Brainstorm outcome for #133/G.3. Grounds the corrected root cause (dungeon
landblock = flat terrain + EnvCells, streams via the existing pipeline; the
blocker is the teleport-arrival snap firing BEFORE the dest landblock hydrates)
against the current code (5 verified seams) and lays out Approach C:
G.3a core teleport-into-dungeon: hold-until-hydration on the arrival path
(reuse #107 IsSpawnCellReady + IsSpawnClaimUnhydratable) + #111
validated-claim EnvCell placement + dest-ready streaming query +
dest-coord validation + timeout safety + decouple EnvCell
physics/visibility hydration from the render-mesh guard. -> VISUAL GATE
G.3b #95 stab_list bounding — CONDITIONAL on the gate showing the blowup
(its repro is stale, from the T4-deleted WB path; the current flood is
landblock-confined + enqueue-once, so #95 is likely superseded).
G.3c faithful TeleportAnimState portal-tunnel FSM (decomp 004d6300 /
219405-219774); the TAS_TUNNEL hold-exit gates on G.3a's same readiness
predicate (the tunnel IS the hold's visual form).
G.3d recall game-actions (/ls etc.) — same arrival flow; doubles as the test
lever.
Supersedes the §12 port-plan of r09 (most of it already shipped); r09 stays the
wire/format/recall contract reference. Resolves the handoff's 4 open questions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>