Docs: reconcile vault roadmap + indexes to current state

Bring the living docs up to 2026-06-08 reality (Milestones/Backlog/Home/Systems_Index were stalled at 2026-06-06): add the 6 missing Milestones rows (animation, enemy animation, HUD Synty skin, world redo, world collision, Inventory+Equipment Phase 0/1); declutter Backlog to open-work-only (remove shipped [x] items whose context lives in their DRs/session logs, resolve items completed by later slices, surface Inventory/Equipment Phase 2-4 as next); refresh Home links (DR range -> DR-027, latest sessions); add a Systems_Index Items/Inventory/Equipment section + fix the stale 'StructureType 2-4 reserved for M7' note + a pointer to systems documented only in their DRs.

Reconcile DR-026's roadmap (mark Phase 0/1 done; the Phase-1 line now carries the DR-027 event-driven supersession note). Trim Data_Driven_Abilities resolved open-questions + fix cross-links. DRs + session logs (the historical record) untouched apart from that one DR-026 note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-08 11:33:46 -07:00
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tags:
- roadmap
- milestones
updated: 2026-06-06
updated: 2026-06-08
permalink: gamevault/06-roadmap/milestones
---
@@ -26,5 +26,11 @@ permalink: gamevault/06-roadmap/milestones
| **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ✅ Done 2026-06-05 — **full Harvester → Conveyor → Fabricator chain, server-only + deterministic, auto-gathering EXISTING resources (default 2 Ore → 1 Aether) into the global ledger so setup compounds; persistence folded in (SaveData v2).** Runtime-validated on 6.4.7 (real netcode worlds): catalog bakes the 3 machine ghost prefabs; a placed live chain runs end-to-end (Ore cost withdrawn; Harvester→Conveyor→Fabricator→ledger), **server Aether == client Aether** (replicated); quit autosaved v2 (3 structures + epoch-independent REMAINING-tick cooldowns), Continue restored all 3 charge-free at the exact cells with born-correct ledger and the chain **resumed producing**. Deterministic conveyor (snapshot→stable-sort→at-most-one-claim→stall, shuffle-invariant); single gated catch-up path (`CyclesDue` lower-bound 0, input-limited, period-0-guarded); one-shot `BaseRestoreSystem`; `RuntimePlacedTag` single-source-of-truth. EditMode **190/190**. Resolves "production replication = **server-only**". — [[DR-020_M7_Automation_Production_Chains]], [[2026-06-05_M7_Automation]] |
| **— 2026-06-05 HUD rework (UITK + build palette) —** | Convert the in-game HUD to UI Toolkit (consistent with the menu / pause / settings) + a full build-palette HUD: click-to-place with a green/red ground-ghost, conveyor rotate, fire-suppress; combat juice re-skinned to the Aether palette. | ✅ Done 2026-06-05 — runtime-validated (real netcode session): UITK HUD renders all panels; palette shows 6 buildables + costs; selection highlights + a live ground ghost; placement via the build RPC works. EditMode **190→194**. — [[DR-021_HUD_UITK_BuildPalette]], [[2026-06-05_HUD_Rework_UITK_BuildPalette]] |
| **— 2026-06-06 Cleanup & alignment —** | Repo hygiene before more dev: delete dead assets (`_Recovery/`, stray `Resources.meta`), remove the legacy IMGUI `ConnectionUI` (scenes + script + stale comments), DRY the UITK `Round`/`Border` helpers + small HUD/build refactors, and align `CLAUDE.md` + the vault to the scene split / Automation / Saves / UITK surfaces. | ✅ Done 2026-06-06 — EditMode green, console clean; grouped commits. — [[2026-06-06_Cleanup_Alignment]] |
| **— 2026-06-06 Animation pipeline (Rukhanka)** | Entities-native skeletal animation: Synty Polygon characters rigged + driven by client-derived params (animation NOT replicated → derived from replicated state). | ✅ Done 2026-06-06 — Rukhanka 2.9 local pkg; `PlayerAnimationDriveSystem` reads replicated state → `AnimatorParametersAspect`; `AnimatedLitShader` deformation; `ServerStripAnimationSystem` disables Rukhanka on the server. [[DR-022_Animation_Pipeline_Rukhanka_Synty]], [[2026-06-06_Animation_Pipeline_Slice1]] |
| **— 2026-06-06 Enemy animation + Synty content** | Animate the Husks by reusing the player pipeline + inventory the Synty packs for enemy/world picks. | ✅ Done 2026-06-06 — `EnemyAnimationDriveSystem` (remote-path velocity from `LocalTransform` delta); 3 animated enemy prefabs wired via `EnemyRigTools` (GUID-preserving). [[DR-023_Enemy_Animation_MonsterMash]], [[2026-06-06_Enemy_Animation_Synty_Inventory]] |
| **— 2026-06-07 HUD Synty visual pass** | Skin the UITK HUD with the Synty sci-fi-soldier kit via a build-safe theme. | ✅ Done 2026-06-07 — curated `HudTheme` ScriptableObject (serialized refs, null-safe flat fallback); per-resource cost icons on the build palette. [[DR-024_HUD_Synty_Skin_Theme]], [[2026-06-07_HUD_Synty_Visual_Pass]] |
| **— 2026-06-08 World environment redo** | Replace the sci-fi-colony dressing with off-world natural-frontier Synty biomes (cosmetic). | ✅ Done 2026-06-08 — `BaseBiome`(Meadow_Forest)@origin + `ExpeditionBiome`(Arid_Desert)@+1000 classic-URP cosmetics; global procedural skybox; per-region fog/ambient cross-fade (`WorldAtmosphereSystem`). [[DR-025_World_Environment_Redo_Natural_Frontier]], [[2026-06-08_World_Environment_Redo]] |
| **— 2026-06-08 World collision + HUD scaling** | Restore world collision (lost when DR-025 made the world cosmetic) + fix HUD scaling in Play. | ✅ Done 2026-06-08 — subscene `Environment`-layer boundary ring + landmark colliders (`WorldCollisionConfig`; player blocked via the layer matrix; enemy `CollisionWorld.SphereCast`); HUD ConstantPhysicalSize→ScaleWithScreenSize. [[2026-06-08_World_Collision_HUD_Scaling]] |
| **— 2026-06-08 Inventory · Equipment (Phase 0 + 1)** | Expand combat + harvesting into per-player inventory + equipment slots that grant abilities/effects, built on the existing data-driven spine (ItemDatabase catalog, StatModifier stack, AbilityRef swap). | ✅ Done 2026-06-08 — **Phase 0**: per-player replicated `InventorySlot` buffer + ID-keyed `ItemDatabase` blob catalog + harvest reroute to the personal bag + `G` deposit-to-ledger RPC + read-only HUD panel. **Phase 1**: `EquipmentSlot` (Weapon/Armor/Trinket/Tool), weapon→`AbilityRef.Id` ability swap, gear→`StatModifier` mods (per-slot sentinels), event-driven server `EquipSystem`, click-to-equip HUD. Architecture pre-validated by 5-/4-lens adversarial review; 236/236 EditMode; Play-validated host+client. **Next: Phase 2 tool-gated harvesting** (see [[Backlog]]). [[DR-026_Inventory_Equipment_Progression_Foundation]], [[DR-027_Equipment_Slots_Phase1]] |
Promote items from [[Backlog]] here when committed.