acdream/docs
Erik bc4f71b932 docs(research): handoff — collision-object-detection vs retail deep-dive ("1 fix for all collision")
Next-session brief: build retail's collision-inclusion model (PhysicsState/
ETHEREAL/HAS_PHYSICS_BSP predicate + per-cell shadow-list registration + the
building-shell/terrain/EnvCell channels), map acdream's per-channel ad-hoc
filters against it, enumerate deviations, and design ONE unified retail-faithful
mechanism to replace them. Motivated by this session's #146/#147 — both were the
same shape (a per-channel filter diverging from retail). Brainstorm-gated,
report-first, no guess-patches. Includes the apparatus inventory + a paste-ready
prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:34:13 +02:00
..
architecture Revert "fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)" 2026-06-22 18:58:15 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue) 2026-06-18 17:03:28 +02:00
research docs(research): handoff — collision-object-detection vs retail deep-dive ("1 fix for all collision") 2026-06-24 16:34:13 +02:00
superpowers docs(perf): dense-town FPS attribution (CPU-bound, GPU=0.5ms) + cellobject-batch spec 2026-06-23 20:41:45 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00
ISSUES.md docs(issues): #147 city/perimeter walls FIXED (9743537); correct premise + re-scope terrain residual 2026-06-24 16:25:23 +02:00