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3 commits

Author SHA1 Message Date
Erik
7b3091c44d docs: plan progress — Task 2 done; cutover flip de-risked + precisely specified
Shell pass is a safe no-op for the node id (no exclusion needed); indoor->outdoor
terrain already works via OutsideView; the only new piece is feeding the outdoor
ROOT node's full-screen region to OutsideView. Remaining = OutsideView integration
(read ClipFrameAssembler) + clipRoot flip + launch + visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:36:20 +02:00
Erik
1e9485532f docs: plan progress — Tasks 1+3 done (outdoor node + outdoor-root flood validated)
Foundation shipped + validated: the flood roots at the outdoor node and reaches
buildings with ZERO production changes (the design's central risk is resolved).
Next = Task 2 + Phase 3 cutover together, inline (contextual GameWindow surgery
ending at the visual gate).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:26:09 +02:00
Erik
06666b75a1 docs: plan — render unification (outdoor-as-a-cell), 4-phase TDD
Bite-sized TDD plan for the unification spec. Phase 1 (outdoor node) + Phase 2
(outdoor-root flood) are additive + unit-tested (full code/tests in the plan).
Phase 3 is the single visual-gated cutover (wire one path, repoint exit portals,
delete the branch/BuildFromExterior/DrawPortal/OutsideView). Phase 4 cleanup.
Pure-outdoor regression guard keeps open-world rendering byte-identical.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:12:58 +02:00