diff --git a/coordination/claims/M03-RND-FACADE-GROUND-QUERY-001.md b/coordination/claims/M03-RND-FACADE-GROUND-QUERY-001.md index b0dffa7..ac93a4a 100644 --- a/coordination/claims/M03-RND-FACADE-GROUND-QUERY-001.md +++ b/coordination/claims/M03-RND-FACADE-GROUND-QUERY-001.md @@ -75,7 +75,36 @@ terrain-height probe away from direct streamer state/queue access. ## Status -- State: active -- Done: facade/backend ownership and diagnostic compatibility contract defined -- Next: move sampling behind loader/facade, migrate probe, add tests/docs +- State: ready-for-review +- Done: added renderer-owned typed sample, facade query/snapshot, migrated terrain + probe, expanded internal-access/coordinate gates and updated module docs +- Next: M03 integrator reviews and merges `b697a89` - Blocked by: + + + +## Handoff + +- Commit: `b697a89` +- Results: `WorldRenderFacade` delegates loaded-mesh ground sampling and returns + renderer-owned `RenderedGroundSample`; detached diagnostic snapshots preserve + the probe report while hiding queue/tile/Mesh/Node references. Gameplay remains + on the independent M02 `TerrainQuery` composition. +- Verification: facade `delegation=5 ground_contract=2 runtime_scenes=2 tools=3`; + internal access `private_symbols=43 gameplay=7 editor_sources=9 renderer_tools=1`; + terrain query contracts passed; coordinate boundary `files=113 consumers=5`; + renderer manifest `7/7`; shutdown ownership, scheduler/planner, coordination, + documentation and diff gates passed. +- Fidelity: the probe's 5000-unit ray height, 3x3 tile search, highest-hit choice, + readiness fields and `2/5/10/20/40` nearby fallback moved unchanged. No terrain + geometry, streaming, cache, material, placement or visual rule changed. No + build-12340 parity claim is added. +- External/local inputs: ignored native DLL and generated ADT resource scripts + were copied from master only for editor/streamer parse and then removed. + Proprietary extracted world data was unavailable, producing expected degraded diagnostics. +- Remaining risks: triangle-mesh generation is on-demand/main-thread and diagnostic; + it is unsuitable for per-physics-frame gameplay; exact asset-backed probe output + still depends on local corpus readiness; environment/entity facade contracts remain. +- Documentation: inline facade/loader/value API; world-renderer API/data-flow/ + sequence/ownership/recovery/capability/source map; terrain-query authority + clarification and renderer implementation notes updated.