docs: mark quicksave phase complete

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2026-07-05 18:10:44 +02:00
parent 08b7bee0e5
commit 40014411fb
3 changed files with 27 additions and 13 deletions
+6 -4
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@@ -502,8 +502,9 @@ These are expected prototype constraints, not necessarily isolated bugs:
marker mapping and several action effects remain hard-coded.
- Temporary activity markers remain for eating, rest, study, and patrol; NPC
and player food/wood gathering use `ResourceNode` instances with no fallback.
- Current NPC, village, resource, clock, and RNG state serialize through schema
v1, but there is no save-slot/file UX or top-level backward migration yet.
- Current NPC, village, resource, storage, event, clock, and RNG state serialize
through world schema v3. F5/F9 provide one validated local quicksave; a save
menu, metadata, and player-transform persistence remain deferred.
- Simulation-owned resource records retain live amounts, reservations, and
usage definitions while ResourceNode scenes are unloaded.
- An explicit fixed-step clock converts frame delta into simulation ticks, but
@@ -741,8 +742,9 @@ The location-based food loop is complete and traceable: gathering creates
carried food, depositing fills the pantry, withdrawal retrieves one unit, and
eating consumes it. Each successful transfer creates a persisted structured
event, and active NPCs visibly carry food through presentation derived from
their inventory. The next systems milestone is save-slot persistence and
validation. Bounded Terrain3D look-development can resume alongside it.
their inventory. The bounded save-slot slice is also complete, including
validation, atomic replacement recovery, and active-visual rebuilding.
Terrain3D runtime integration and the simulation-garden beauty pass are next.
The coherent visual slice can then aim for: