Mark anchor-loco needs-fixing + teleport/lasers broken; record locomotion + project-direction open decisions; smart-agent escalation channel
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@@ -198,6 +198,24 @@ PropShop, PropGrabber, PhysicsHands, BodyRig, FadeLayer/Fade. Action map: `openx
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## 5. Known issues / open questions
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- **AnchorMoveMode NEEDS FIXING (owner playtest report, 2026-10-01)** — two-hand turning
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is NOT working as intended (not 2-anchor based) and simultaneous two-hand movement acts
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weird. NOTE before fixing: owner is considering replacing grab-locomotion with physics
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thumbstick movement if the body-physics track lands (Nimso-style) — see next-steps item
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about the locomotion decision; don't over-invest in anchor-loco until that's decided.
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- **Teleport + lasers are BROKEN** — owner report; both were experiments anyway and are
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NOT current issues. Locomotion.cs's marker/laser machinery may be resurrected or deleted
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when the locomotion direction is decided; WorldPanel's laser-hover knobs still reference
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the laser system, so a deletion needs that decoupling first.
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- **Locomotion direction undecided** — owner's lean: full physics thumbstick movement if
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the body track goes the Nimso way (stick pushes the physics body; sway/jog detection
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class of solutions). Anchor-grab locomotion was a scene-viewer-era design; the fix-or-
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replace decision rides on the body-physics track outcome.
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- **Project direction note (owner, 2026-10-01)** — initially a scene viewer; messing with
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physics made gameplay-first a live possibility (scene viewer second). NOT decided —
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hinges on whether the body-physics track works painlessly. Affects prioritization only;
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nothing to change in code/docs until decided.
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- **Grab v5.3.1 — VALIDATED in-headset (owner: "it just works")** — the grab saga is closed.
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Solver-owned rigid weld via the locally patched addon (ConeTwistJoint3D → b3WeldJoint),
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rigid two-handed, takeover automatic. Headless: grab/weld/physics spikes all PASS 3×.
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@@ -274,24 +292,34 @@ PropShop, PropGrabber, PhysicsHands, BodyRig, FadeLayer/Fade. Action map: `openx
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Boneworks/Nimso tier, NOT per-bone skeleton sim), test hugging props; muscle model =
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hierarchical budgets (hand ≺ forearm ≺ shoulder ≺ torso) scaled from body mass.
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Character model: keep boxes for the physics work (owner asked; see research §5-6).
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2. **Grab points on special objects** — grab is palm-proximity to the prop origin today;
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2. **Locomotion decision** — owner report 2026-10-01: two-hand anchor turning broken (not
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2-anchor based), simultaneous two-hand movement acts weird, teleport + lasers broken
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(experiments, not current issues). Owner's candidate replacement: physics thumbstick
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movement if the body track lands. Fix-or-replace rides on item 1's outcome; teleport/
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laser machinery gets resurrected-or-deleted with it (WorldPanel's laser-hover knobs
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must decouple first if deleted).
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3. **Grab points on special objects** — grab is palm-proximity to the prop origin today;
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special objects may want authored grab anchors (see `research/vr-grabbing.md` taxonomy).
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2. **Grab points on special objects** — grab is palm-proximity to the prop origin today; special
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objects may want authored grab anchors (see `research/vr-grabbing.md` taxonomy).
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3. **Physical torso/head capsules** — folded into the body-physics track (item 1): the torso
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4. **Physical torso/head capsules** — folded into the body-physics track (item 1): the torso
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chase body IS the capsule replacement; head/body colliders join it in the same stage.
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4. **Hand tracking spike** — `XRHandTracker` through WiVRN; controller tip and fingertip must feed
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5. **Hand tracking spike** — `XRHandTracker` through WiVRN; controller tip and fingertip must feed
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the same cursor concept (interaction must not assume controllers).
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5. **Neck/head look system** — `LookAtModifier3D` head→neck distribution (needs a real skeleton).
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6. **EMBODYING** — view-follow + avatar remapping (chest calibration transform); experiments only
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6. **Neck/head look system** — `LookAtModifier3D` head→neck distribution (needs a real skeleton).
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7. **EMBODYING** — view-follow + avatar remapping (chest calibration transform); experiments only
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after head/neck look override exists. Theory until proven.
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7. **UI milestone** — deliberate full action-map pass + SubViewport/composition-layer decision for
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8. **UI milestone** — deliberate full action-map pass + SubViewport/composition-layer decision for
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dense screens (at most ONE such screen; everything else stays props).
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## 8. Working agreements
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- Read `AGENTS.md` fully before working; it overrides this file where they differ.
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- Agent-orchestration workflow: the orchestrator delegates to subagents and reviews their output.
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- **Escalation channel**: the owner has a smart external agent for hard problems/number
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crunching — the orchestrator says so when stuck or when a problem exceeds its own
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capability, and the owner forwards. It starts with ZERO project context, so problem
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statements must be fully self-contained (constants, constraints, desired output; no
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repo references). Likely first candidates: per-joint PD gain derivation for the
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hierarchical muscle budgets; Box3D stiffness-clamp vs physics-tick-rate math.
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- The USER playtests in VR and reports feel — nothing "works" until the owner confirms in-headset.
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- Engine logs (`~/.local/share/godot/app_userdata/VR Messs/logs/godot.log`) are the diagnosis
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source after playtests — read them instead of guessing.
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