Synchronize the architecture doc, milestones, roadmap, and ISSUES with the
continuation-executor behavior commit (5db3de3c): the residence system is
now a complete dormant mechanism, both independent reviews PASS, and the
next boundary is the all-host production cutover. The admission handoff
gains its superseded banner; the successor handoff records the executor's
ownership, the retail anchors proven during review (the wire-contact gate,
queue-by-parent-GUID relation replay, HasAnims semantics), the seven new
register rows, exact test totals, the rollback command, and the cutover
checklist. #275 filed for the post-cutover legacy-Position unification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User-directed pre-vendor detour from the 2026-07-29 physics audit. Goal:
Retail Movement Parity v1 - zero physics TS rows, no unargued
feel-affecting AP rows, issues #262/#165/#166/#116/#167/#72/#153 closed,
one batched connected visual matrix. Sonnet implements, Opus reviews at
slice boundaries. Roadmap gains the Campaign P entry and records Campaign
N's user-accepted closure; CLAUDE.md current-state pointer updated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CLAUDE.md''s read-first list and the roadmap header now carry Campaign N
(retail reliable-transport port) as the active campaign and Campaign V
as the closed record.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two things to write down after slice V6f.
The obligation §5 recorded against V6e is discharged. terrain_modern was "the one
production pair still not Vulkan-expressible"; its three blockers - the two loose
matrices, the loose tiling array, and the GL-only sampler-from-handle
construction - are gone, and 8/9 pairs now compile. The ninth is `mesh`, which
the plan already records as having no consumer at all, so every shader acdream
actually draws with is Vulkan-expressible. V6f gets its own slice row and its own
line in the user-gate debt table: terrain through a doorway clip region is the
one terrain path the offline gate cannot see, and it now has a second UBO binding
beside the clip block, so a bind-order mistake would surface exactly there.
The larger entry is §5.5.7, which records a measurement rather than an opinion.
§5.5.6 selected option (B) - V4c/V4d's content returning as the Vulkan world path
behind a fork at the thin submission seam - and V6f set out to build that fork.
It cannot be built yet, for a reason the plan had not stated: the Vulkan path
constructs no game state at all. GameWindow.Run returns at :695, before
Window.Create and therefore before OnLoad, which is the only caller of the
composition pipeline. A capture confirms it (artifacts/vk-world/): what the
Vulkan backend draws today is V6c's verification scene and V6d's generated UI
sprite, correctly and completely, and nothing else. A backend-selected fork would
therefore have a GL arm that runs and a Vulkan arm nothing can reach - the
unexercised second path §3.1 and §7.1 exist to prevent.
Worse for sequencing, the parked V4c/V4d code could not drive Vulkan even if it
were reached: it binds GL bindless handles as a storage buffer because §5.3
deferred the real port to V4t, and GroupKey carries the raw ulong. V4t is a hard
prerequisite, and it rewrites exactly the code the fork's Vulkan arm would
contain. Landing the fork first means writing that arm twice.
One validation-layer run is recorded with it, and it found two defects that
outlive the slice, both pre-existing and both on the path any world frame takes.
The pipeline layout declares all ten storage bindings as STORAGE_BUFFER_DYNAMIC
against a device limit of eight - the pinned binding model meeting a real limit,
wanting a decision rather than a patch. And any depth-off pipeline in a pass that
carries depth declares VK_FORMAT_UNDEFINED where the attachment's real format is
required. Also noted: the render-target-view-in-table usage V6f was told to
expect did NOT fire, so it should be re-checked rather than carried forward as
known-and-accepted.
The section closes with the recommended order - composition host, the validation
defects, V4t, then the fork - and with a cheaper intermediate milestone worth
considering: terrain, water and sky only, for which V6f's work is the whole
shader prerequisite.
Also: the roadmap's Campaign V paragraph gains a shipped-so-far line, and #250
gains a third test of the same class. One full App run during this slice reported
2,752 bytes against an expected 0 in
CurrentRenderSceneOracleTests.SurfaceOverrideFingerprint_DictionaryHotPathAllocatesNothing,
on a diff that touches only GLSL and terrain's uniform plumbing; it passed alone
and in four other full runs of the same binary.
Documentation only - no code, no gates.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign V migrates the renderer from OpenGL 4.3+extensions to a single
Vulkan 1.3 backend on Windows x64 and Linux x64, then deletes the GL path.
Motivation is compatibility and efficiency, not rescue: mandatory
GL_ARB_bindless_texture is the exact floor that parked Slice L (Mesa
D3D12/llvmpipe lack it) while Vulkan descriptor indexing is core, and
per-frame data can be written straight into mapped memory rather than
copied through BufferSubData.
V0 pins the contract every later slice codes against. Nothing consumes it
yet, so this commit changes no runtime behavior.
The seam is a minimal Vulkan-shaped RHI implemented FIRST on GL. That
ordering is the point: the twelve renderers then port one at a time under a
strict pixel gate on the still-shipping backend, so a divergence is
attributed to one slice instead of surfacing at a big-bang integration.
Duplicating renderers per backend was rejected because WbDrawDispatcher is
4,449 lines holding only ~62 GL call sites — the API surface is small and
the retail-fidelity CPU logic is large, and forking the latter is how subtle
regressions enter.
Contract highlights:
- GpuBindingModel pins set/binding numbers dual-legal for GL and Vulkan
GLSL. Storage bindings 0-8 keep today's shader numbering; UBOs move to
their own set, which resolves the binding=1 collision GL only tolerates
because it keeps SSBO and UBO tables separate.
- GpuRingAllocation is a ref struct replacing every per-frame
BufferSubData; the compiler forbids outliving the owning frame.
- GpuTextureSlot replaces bindless handles. Unassigned is a loud
uint.MaxValue sentinel rather than a silent resolve to slot 0 — the
failure mode behind the magenta 1x1 UI placeholder bug. Renderers
needing a fallback take the device's really-registered default slot.
- Renderers always speak GL winding/viewport conventions; the Vulkan
backend compensates with a negative viewport height in exactly one
mapping function.
Verified while writing the plan: acdream's cameras already build
[0,1]-NDC projections (PortalProjection.cs:12-13), which is Vulkan's
convention. No projection rework is needed and depth precision improves,
at the cost of shifted z-fight patterns — the one pre-approved divergence
class, registered per instance at V7.
Gate: Release build green; App suite 3,785 passed / 3 skipped (3,763
baseline plus 22 new contract tests). Note for later slices, recorded in
the plan: run the suite in Release. LandblockBuildOriginTests'
far-strip test asserts behavior that LandblockStreamer.cs:505 deliberately
turns into a loud Debug.Assert in Debug builds, so a Debug run shows one
pre-existing failure that is not a regression.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pin the tested Windows/Linux portability boundary, exact rollback, dependency audit, and synchronized architecture and roadmap state before starting the production single-session host.
Co-authored-by: Codex <noreply@openai.com>
Record the shared graphical/no-window reset architecture, deterministic lifecycle evidence, exact rollback point, and synchronized project guidance before beginning the Linux headless host.
Co-authored-by: Codex <noreply@openai.com>
Record J5.5 production SHA, complete Release baseline, exact-binary lifecycle/reconnect and nine-stop collision/movement evidence, and rollback. Synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, and advance the active program to J5.6 projectile runtime.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.4 automated, lifecycle/reconnect, and nine-stop movement evidence; advance the Modern Runtime program to J5.5; and synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, rollback, and durable research pointers.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.3 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.4 handoff across architecture, roadmap, milestones, agent instructions, and durable memory.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.2 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.3 handoff across architecture, roadmap, milestones, agent instructions, and durable memory.
Co-authored-by: Codex <noreply@openai.com>
Record J5.1's exact Runtime selection, combat, and target-mode owner, its automated and connected acceptance evidence, rollback, and the J5.2 interaction-transaction boundary. Synchronize architecture, roadmap, milestones, issues, and agent handoff state.
Co-authored-by: Codex <codex@openai.com>
Record J4.5 canonical shortcut and spellbook command ownership, combined failure and graphical/headless parity evidence, the 8,544-test Release gate, exact-binary lifecycle and nine-stop acceptance, rollback instructions, and the J5 boundary.
Co-authored-by: Codex <noreply@openai.com>
Record the canonical entity/object delta cutover, full Release and exact-binary connected evidence, rollback, and the adversarial zero-owner J3.6 execution contract. Synchronize architecture, roadmap, milestones, and agent guidance.
Co-authored-by: Codex <codex@openai.com>
Record the exact f46ddb5c rollback, 8,441-test Release gate, and seven-checkpoint connected lifecycle/reconnect pass. Update the canonical project state and pin J3.3's exact-key App projection-store execution plan.
Co-authored-by: Codex <codex@openai.com>
Record the canonical Runtime session/transport cutover, exact rollback, full Release evidence, and exact-binary lifecycle acceptance. Advance the active execution pointer and durable memory to J3 identity and object ownership.
Validated by the existing 79 Runtime tests, 3,776 App tests with three skips, 8,428 complete Release tests with five skips, and logs/connected-world-gate-20260725-193936/report.json.
Co-authored-by: Codex <codex@openai.com>
Record the exact-binary connected lifecycle/reconnect acceptance, synchronized active pointers, rollback, and durable evidence before session ownership moves in J2.
Record the accepted flat-authoritative collision cutover, production parsed-graph removal, exact rollbacks, zero-residency connected gates, and RDP measurement boundary. Reconcile architecture, milestones, roadmap, issue ledger, agent instructions, and the active Slice J handoff.
Validated by the existing zero-warning Release build, 8,413 passing Release tests with five pre-existing skips, 201 focused closeout tests, and both exact-binary connected routes.
Co-authored-by: Codex <codex@openai.com>