Sheet R-01
Written record
28 entries
Records
One file per change: every fix, addition, and investigation, in order.
| No. | Record | Status | Outcome |
|---|---|---|---|
| 0001 | Restore the 3.5.5 baseline | Done | Clean rebuild from the known-good baseline; later 3.6.x work intentionally excluded. |
| 0002 | Test characters | Testing | Test saves as separate copies; player saves untouched. |
| 0003 | Toolchain and baseline build | Testing | MSVC + Bazel + D2RLoader + Plugin SDK v4 wired; baseline build verified. |
| 0004 | Freeze investigation | Testing | Repro attempts and log evidence for an intermittent freeze. |
| 0005 | Ground split bands | Investigating | Missing terrain faces at the Foothills terraces; the engine only builds ground for the stock camera. |
| 0006 | Save-exit crash | Fixed | Crash on save-and-exit fixed in 3.5.6, owner-confirmed. |
| 0007 | groundfx S1: ReShade foundation | Landed | ReShade loads with zero visual change: integration proven safe first. |
| 0008 | groundfx S2: camera snapshot | Landed | CamSnapshot seqlock shares live camera state between plugins; the SDK has no channel. |
| 0009 | groundfx S3: debug mask | Superseded | Pink debug mask proved hole detection finds exactly the missing terrain. |
| 0010 | groundfx: depth scale | In progress | Depth-scale uniforms for world-space surface reconstruction. |
| 0011 | groundfx: real fill | In progress | Actual terrain fill below the horizon: the split-bands fix. |
| 0012 | Skybox S0 | In progress | Sky rendering foundation. |
| 0013 | Skybox per act | In progress | Act-specific skies via the snapshot channel. |
| 0014 | Painted sky port | In progress | Painted-sky assets into the new pipeline. |
| 0015 | Sky horizon extension | In progress | Horizon extended to meet the ground fill. |
| 0016 | Sky day/night | In progress | Day/night blend: the sky follows the game clock. |
| 0017 | Targeting: 3D angles | In progress | Clicks resolved in world space, not screen-space ground points. |
| 0018 | Aim approach score | In progress | Candidates scored by approach along the corrected aim ray. |
| 0019 | Object position probe | In progress | Probe for object positions: groundwork for doors and objects. |
| 0020 | Body footprint precision | In progress | Hit volumes from MonStats footprint cells and height, not screen boxes. |
| 0021 | Capsule-first hit targeting | Building | Stage 1 implemented; capsule test is the primary hit path. |
| 0022 | Pixel-pick test findings | Awaiting retest | Deployed; selects only what the cursor is truly on, via the game’s projection. |
| 0023 | Box flicker: absolute margins | Testing | Hover-box margins made absolute; flicker fix under test. |
| 0024 | Exploded projection fix | Testing | Units at extreme pitch no longer explode. |
| 0025 | Ray fallback: exploded boxes | Testing | World-ray fallback covers what projection can’t. |
| 0026 | Ray resolver tiebreak | In progress | Deterministic tiebreak for rays claimed by two units. |
| 0027 | Assert dialog mode | Done | Config change only; assert dialogs suppressed for cleaner runs. |
| 0028 | Perf: log flush + cull | In progress | 3.5.21: log-flush throttle, transition throttle, distance cull for the 3.5.20 slowdown. |
Statuses marked in progress are open work; the record file holds the plan and latest test notes. Shelved means deliberately not reused. The full narrative is on the timeline.