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2026-04-11-foundation-phase-design.md
docs: refresh strategic roadmap + Foundation phase design spec
2026-04-11 21:43:33 +02:00
2026-04-12-b3-complete-movement-design.md
docs(specs): Phase B.3 Complete — movement and world navigation design
2026-04-12 15:54:12 +02:00
2026-04-12-physics-collision-engine-design.md
docs(specs): Phase B.3 — physics collision engine design
2026-04-12 09:42:31 +02:00
2026-04-12-player-movement-design.md
docs(specs): Phase B.2 — player movement mode design
2026-04-12 14:05:07 +02:00
2026-04-13-movement-completion-design.md
docs: movement completion design spec (B.2/B.3)
2026-04-13 23:01:18 +02:00
2026-05-02-l3-remote-entity-motion-design.md
docs(spec): Phase L.3 scope revision — combine L.3.1+L.3.2
2026-05-03 10:03:09 +02:00
2026-05-08-phase-n-worldbuilder-migration-design.md
spec(rendering): Phase N WorldBuilder migration design + N.1 scenery
2026-05-08 08:47:23 +02:00
2026-05-08-phase-n1-scenery-via-wb-helpers-design.md
spec(rendering): Phase N WorldBuilder migration design + N.1 scenery
2026-05-08 08:47:23 +02:00
2026-05-08-phase-n4-rendering-foundation-design.md
spec(N.4): rendering pipeline foundation design
2026-05-08 12:47:49 +02:00
2026-05-08-phase-n5-modern-rendering-design.md
phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted
2026-05-08 22:01:36 +02:00
2026-05-09-phase-a5-two-tier-streaming-design.md
docs(A.5 T27): spec + plan amendments for T22.5 + ship
2026-05-10 10:06:26 +02:00
2026-05-09-phase-n5b-terrain-modern-design.md
spec(N.5b): design for terrain on the modern rendering path
2026-05-09 08:23:09 +02:00
2026-05-10-issue-53-tier1-cache-design.md
docs(post-A.5 #53 ): Tier 1 retry — mutation audit + cache design spec
2026-05-10 16:50:26 +02:00
2026-05-10-phase-m-network-stack-design.md
docs(phase-m): sharpen Phase M into design spec + opcode coverage matrix
2026-05-10 19:22:49 +02:00
2026-05-11-phase-n6-slice1-design.md
docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55
2026-05-11 12:51:10 +02:00
2026-05-12-l2g-dynamic-physicsstate-design.md
docs(phys L.2g): design spec for dynamic PhysicsState toggling (doors)
2026-05-12 21:00:36 +02:00
2026-05-12-phase-c1.5a-portals-design.md
docs(vfx #C.1.5a): ship Phase C.1.5a + file issue #56 for per-part collapse
2026-05-11 16:13:12 +02:00
2026-05-13-l2d-cbuildingobj-collision-design.md
docs(phys L.2d): design spec for slice 1 BSP-hit diagnostic + L.2d reframe
2026-05-12 19:01:44 +02:00
2026-05-13-phase-b4b-design.md
docs(B.4b): correct file paths — WorldPicker lives in AcDream.Core.Selection
2026-05-13 17:31:49 +02:00
2026-05-13-phase-b4c-design.md
docs(B.4c): design spec for door swing animation
2026-05-14 06:26:57 +02:00
2026-05-13-phase-c1.5b-design.md
docs(vfx #C.1.5b): design + plan for issue #56 + EnvCell DefaultScript
2026-05-11 23:51:44 +02:00
2026-05-14-phase-b6-design.md
docs(B.6): record Slice 1 trace findings — ACE sends mtRun=0.00, no UP echo
2026-05-14 18:45:17 +02:00
2026-05-15-phase-b7-target-indicator-design.md
docs(B.7): design spec for Vivid Target Indicator (selection feedback)
2026-05-15 06:46:55 +02:00
2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md
feat(retail): Phase B.6 — server-driven auto-walk done right
2026-05-16 16:14:44 +02:00
2026-05-18-retail-chase-camera-design.md
docs(render): Phase A8.F — supersede the old "no camera collision" note
2026-05-29 19:46:53 +02:00
2026-05-19-indoor-cell-rendering-fix-design.md
docs(spec): expand probe design with concrete line formats + code sites
2026-05-19 11:07:54 +02:00
2026-05-19-indoor-portal-cell-tracking-design.md
docs(spec): Indoor portal-based cell tracking design
2026-05-19 16:32:21 +02:00
2026-05-19-indoor-walkable-plane-bsp-port-design.md
docs(spec): indoor walkable-plane BSP port — design
2026-05-19 21:08:49 +02:00
2026-05-19-indoor-walking-phase1-bsp-cluster-design.md
docs(spec): Indoor walking Phase 1 — BSP cluster design
2026-05-19 14:07:01 +02:00
2026-05-19-phase2-indoor-cell-rendering-fix-design.md
docs(spec): Phase 2 indoor cell rendering fix design
2026-05-19 12:18:04 +02:00
2026-05-20-indoor-bsp-worldorigin-fix-design.md
docs(spec): indoor BSP world-origin / world-rotation fix (Bug B)
2026-05-20 07:38:27 +02:00
2026-05-20-indoor-walkable-synthesis-removal-design.md
docs(spec): remove per-frame indoor walkable-plane synthesis (Bug A)
2026-05-20 08:32:17 +02:00
2026-05-20-phase-a4-multi-cell-bsp-design.md
docs(spec): Phase A4 — multi-cell BSP iteration design
2026-05-20 15:50:03 +02:00
2026-05-21-cylinder-fallback-dedup-design.md
fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs
2026-05-20 11:42:13 +02:00
2026-05-21-indoor-walk-miss-probe-design.md
docs(physics): spec + plan + findings for ISSUES #83 walk-miss probe spike
2026-05-20 11:00:11 +02:00
2026-05-21-phase-a6-indoor-physics-fidelity-design.md
docs(spec): Phase A6 — Indoor physics fidelity (cdb-driven) — design
2026-05-21 17:57:48 +02:00
2026-05-21-phase-o-dat-path-unification-design.md
plan(O): Phase O implementation plan + spec layer-placement fix
2026-05-21 14:49:19 +02:00
2026-05-24-door-collision-per-part-bsp-design.md
docs(phys): design spec — per-part BSP collision for server-spawned entities
2026-05-24 14:21:07 +02:00
2026-05-24-phase-a6-p4-retail-shadow-architecture.md
docs: A6.P3 #98 resolution + A6.P4 design + #99/#100 filed
2026-05-24 07:23:49 +02:00
2026-05-26-phase-a8-restructure-design.md
docs: Phase A8 — mark prior restructure design+plan as SUPERSEDED
2026-05-27 10:08:48 +02:00
2026-05-26-phase-a8-wb-full-port-design.md
docs(spec): Phase A8 — full WB RenderInsideOut + RenderOutsideIn port (design)
2026-05-27 09:29:14 +02:00
2026-05-29-a8f-camera-collision-design.md
fix(render): Phase A8.F — camera sweep uses retail moverFlags 0x5c (PathClipped hard-stop)
2026-05-29 19:11:53 +02:00
2026-05-29-phase-a8f-portal-frame-visibility-design.md
docs: A8.F spec — correct Step 0 (A8 batch already committed in 5dc4140)
2026-05-29 10:46:36 +02:00
2026-05-30-phase-u-unified-render-pipeline-design.md
docs(render): Phase U — unified retail-faithful render pipeline design spec
2026-05-30 15:38:09 +02:00
2026-05-31-camera-collision-indoor-engagement-design.md
docs(render): ARCHITECTURE RESET — indoor render is a 3-gate patchwork; handoff + unified-PView target
2026-05-31 21:35:55 +02:00
2026-05-31-phase-u4c-stabilize-portal-visibility-design.md
docs(render): Phase U.4c — design spec (stabilize portal visibility / fix the flap)
2026-05-31 09:44:14 +02:00
2026-06-02-phase-w-transition-membership-and-pview-render-design.md
docs(render): Phase W §1a — Stage-1 gate finding (deeper root: FindEnvCollisions:1947)
2026-06-02 14:26:00 +02:00
2026-06-02-render-pipeline-redesign-design.md
docs: wrap session — doorway flap FIXED (membership + blue-hole); A/B/C render residuals next
2026-06-03 11:09:57 +02:00
2026-06-02-unified-cell-graph-stage1-design.md
docs(render): Unified Cell Graph pivot — evidence model + Stage 1 spec
2026-06-02 08:27:00 +02:00
2026-06-02-unified-cell-graph-stage2-design.md
docs: UCG W2 (one membership) spec + plan
2026-06-02 10:14:06 +02:00
2026-06-03-single-viewpoint-render-design.md
docs(render): spec — single-viewpoint render (retail viewer, no split)
2026-06-03 12:24:42 +02:00
2026-06-03-verbatim-spatial-pipeline-port-master-plan.md
docs(spatial): master plan — VERBATIM port of the retail spatial pipeline (no hybrids)
2026-06-03 13:57:25 +02:00