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R04: separate player and world animation clocks - #124

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hoainho merged 1 commit into
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task/R04-responsive-player-clock-20261005-a
Oct 5, 2026
Merged

hoainho merged 1 commit into
mainfrom
task/R04-responsive-player-clock-20261005-a

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@hoainho hoainho commented Oct 5, 2026

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Refs #25

Scope

  • Aren finite actions and loop sampling use the simulation clock; non-player actors and contextual traversal retain scaled world time.
  • EngineState schema v3 migrates v2 live/checkpoint player samples while preserving normalized progress.
  • Renderer loops use authoritative actor clock and loaded clip duration; finite clips remain snapshot-sampled.
  • Combat contract docs and deterministic/browser smoke coverage updated.

Review

  • Independent Astra spec review: SPEC_OK for combat and renderer slices.
  • Independent Astra code-quality review: QUALITY_OK for both slices.

Verification

  • tsc --noEmit: pass.
  • Focused combat tests: 21 pass, 225 assertions.
  • Full Bun suite: 565 pass, 1,507 assertions.
  • Production build: pass; Vite still reports 504.94 kB and 568.75 kB chunks above its 500 kB warning threshold.
  • Chromium renderer smoke: pass, zero page errors; existing Three.js skinning warnings remain.
  • App lifecycle smoke: all seven checks pass; failure is null and cleanup is true.
  • Development route and built preview both fail closed on the real greenwake-environment gate after New Game.

Readiness

NOT READY FOR USER TEST. greenwake-environment is blocked with no runtime URL or native GLB. P6 actors lack required production native GLBs/clip mappings; only Aren/Asha concept crops are approved and neither is model-ready or authorized for provider dispatch. Per-asset rights/Tripo grants or supplied native GLBs with provenance, workspace host-image consent, an official Jev harness at least 0.2.5, and native rig/root-motion/contact evidence remain prerequisites. This is a verified clock increment, not P6 acceptance; keep #25 open.

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hoainho merged commit 7f64a9e into main Oct 5, 2026
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