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