Commit graph

60 commits

Author SHA1 Message Date
Erik
4b1bceefbb fix(world): preserve portal materialization effects
Route accepted Hidden and UnHide transitions through retail's internal typed-script path so their DAT scripts queue while the owner is cell-less and resume at the destination. Consume ACE's successful teleport control statuses silently, matching retail HandleFailureEvent.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 08:14:48 +02:00
Erik
bfb4b26dff fix(world): retire motion links at hidden transitions
Port CPhysicsObj::set_hidden's PartArray HandleEnterWorld boundary on both Hidden and UnHide. This strips linked recall/casting animations and aborts their pending completions before cell visibility changes, preventing spell-recall tails after portal travel without arrival resets or action classifiers.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 07:39:34 +02:00
Erik
75acae02d6 fix(world): complete recall before teleport hide
Match retail's update ordering so object animation, particles, and scripts advance before inbound teleport state is applied. Separate input-originated movement from post-network autonomous position output, and reconcile presentation without a second physics tick so recall cannot resume after arrival.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 06:37:29 +02:00
Erik
dded9e6b17 fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
Erik
842bd89c16 fix(world): match retail portal passage and exit warp 2026-07-15 22:14:21 +02:00
Erik
eab23cbdd1 feat(world): port retail portal-space viewport
Replace the opaque teleport cover with the DAT-authored CreatureMode tunnel, exact retail camera/light/animation timing and easing, and animation-hook audio routing. Compose portal and fade passes below retained UI so gameplay windows and input remain active through F751 travel.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 21:59:23 +02:00
Erik
0eab7497c1 fix(spells): load complete retail DAT catalog
Replace the incomplete 3,956-row production CSV with one immutable projection of all 6,266 records in portal.dat. Preserve retail formula targeting, shared Spellbook/MagicRuntime metadata ownership, and fail startup when the required SpellTable is absent.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 21:17:13 +02:00
Erik
a1175e6aac feat(ui): port retail component book rows
Instantiate gmSpellComponentUI category and component entries from LayoutDesc 0x21000033 instead of synthesizing catalog rows. Preserve localized category titles, authored textures and geometry, live icon/count/desired bindings, selected-object synchronization, and retail's inclusive 0..5000 desired-level contract.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 17:38:24 +02:00
Erik
ac2ca8f965 feat(ui): port retail spellbook interactions
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.

Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 16:26:30 +02:00
Erik
ad30c37a48 fix(ui): restore retail spell tabs and spellbook
Bind the spellbook and component-book tabs as their authored stateful text controls, propagate Closed/Open state into the retained DAT child tree, and keep authored label colors live across state changes.

Match retail UIElement_Text zero-margin construction so the Magic favorite captions I through VIII are no longer clipped. Add a real portal.dat spellbook fixture plus controller, state-propagation, and text-layout regression coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 15:54:11 +02:00
Erik
07be994d97 feat: port retail magic lifecycle and retained spell UI
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 10:55:22 +02:00
Erik
7b7ffcd278 fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.

Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.

Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.

Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 08:19:23 +02:00
Erik
b26f84cc69 fix(ui): restore radar, retail wield switching, and protection meshes
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.

Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.

Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.

Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 20:52:45 +02:00
Erik
8d63e5c28a test(vfx): harden live missile and effect lifetimes
Add deterministic 96-owner lifecycle and renderer-resource stress gates plus an exact twelve-cycle recall/portal ownership gate. Prove zero retained records, projectiles, spatial buckets, script queues, particle/light owners, shadows, pending effects, and mesh references after churn, GUID reuse, deletion, and session reset.

Make logical teardown incarnation-specific and reentrancy-safe with lifetime epochs, atomic resource registration, generation-aware effect/teleport cleanup, projection mutation tokens, and failure-isolated visibility fan-out. Finish canonical spatial transactions before reporting observer failures and never discard superseded cleanup failures.

Synchronize architecture, roadmap, milestones, retail research, divergence bookkeeping, and durable memory. All three independent review tracks are clean; Release build and the full 5,454-pass/5-skip suite are green.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 15:47:00 +02:00
Erik
1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00
Erik
a51ebc66e9 feat(physics): integrate live projectile runtime
Attach the retail projectile driver to canonical LiveEntityRecord ownership, sharing one PhysicsBody and full-cell identity with RemoteMotion regardless of creation order. Apply timestamp-gated state, vector, and position corrections in place, preserve active ordinary-body behavior when Missile clears, and keep renderer, effects, shadows, and spatial buckets synchronized across loaded/pending transitions.

Validate malformed packets before canonical timestamp mutation, validate adopted bodies from their current frame rather than stale CreateObject data, serialize late Setup resolution with streaming DAT reads, and preserve classification across clock anomalies. Retain shadow registrations through temporary leave-world residence while logical teardown remains generation-scoped.

Add 31 App lifecycle/adversarial tests plus Core shadow suspension coverage, and synchronize the retail pseudocode, architecture, milestones, roadmap, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 12:51:42 +02:00
Erik
f02b995e4f feat(physics): port retail projectile integration
Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 11:43:11 +02:00
Erik
542dcfc384 feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
Erik
96ddfdf175 feat(vfx): port retail effect scheduling and delivery 2026-07-14 09:25:44 +02:00
Erik
363e046112 feat(vfx): decode retail hooks and typed tables
Replace the incomplete package path with one DatCollection-backed compatibility seam for PhysicsScripts and Animations. Preserve CreateBlockingParticle's inherited payload and following cursor, route every production and audit consumer through the corrected loaders, and apply retail's post-UnPack StartTime ordering.

Add exact stored-order PhysicsScriptTable upper-threshold resolution, high-byte DID and embedded-ID validation, plus live effect profiles with Setup-to-PhysicsDesc precedence across top-level and attached entity lifetimes. Keep blocking execution deferred and narrow TS-11 accordingly.

Pin synthetic malformed/cursor/order fixtures, installed-DAT blocking and recall audits, high-index IDs, IEEE boundaries, profile teardown, and ordinary decoder parity; synchronize architecture, inventory, milestones, roadmap, research, and memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 08:17:44 +02:00
Erik
8dd996053d refactor(world): separate live lifetime from spatial buckets
Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners.

Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects.

Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 07:47:03 +02:00
Erik
30d294506c feat(inventory): port retail item giving (#216)
Preserve SmartBox drag-release coordinates, route the picked 3-D target through the retail AttemptPlaceIn3D policy, and send authoritative GiveObject requests with the selected stack quantity. Honor PlayerDescription's player secure-trade option and document the remaining trade-system boundary.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:28:48 +02:00
Erik
66bdae7a83 feat(ui): port retail dialog factory lifecycle
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 16:30:05 +02:00
Erik
43f7c7807c fix #213: complete suicide and framerate presentation
Translate suicide response 0x004A as retail's successful self-kill notice. Port /framerate onto the authored SmartBox FPS element with live two-decimal FPS and DEG values, keep diagnostic window chrome independent, and synchronize command-driven settings without discarding panel drafts.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 15:50:47 +02:00
Erik
9ea579bdd0 feat(chat): port retail client command families
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 14:50:15 +02:00
Erik
db03b4bda8 feat(ui): port retail jump power bar
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 10:22:12 +02:00
Erik
3e84027885 fix(inventory): complete switches on wield response
Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:00:54 +02:00
Erik
ea5cf5b842 fix(inventory): await final wield confirmation
Keep the retail inventory transaction busy until authoritative WieldObject confirms the requested weapon. This prevents rapid weapon changes from overlapping on ACE and rejecting otherwise valid items such as spears.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:27:44 +02:00
Erik
815ce0dec4 fix(inventory): sequence secondary wield blockers
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:12:07 +02:00
Erik
17b5712d53 feat(inventory): port retail weapon switching
Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:06:31 +02:00
Erik
0f2d98c501 fix(combat): synchronize auto-target presentation
Make the retained toolbar consume retail's payload-free selection notice from canonical live state so a reentrant Auto Target replacement cannot be erased by the outer clear. Restrict automatic acquisition to the requested hostile non-player monster policy and record the intentional PK edge divergence.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 20:26:00 +02:00
Erik
8be933fc94 fix(animation): preserve wire motion on every spawn path
Replace the door-specific static-animation seed with one retail description-then-enter-world initializer shared by normal and reactive spawns. This preserves authoritative Dead and On/Off states, prevents replacement corpses from returning to Ready, and pins the lifecycle with Core and App tests.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 14:27:44 +02:00
Erik
9b97102c67 fix(combat): persist death and retarget on kill
Keep the velocity-only NPC adaptation inside the locomotion family so authoritative Dead motion remains persistent. Route selection clears through a dedicated combat target controller that reacquires the closest eligible creature when retail Auto Target conditions apply.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 09:19:38 +02:00
Erik
5276a83087 fix(combat): match retail live attack feedback
Keep AttackDone control statuses out of chat, preserve dead motion across zero-velocity position updates, render the authored power meter from right to left, and retain the rotatable viewer offset during target tracking.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 21:10:01 +02:00
Erik
2215c76c7e feat(combat): port retail basic combat bar
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 14:03:28 +02:00
Erik
9958458318 fix(combat): apply server attack motions locally
Route accepted non-autonomous local UpdateMotion state through retail's wholesale interpreted-motion funnel, so ACE-selected melee and missile actions use the normal motion queue and action-stamp gate. Share nullable wire conversion with remotes and remove the local direct command replay.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 13:34:55 +02:00
Erik
8ec0944a1c docs(combat): record held weapon live gate 2026-07-11 13:23:57 +02:00
Erik
ab6d96d113 feat(combat): port retail held weapon parenting
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
2026-07-11 13:02:26 +02:00
Erik
6fcc510d5d feat(ui): complete retail cursor state machine
Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 08:31:40 +02:00
Erik
f98050854d docs(ui): align architecture with retained runtime 2026-07-10 16:57:44 +02:00
Erik
3cbe4b00a1 feat(ui): port retail radar and compass 2026-07-10 16:14:37 +02:00
Erik
9a772d2b2a docs: M1.5 "Indoor world feels right" LANDED 2026-07-10 — advance to M2
User-gated the full dungeon round-trip (enter via portal -> navigate rooms ->
exit to the outdoor world), completing the #138 acceptance. Both M1.5 demo
halves are now confirmed: building/cellar (prior sessions) + full dungeon
round-trip (2026-07-10). Milestone-crossing artifacts per the milestones-doc
discipline:

- Pinned M1.5 landing writeup + flipped header to  LANDED; caveats explicit
  (#145-residual far-town teleport-OUT + #116 slide-response carried as
  post-M1.5 follow-ups, NOT blockers).
- Freeze list applied: all M1.5 phases (indoor render Option A, A6/A6.P4
  physics, A7 lighting, full Phase G.3 dungeon support) now frozen per rule 2.
- M2 "Kill a drudge" flipped to ACTIVE; first ports = CombatMath.ComputeDamage
  (F.3) + inventory panel (F.2) + combat anim (L.1c).
- CLAUDE.md "currently working toward" advanced to M2.
- #138 closed (user gate).

No demo video (per the user's standing preference).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 09:58:48 +02:00
Erik
5e271dd719 docs: reconcile M1.5 tracking with git reality — G.3 dungeons SHIPPED, not "broken"
The milestones doc, roadmap, CLAUDE.md banner, and #138's ISSUES cross-ref had
drifted ~4 weeks behind shipped work — they still claimed "dungeons don't work
AT ALL / terrain-less landblocks unsupported (#133)", which sent this session
chasing a phantom door "regression" for an hour. Git reality (and tonight's live
dungeon session) refute it:

- #133 teleport-into-dungeon DONE (G.3a hold-until-hydrate FSM 7947d7a/2ce5e5c8/47ae237e);
  the terrain-less premise was refuted at design time (90786c19: dungeon LandBlock
  is flat-terrain, streams via the existing pipeline).
- #95 portal-graph visibility blowup RESOLVED (9.1M→~39k instances, a40c38e8).
- #137 dungeon collision CLOSED (0efa7ed2); doors #187/#188; A7 lighting #79/#93/#80/#154 CLOSED.
- #138 teleport-OUT ESSENTIALLY RESOLVED in code — the remaining M1.5 gap is one
  RECORDED end-to-end round-trip user gate, not broken code.

Also fixes a numbering trap: #138's body cited "#146/#147" for its collision
residuals, but those numbers are D.2b inventory-polish issues in this worktree;
the real residuals are #152 (portal-in walls, DONE 49d743f) + #151 (far-town
walls, FIXED 9743537). Sole live residual now surfaced: far-town teleport-OUT
arrival cascade (#145-residual, REOPENED — capture-harness-first).

Historical working-notes annotated [SUPERSEDED] rather than deleted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 09:45:05 +02:00
Erik
f4e4418273 docs(pipeline): register Track MP in roadmap + milestones freeze exception
Roadmap gains the Track MP phase table (MP0 in progress, MP1-MP5 ahead);
milestones doc records the side track + the explicit user-authorized
freeze exception (MP may reopen frozen streaming/WB-rendering subsystems
under its own gated phases only); CLAUDE.md Current state gets the
one-line pointer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 19:27:11 +02:00
Erik
aa734f3409 docs: R5 arc close-out — V5 facade shipped, arc DONE; M1.5 critical path next
- r5-wiring-handoff.md: arc close-out banner (V1-V5 trail, relay/anchor
  inventory, carried follow-ons #167 / R6 TS-42 / TS-43)
- roadmap: R5 ledger entry completed through V5 (incl. the #170/#171/V4
  gate history that had only lived in memory/handoffs)
- milestones: the interleaved parity-track note — R5 arc DONE 2026-07-05
- CLAUDE.md Current state: R5 arc DONE; next work = M1.5 critical path
  (#137 dungeon collision, #138 teleport-OUT, A7 dungeon lighting)
- pickup prompt marked DONE

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 11:12:37 +02:00
Erik
530453067a docs: reconcile the Current-state banner + milestones (M1.5 active; D.2b UI + R5 arc = interleaved parity tracks)
Discharges the 2026-06-22 banner-reconcile note: M1.5 stays the single
active milestone (remaining: A7 dungeon lighting, #137 dungeon collision,
#138 teleport-OUT). The D.2b retail-UI track and the R5 movement-manager
arc are recorded in the milestones doc as user-report-driven,
issue-level parity tracks subordinate to M1.5 — not milestones. Banner
rewritten within the 6-line budget; R5-V3/#170/#171 closes and the
R5-V4 pickup pointer included.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 10:02:04 +02:00
Erik
ca94b479bf Merge claude/hopeful-maxwell-214a12 — D.2b UI Studio + faithful importer + Character window
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
2026-06-26 12:33:51 +02:00
Erik
ea42c6d303 docs: record D.2b UI Studio + importer dat-fidelity + Character window (shipped this session)
Roadmap: extend D.5-remaining ledger with three new shipped entries (UI Studio,
importer Fix A/B/C, Character window 0x2100002E). Milestone M5: update D.2b
status paragraph to name all shipped sub-phases including the studio, importer
boundary discovery (look=importer / state=runtime), and Character window with
deferred polish pointer (#151).

ISSUES: add #151 (Character window deferred polish — LOW, filed 2026-06-26;
user accepted Attributes tab as good-enough, polish items to be enumerated later).
Issues #149 (studio inventory all-black) and #150 (GameWindow font resolver) were
already present.

Divergence register: add AP-69 (per-element dat-font resolver is studio-only;
GameWindow passes null to the four Import sites until #150 lands). No row for
Fix-4 UIState-group activation (runtime-faithful, not a deviation) or for the
tab-sprite injection / footer-state hiding (same).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:18:03 +02:00
Erik
9c2ceb2336 milestone: re-open M1.5 — dungeon support (full G.3) pulled into scope; M2 re-deferred
Correction to 1bf037a. The user reverted the M1.5 landing: the indoor
world isn't done while dungeons are completely broken. Attempting the
dungeon demo revealed it's not a single bug (#133) but a whole-feature
gap — terrain-less indoor-only dungeon landblocks aren't supported
anywhere in the streaming/load/render/physics pipeline:
- LandblockLoader.Load returns null when there's no LandBlock terrain
  record (dungeons have none) -> the dungeon never loads.
- LandblockStreamer fails when the terrain mesh build returns null
  (dungeons have no terrain mesh).
- The teleport-arrival snap Resolves before the dungeon hydrates ->
  places the player in the old Holtburg frame over ocean.

The user chose the FULL Phase G.3 scope (dungeon streaming + portal-space
loading screen + multi-landblock LOD + PlayerTeleport handling) and
pulled it into M1.5. M1.5 lands only when BOTH the building/cellar demo
(done) and the dungeon demo (enter via portal, navigate 3-5 rooms, walls
block, smooth transitions) pass. M2 (CombatMath) re-deferred.

Currently brainstorming the dungeon-support design (spec ->
docs/superpowers/specs/). Docs corrected: milestones (M1.5 ACTIVE +
extended, M2 DEFERRED, currently-working-toward -> M1.5), CLAUDE.md
current-state, ISSUES.md #133 (G.3 pulled into M1.5).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 14:45:53 +02:00
Erik
1bf037a1c9 milestone: M1.5 LANDED (building/cellar demo); dungeon demo -> #133/G.3; start M2
M1.5 "Indoor world feels right" lands on its primary building/cellar
demo, user-gated across the 2026-06 sessions: multi-floor inn navigation
without sling-out/wall-clip, cottage cellar descend+ascend without
falling through, walls block everywhere, smooth cell transitions. The
holistic Option-A render port (one DrawInside(viewer_cell), BR-2..BR-7 /
T1..T6) and the A6.P4 per-cell shadow physics shipped and were gated; the
doorway-flap family is closed (#119/#128, #112, #113, #124,
#129/#130/#131/#132, #108-residual, #127) and the #90/synthesis
workarounds removed.

The dungeon half is the one piece NOT landed: attempting the dungeon demo
(meeting-hall portal) surfaced issue #133 - teleport-into-a-dungeon snaps
the player BEFORE the dungeon landblock streams in (GameWindow.cs:4928
Resolve falls back to the resident Holtburg landblocks -> snaps to an
outdoor cell over ocean). That is Phase G.3 (dungeon streaming +
PlayerTeleport handling, M4), not a render bug (#95 died with the Option
A rewrite). Per the milestones doc's pre-flagged choice, the dungeon demo
is promoted to G.3 and M1.5 lands on the building/cellar demo (user
decision 2026-06-13).

Start M2 "Kill a drudge" - first port target CombatMath.ComputeDamage
(port-ready per the combat-math research memo; ACE oracle). Drudges spawn
outdoors for the demo, so M2 does not depend on #133/G.3.

Files: milestones doc (M1.5 -> LANDED, M2 -> ACTIVE, currently-working-
toward flipped), CLAUDE.md current-state -> M2, ISSUES.md #133 filed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:45:00 +02:00