Mark anchor-loco needs-fixing + teleport/lasers broken; record locomotion + project-direction open decisions; smart-agent escalation channel

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Foxyz1302 committed 2026-10-01 22:29:46 +03:00
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@@ -119,7 +119,11 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
ruin immersion and are hard to aim at distance; they are the fallback, not the default.
- **Hand tracking**: cheap spike early, full support later. Interaction logic must not assume
controllers — controller tip and fingertip feed the same cursor concept.
- **Locomotion** (implemented, play-feel tuning ongoing): spawn re-anchoring
- **Locomotion** (implemented, NEEDS FIXING per owner 2026-10-01 — two-hand turn not
2-anchor based, two-hand simultaneous move weird, teleport + lasers broken/experimental;
fix-or-replace rides on the body-physics track decision, owner candidate replacement =
physics thumbstick movement):
spawn re-anchoring
happens ONCE on first focus gained (HMD xz at `SpawnPoint` + spawn yaw; real head height and
pitch kept) — physical room position never matters. `pose_recentered` is deliberately NOT a
placement trigger AND its log is throttled to one line: measured on WiVRN it fires
@@ -177,8 +181,11 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
from engine source; the deliberate full action-map pass happens with the UI milestone.
**Hand tracking spike still TODO** (`XRHandTracker` through WiVRN, see
`openxr_hand_tracking.rst`).
3. ~~Locomotion: anchor-grab mode~~ — **done** (`AnchorMoveMode.cs` + teleport markers +
spawn anchoring); other movement modes are future nodes beside it.
3. ~~Locomotion: anchor-grab mode~~ — **done, NEEDS FIXING** (`AnchorMoveMode.cs` + teleport
markers + spawn anchoring): two-hand turning not 2-anchor based, simultaneous two-hand
movement weird, teleport + lasers broken (owner report 2026-10-01; experiments, not
current issues). Fix-or-replace deferred — owner's candidate replacement is physics
thumbstick movement if the body-physics track lands.
4. ~~UI: first prop panel~~ — **done** (`WorldPanel.cs`); SubViewport/composition-layer screen
deferred until dense content (file browser) is actually needed.
5. ~~Box3D validation spike~~ — **done, PASS** (drop+contact, velocity-chase vs wall, headless