Add narrative event types (task_started, npc_slept, npc_died, resource_depleted) alongside economic transfers. EconomicEventRecord gains create_narrative factory and human-readable description method. SimulationManager records task-start and sleep/death events, exposes get_npc_events() for per-NPC history queries. Inspector now shows a Recent timeline of the last 5 events for the selected NPC, plus displays carried wood count. Relax EconomicEventRecord validation to accept non-economic events. Update roadmap with completed milestones.
- Upgrade river shader with multi-layer UV flow, fresnel edges, foam highlights, and specular sparkle
- Upgrade waterfall shader with dual-band scrolling, distinct foam contrast, and rim transparency
- Widen river (8m) and waterfall (8m) for greater visual presence
- Increase waterfall mist particles to 72 with wider spread and longer lifetime
- Add fortress crenellations (10), three turrets, and prominent ridge banner for readable skyline silhouette
- Remove duplicate banner nodes from JajceWorld instance (now owned by FortressBlockout scene)
- Update BUILD_IN_PUBLIC_PLAN and LEARNING_ROADMAP to reflect completion
- Update ACTION_SYSTEM_ARCHITECTURE.md to describe the active-position
contract and visual lifecycle proof
- Mark BUILD_IN_PUBLIC_PLAN.md systems-gate section complete
- Mark LEARNING_ROADMAP.md architecture-gate section complete and
renumber post-gate implementation sequence
- Update PROJECT_CONTEXT.md immediate-milestone section to reflect
completed gate and next food-loop milestone
- Update SIMULATION_STATE_SCHEMA.md with NPCStateRecord v2 details
- Update ADR 0001 checklist to mark active-position sync done