active rows — IA 17, AD 37, AP 85, TS 34,
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and UN 5 — plus the retained retired TS-37 history note.
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- **Latest automated baseline:** Release build succeeds; 8,708 tests pass and
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five are intentionally skipped. The exact J8 lifecycle/reconnect and
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canonical nine-stop gates match embedded binary/source commit, converge
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every backlog, and complete with graceful zero-code exits and zero failures.
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- **M4 gameplay program:** resume the pre-M4
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[world-interaction completion program](plans/2026-07-23-world-interaction-completion.md).
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Favorite-spell overflow, status Use/Assess, and the complete assessment
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surface are user-accepted. Equipped-child picking and vendor
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browse/transactions remain Slices 4–6.
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- **Structural/runtime state:** all eight `GameWindow` decomposition slices,
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Modern Runtime Slices A–J, and the connected visual/lifecycle gates are
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complete. `GameWindow` is a 1,622-line composition/callback shell.
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`AcDream.Runtime.GameRuntime` owns canonical session, entity/object,
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gameplay, movement, physics, projectile, environment, and portal state;
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graphical and no-window hosts borrow the same owner graph.
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- **Headless state:** Slice K is complete. `AcDream.Headless` is a
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presentation-free Windows/Linux host with deterministic commands/events,
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shared immutable content, multi-session isolation, reconnect, resource
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telemetry, and 1/5/10/30-session gates. The final two-account native-Linux
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soak completed ten minutes, logged out through ACE, and converged every
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ownership ledger.
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- **Linux graphical state:** Slice L0 and the L1 implementation checkpoint are
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complete at `66f114b2` and `11501d52`. Native Windows passes the active
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modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their
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missing `GL_ARB_bindless_texture`. Physical-Linux validation and L2–L6 are
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explicitly deferred; resume at the supported AMD/NVIDIA L1 gate.
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- **Completed gameplay gates:** R6 locomotion/collision/projectile/teleport/
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radar, two-client portal-out/materialization, indoor prepared collision,
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loot ordering, local/remote ground drops, and selection-marker lifetime.
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- **Separate visual verification:** issue `#225`, the shared-alpha
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lifestone/particle result; its connected resource-lifetime and performance
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routes pass.
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- **Carried behaviour debt:** issue `#153` (far teleport onto an unstreamed
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edge), `#116` (narrowed slide response), `#235` (capped/RDP jump cadence),
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and the active temporary-stopgap rows in the divergence register.
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- **Divergence audit:** 189 active rows — IA 18, AD 38, AP 91, TS 38, and
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UN 4 — plus retained struck/retired historical rows such as TS-37.
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- **Latest automated baseline:** the Release build succeeds with the 17
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test-project warnings tracked by issue `#228`; 8,826 tests pass and five are
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intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported
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smoke and WSLg X11/Wayland negative-capability reports all end with zero
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window/GL/input/audio ownership.
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## Sources of truth
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