Adds the 2026-06-13 dungeon-G.3 handoff doc + a dat-probe test that
RESOLVED the pivotal design ambiguity. A research agent assumed dungeon
landblocks are terrain-less (LandblockLoader.Load returns null ->
"rewrite the pipeline for terrain-less landblocks", 13 seams). The dat
probe refutes it: dungeon landblock 0x0125 has a flat (all-zero-height)
LandBlock record PLUS 71 EnvCells and no buildings/objects -> it streams
fine via the existing pipeline as a flat-terrain landblock.
The real blocker (#133) is narrow: the teleport-arrival handler
(GameWindow.cs:4928) snaps the player via physics.Resolve BEFORE the
dungeon landblock streams in -> Resolve falls back to the resident
Holtburg landblocks -> places the player at A9B3 ocean. Fix shape:
hold-until-hydration (reuse the #107 IsSpawnCellReady gate for the
teleport-arrival path) + place into the EnvCell + the retail
TeleportAnimState portal-space FSM for the full-G.3 loading screen.
ACE confirms dungeons are single-landblock, so "multi-landblock LOD"
is moot.
The handoff captures: this session's closes (#108-residual/#127/#125
gated, #116 partial), the M1.5 re-open decision, the corrected root
cause, the 5-way reference grounding (holtburger/ACE/retail decomp +
the dat probe), the design direction, and the open brainstorm questions.
Next session: resume the brainstorm at "propose approaches" -> spec ->
writing-plans -> implement.
Suites green: App 264+1skip / Core 1445+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>