Mark anchor-loco needs-fixing + teleport/lasers broken; record locomotion + project-direction open decisions; smart-agent escalation channel
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@@ -119,7 +119,11 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
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ruin immersion and are hard to aim at distance; they are the fallback, not the default.
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- **Hand tracking**: cheap spike early, full support later. Interaction logic must not assume
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controllers — controller tip and fingertip feed the same cursor concept.
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- **Locomotion** (implemented, play-feel tuning ongoing): spawn re-anchoring
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- **Locomotion** (implemented, NEEDS FIXING per owner 2026-10-01 — two-hand turn not
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2-anchor based, two-hand simultaneous move weird, teleport + lasers broken/experimental;
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fix-or-replace rides on the body-physics track decision, owner candidate replacement =
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physics thumbstick movement):
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spawn re-anchoring
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happens ONCE on first focus gained (HMD xz at `SpawnPoint` + spawn yaw; real head height and
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pitch kept) — physical room position never matters. `pose_recentered` is deliberately NOT a
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placement trigger AND its log is throttled to one line: measured on WiVRN it fires
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@@ -177,8 +181,11 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
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from engine source; the deliberate full action-map pass happens with the UI milestone.
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**Hand tracking spike still TODO** (`XRHandTracker` through WiVRN, see
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`openxr_hand_tracking.rst`).
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3. ~~Locomotion: anchor-grab mode~~ — **done** (`AnchorMoveMode.cs` + teleport markers +
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spawn anchoring); other movement modes are future nodes beside it.
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3. ~~Locomotion: anchor-grab mode~~ — **done, NEEDS FIXING** (`AnchorMoveMode.cs` + teleport
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markers + spawn anchoring): two-hand turning not 2-anchor based, simultaneous two-hand
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movement weird, teleport + lasers broken (owner report 2026-10-01; experiments, not
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current issues). Fix-or-replace deferred — owner's candidate replacement is physics
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thumbstick movement if the body-physics track lands.
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4. ~~UI: first prop panel~~ — **done** (`WorldPanel.cs`); SubViewport/composition-layer screen
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deferred until dense content (file browser) is actually needed.
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5. ~~Box3D validation spike~~ — **done, PASS** (drop+contact, velocity-chase vs wall, headless
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