Live tp-probe capture refuted the handoff's _datLock-starvation hypothesis:
worker BUILD is fast + uncontended (waited=0ms); the 10-14s 'long transition'
is render-thread APPLY latency, and 'dropped at wrong position' is the
per-frame resolve corrupting the outbound cell frame (lbX zeroed) while the
player sits on an empty world. Design: priority-apply the player's dest
landblock + hold-until-resident behind a retail fade cover (reuse the dormant
TeleportAnimSequencer) + cell-march landblock-id hardening. Foundation-first,
not a hold over slow streaming. Flood-timeslicing + 3D swirl deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>