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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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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- **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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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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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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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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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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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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**Hand tracking spike still TODO** (`XRHandTracker` through WiVRN, see
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`openxr_hand_tracking.rst`).
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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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3. ~~Locomotion: anchor-grab mode~~ — **done, NEEDS FIXING** (`AnchorMoveMode.cs` + teleport
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spawn anchoring); other movement modes are future nodes beside it.
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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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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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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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5. ~~Box3D validation spike~~ — **done, PASS** (drop+contact, velocity-chase vs wall, headless
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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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## 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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- **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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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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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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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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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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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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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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4. **Physical torso/head capsules** — folded into the body-physics track (item 1): the torso
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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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chase body IS the capsule replacement; head/body colliders join it in the same stage.
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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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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. **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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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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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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dense screens (at most ONE such screen; everything else stays props).
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## 8. Working agreements
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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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- 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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- 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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- 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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- 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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source after playtests — read them instead of guessing.
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