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feat: add simulation-owned environmental skill impacts - #129

Merged
hoainho merged 1 commit into
mainfrom
task/128-environment-impact
Oct 18, 2026
Merged

hoainho merged 1 commit into
mainfrom
task/128-environment-impact

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@hoainho

@hoainho hoainho commented Oct 18, 2026

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Scope

Closes #128.

  • Add fixed-world-time environmental health, material resistance, impulse, collision, settling and local lifetime state. Rooted wood deflects; foliage crushes; structural rock stays fixed; three reused native Greenwake river stones move and retain damage.
  • Connect genuine offensive melee/projectile/AoE/kit/hostile/Vara resolution. Deduplicate sustained windows without suppressing separate Sakda limb/ring and Hundred Elbows contacts. Preserve actor damage, timing, mana/cooldowns, camera ownership and quest/traversal/support authority.
  • Project authoritative state into native instanced transforms and scar shading, including visibility/LOD/reset and Reduced Effects. No new physics dependency, paid generation, proxy replacement or asset release-gate promotion.
  • Cover pause/hit-stop/slow time, serialization, checkpoint/region reset, thin walls/stacked floors, exact zero-speed airborne apex and waking on removed native support. Temporary forensic controls are removed.

Observed validation

  • Focused integration: 143 pass, 0 fail, 1,841 assertions across eight files.
  • Final bun run build: TypeScript and Vite passed; existing large-chunk warning remains.
  • node --test tests/release/*.test.mjs: 236 pass, 0 fail, 0 skipped. Validator unit success does not certify candidate native assets for release.
  • REA native replay: environmental response on/off preserved target HP 1000 → 964 → 946, mana 100 → 80. Native matrices/materials changed, melee and delayed lightning stayed separate, pause outside hit-stop held the exact pose, and damaged bodies settled with zero angular velocity. Reduced Effects preserved damage/displacement. No missing native actor assets or native asset errors.
  • Actual application UI: entered Greenwake as Aren/Koro, accepted K down/up (100 → 88 mana and heavy cooldown), and exercised Escape/Resume. This is boot/input evidence, not another contact or campaign-save claim. Five audio requests were aborted; audio playback is not accepted by this smoke.

Evidence and review

Captured transitions, source hashes, native screenshots and limits. Combat contract.

Spec and implementation review performed in the main coordinating session under the current coordinator-owned review policy; no independent model review is claimed.

Limits

This is bounded local prop response, not terrain deformation, mesh fracture, tree uprooting, loose-body-to-loose-body collision or a whole-roster native art/FPS certification. Campaign Continue keeps its safe-checkpoint policy; no permanent destruction world facts or save-format migration. Kena/Zenless Zone Zero remain historical visual references, not REA-decompiled commercial binaries. REA observed the shipped Last Stand/Three.js graph and controlled our native replay; no commercial destruction algorithm is inferred. REA retained every requested step/image/DOM but reports an events-completeness mismatch (also when events were omitted); tool issue filed and no global trace-equality certification claimed.

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vercel Bot commented Oct 18, 2026 •

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The latest updates on your projects. Learn more about Vercel for GitHub.

Project Deployment Actions Updated
wild-crown Ready Ready Preview Oct 18, 2026 6:49am UTC

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Main-session acceptance review complete for #128: no open blocking findings within this change. Reviewed offensive resolution -> fixed-step material/impulse state -> native projection; actor/camera/quest/support authority remains separate. Repairs include force-query sampling cost, airborne zero-speed apex, settling/angular tails, support-removal wake and protected route visual IDs. Observed 143 integration tests, 236 release-validator unit tests, final production build and 15 finite REA native assertions passing. These are not asset release/FPS certification or global REA trace equality. The Vercel preview reports Ready, but browser access is SSO-protected; no preview UI success is claimed. This is the coordinating session review, not an independent model approval.

@hoainho
hoainho merged commit 2d86748 into main Oct 18, 2026
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@hoainho

hoainho commented Oct 18, 2026

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Post-merge acceptance for 2d86748a8c8f03e0a5a93517557525f84edc73ee:

  • Canonical local main fast-forwarded successfully; issue Skill impacts: simulation-owned environmental motion and damage #128 is closed as completed. Unrelated worktrees were not modified.
  • Merged-main CI passed build, release-validator units and artifact upload. Push and PR CI also passed.
  • Production deployment reported success for the merge SHA. The public game served main-Cx7Y0KrS.js, matching the locally verified production bundle.
  • Exercised deployed New Game -> Aren/Koro -> Greenwake Prologue -> actual native playable HUD -> Escape/Resume; inspected the rendered native scene. This does not add a production environmental-contact or campaign Save/Load claim to the finite REA contact proof already attached. Audio request aborts remain observed; no audio acceptance claim.
  • Candidate/generated/not-release-verified banner remains intact. Temporary forensic controls were removed; the owned Vite service and verification browser were closed.

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Skill impacts: simulation-owned environmental motion and damage

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