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2 commits

Author SHA1 Message Date
Erik
ed5335b81e docs(vfx #C.1.5a): implementation plan + spec wiring-location fixes
Plan: docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md. Four
tasks, TDD-style, each task is a single commit boundary:
  1. EntityScriptActivator class + three xUnit tests
  2. Wire into GpuWorldState (new optional ctor param + two ?. calls)
  3. Construct in GameWindow with resolver lambda
  4. Visual verification at Holtburg Town network portal + roadmap update

Spec amendments correct an inaccuracy in the 2026-05-12 commit
(06d7fbd): the activator's call sites live in GpuWorldState
(AppendLiveEntity / RemoveEntityByServerGuid), not directly in
GameWindow as the original spec described. Also fixes the test file
path: tests/AcDream.Core.Tests/... not AcDream.App.Tests/... per the
existing test-project convention. No design changes — same activator,
same trigger condition, same lifecycle ordering.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 13:36:18 +02:00
Erik
06d7fbd5ef docs(vfx): Phase C.1.5a — portal PES wiring design spec
Slice 1 of Phase C.1.5: fire Setup.DefaultScript through the already-
shipped PhysicsScriptRunner on server-spawned WorldEntity create, so
portals (and any other entity with a DefaultScript) emit their retail-
faithful persistent particle effects at spawn time. Reuses the C.1
runner-sink-system-renderer chain end-to-end; one new ~50-line class
(EntityScriptActivator) plus a two-line wiring in GameWindow.

Slice 2 (C.1.5b) will cover EnvCell.StaticObjects + animation-hook
verification; spec landed separately after slice 1 verification passes.

Acceptance: visual confirmation at the Holtburg Town network portal,
side-by-side with retail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 13:28:55 +02:00