Files
Project-M/Docs/Vault/06_Roadmap/Backlog.md
T
2026-06-02 18:28:23 -07:00

45 lines
6.6 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
tags:
- roadmap
- backlog
updated: 2026-06-01
permalink: gamevault/06-roadmap/backlog
---
# Backlog
Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when committed.
- [x] Upgrade Unity 6.4 → 6.6 — done (now `6000.6.0a6`). Entities/Collections/Graphics → 6.5.0; **Netcode → 6.6.0 and Physics → 6.5.0 also renumbered into the editor line** (not independent 1.x as [[DR-001_Netcode_Test_Harness]] assumed). See [[2026-05-30_M1_Player_Slice]].
- [x] Define the core gameplay loop and the first predicted player ghost — delivered as M1 ([[2026-05-30_M1_Player_Slice]]).
- [ ] **Re-validate the M1 play-tick on a stable Unity 6.x** — live runtime blocked on the 6.6 alpha ([[DR-002_Unity66_Alpha_Netcode_Transport]]); optionally reproduce with the `networked-cube` sample to file a bug.
- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
- [x] Decide **relay provider** before M4 — resolved: **Direct IP/LAN now, Unity Relay later** ([[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]).
- [x] Decide home-base **grid 2D vs 3D** before M6 — resolved 2026-06-02: **planar single-level `int2` grid**, CellSize 1.0, 32×32 plot (full 3D/stacked deferred). Locked in `BaseGridMath` — [[DR-008_M5_HomeBase_BaseLayer_Storage]].
- [ ] Decide **production replication** (predicted vs server-only) before M7 (automation).
- [ ] **M2 follow-up — restart the editor to clear the corrupted Burst cache**, then confirm the console is clean on a warm play (no "not a known Burst entry point"). See [[2026-05-31_M2_Combat]] / [[DR-003_M2_Combat_Netcode_Architecture]].
- [ ] **M2 follow-up — live interactive fire test** (focused Play Mode: press Space / LMB / RT → predicted projectile + dummy HP drop). The server combat loop + replication are validated; the input→`AbilityFireSystem`→predicted-spawn→classification path is only validated structurally.
- [ ] **M2 follow-up — mouse-cursor aim for KBM** (needs a camera ground-ray rig); currently aim = gamepad right-stick + movement-heading fallback.
- [ ] **M2 follow-up — player death/respawn** (M2 only clamps player HP ≥ 0; dummies despawn on death).
- [ ] M2 polish — projectile/dummy visuals (primitive meshes/materials currently); optional predicted client-side auto-target if the soft server reconcile feels off.
- [ ] **M3 follow-up — UI/icon/description pipeline** for abilities (managed lookup keyed by `AbilityId`, off the blob). Deferred from M3 ([[2026-05-31_M3_Data_Driven_Abilities]]).
- [ ] **M3 follow-up — timed / removable modifiers** (expiry on `NetworkTick`, `ClearByType` via `StatModifier.SourceId`). M3 modifiers are permanent-once-granted.
- [ ] **M3 follow-up — multi-prefab abilities** (a per-ability *different* projectile ghost) needs `ProjectileClassificationSystem` generalized beyond the single shared prefab.
- [ ] **M3 follow-up — standalone-server debug modifier path** via `IRpcCommand` (current `DebugModifierInjectionSystem` is in-editor single-process only).
- [ ] **M3 follow-up — rate-limited turning** (`PlayerAimSystem` still snaps rotation; `EffectiveCharacterStats.TurnRate` is wired but unused).
- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).
- [ ] **M5 follow-up — base/expedition subscene split + streaming (Option C)**: the persistent-space split the locked world design ultimately needs (`SceneSystem.LoadSceneAsync`/`UnloadScene`, per-world load on the listen-server, enter-expedition/return-to-base transition). Deferred to its own world-architecture milestone — M6/M7 only need the anchor + grid, now done ([[DR-008_M5_HomeBase_BaseLayer_Storage]]). The physics-in-prediction + base-layer slices of M5 are done ([[DR-006_M5_Physics_In_Prediction]], [[DR-008_M5_HomeBase_BaseLayer_Storage]]).
- [ ] **M5 follow-up — shared-storage disk persistence** (host-only): runtime structures don't exist until M6, so nothing to save yet; add a thin per-record serialization slice (replayed through M6's placement path) after M6. `BaseAnchor`/`StorageEntry` are already flat/serialization-friendly.
- [ ] **M5 follow-up — storage interaction polish**: proximity gate the deposit/withdraw (the container carries `HitRadius`); real item/UI model beyond the fixed test item; multi-writer ordering beyond first-come server apply.
- [ ] **M5 follow-up — multi-client shared storage**: validate two clients see identical shared-storage buffer state (pairs with the deferred M5b multi-client interpolation + M4 two-build tests).
- [ ] **M5 follow-up — home-base visuals**: only an editor plot-bounds gizmo + a placeholder primitive container today; real ground/walls/structures arrive with M6.
- [ ] ~~**M5 follow-up — same-tick movement**~~ — moot after M5b (the CC character runs in the predicted fixed-step group; M5's `PlayerMoveSystem` is deleted). See [[DR-007_M5b_Character_Controller_Package]].
- [ ] **M5b follow-up — multi-client CC interpolation validation**: live two-build / thin-client run to confirm remote-peer interpolation smoothness (predicted-only `CharacterInterpolation` variant is in; only single-client validated). Pairs with the deferred M4 real-LAN two-build test.
- [ ] **M5b follow-up — player-vs-player collision**: currently non-physical (`SimulateDynamicBody=false`); enable + handle masses if mutual push is wanted.
- [ ] **M5b follow-up — KinematicCharacterBody velocity ghost variant** (replicate RelativeVelocity/IsGrounded) if owner-prediction reconciliation looks jittery under latency.
- [ ] **M5b follow-up — gravity/verticality**: CC character is gravity-free + planar (no floor collider). Add gravity in the processor + a ground collider + reconsider `SnapToGround` if terrain/verticality is introduced.
- [ ] **M5b follow-up — CC package version**: 1.4.2 declares `entities/physics@1.3.x` (resolves via SemVer floor on our 6.4.0/1.4.6). Move to a CC build explicitly targeting Entities 6.x when published.
- [ ] **M5 follow-up — physics lag compensation** (`NetCodePhysicsConfig.EnableLagCompensation` + `PhysicsWorldHistorySingleton`) if/when physics-based hit detection replaces the swept-segment server check.
- [ ] **M5 follow-up — projectiles as physics bodies** (currently kinematic + swept hit); convert for projectile-vs-world collision.
- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write.