Wrap-up bookkeeping for the dungeon work this session: - #135 — login FPS ramp (~10 fps -> high over ~30 s): the streaming collapse only fires once CurrCell resolves to a sealed cell, so the first-frame bootstrap loads ~24 neighbour ocean-grid dungeons (+ ~19k entities each) then unloads them. Residual of the dungeon collapse; clean fix = pre-collapse at login when the spawn cell is a sealed dungeon cell. - #134 — ramp slide-response feel ("lags downward" instead of gliding along the slope). SURFACED (not caused) by |
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| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||