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Feature-completion finish line

The frozen feature inventory and its implementation record.

docs/FEATURE_COMPLETION.mdSource updated 2026-10-27
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Frozen scope inventory: October 27, 2026. Source: ENGINE_PLAN and roadmap 0–18. This replaces the unsupported 98%/85% estimates. The later 80% answer referred to one terrain increment and must never be presented as overall completion.

Feature implementation: 70 of 70 capabilities = 100% FEATURE COMPLETE. This is a count of named capabilities, not an estimate of remaining engineering hours. A large capability and a smaller capability each count once. A capability is implemented when its ordinary runtime/authoring/persistence/shared paths exist where applicable. Existing bounded profiles count as implementations; optional extensions beyond the original named capability do not expand this denominator. The repository handoff includes the terrain brush work. Development continues on codex/engine-foundations in jasona/awaken-engine.

Testing, test coverage, benchmarks, performance qualification, actual deployment validation, broad platform compatibility and final art polish are separate work. They neither add to nor subtract from this feature-completion percentage. In particular, the owned backend is implemented even though its replacement/performance gates remain open. Docker definitions count as implemented even though actual container/Coolify qualification remains open. No production-readiness claim follows. The current user-approved character is retained.

#Six delivered feature milestones

Order ID Deliverable Functional finish condition
Delivered F65 Automatic body/projectile portal crossing An authored moving body/projectile crosses a portal plane without an Interact transfer; identity, pose, velocity and ownership move to the destination through ordinary shared/persistent state.
Delivered F66 Vehicle/passenger transfer across room hosts A seated driver and passenger cross an authored room doorway with the vehicle; destination owns the assembly and seats, and the source releases it. The current stand-up restriction is removed for this path.
Delivered F53 General navigation and visual rebake Authors can bake from supported imported/sloping walkable geometry in the editor, retain the mesh/revision and drive NPC paths from it; door blockers continue to work.
Delivered F13 Authorable animation trees Content can define animation states, transition conditions and blend parameters; imported actors use them through the ordinary saved/shared animation binding instead of engine-specific hardcoding.
Delivered F69 2D action animation Authors can bind named actions beyond idle/walk; local and remote travelers display the selected action/facing and retain the relevant state through the normal saved/room lifecycle.
Delivered F70 General visual behavior graph Authors can connect event, condition, variable and action nodes, save the graph, compile it to the existing restricted behavior contract and run it in ordinary shared worlds.

Feature complete: 70/70. All six capabilities are delivered. The next pass covers the separately tracked testing, performance, deployment and art review items. Each delivered capability closed 1/70 of the fixed inventory.

Keep the denominator at 70. New scope requires an explicit user decision. A defect or a missing part of one listed capability belongs to that row, not a new feature or a reset of the entire estimate. Conditional extras such as WebGL2 “if required,” arbitrary portal depth and optional morph-target content are not newly mandatory features. Supported bounded profiles remain explicit.

#Fixed inventory

“Implemented” describes source functionality only. It does not claim exhaustive testing, hardware support, deployment readiness or final visual approval.

ID Area Capability State Implementation / concrete missing portion
F01 Core Entity identity, ECS storage and queries Implemented packages/core
F02 Core Fixed-step scheduling, events and seeded simulation Implemented packages/core/scheduler.ts; packages/simulation
F03 Core Versioned components, serialization and migrations Implemented packages/schema/components.ts; packages/core
F04 Core Semantic input maps: keyboard, mouse, touch and gamepad Implemented packages/input; apps/player
F05 Core Character motor and pinned reference physics adapter Implemented packages/physics
F06 Core Shared browser/Worker and headless simulation runtime Implemented packages/simulation; services/sim-host
F07 Graphics Owned WebGPU renderer and Worker/main placement Implemented packages/render-webgpu; apps/player
F08 Graphics Render graph, resource ownership and device recovery Implemented packages/render-webgpu/graph.ts; packages/render
F09 Graphics PBR materials and bounded directional/point/spot lights Implemented packages/render-webgpu; packages/schema/lighting.ts
F10 Graphics Scene shadows Implemented packages/render-webgpu
F11 Graphics Imported GLB geometry, textures and LOD assets Implemented packages/assets; packages/render/model.ts
F12 Graphics Skeletal/clip animation and runtime clip blending Implemented packages/assets/animation.ts; packages/render/model-animation.ts
F13 Graphics Authorable animation state/blend trees Implemented Saved named states, blend parameters/conditions, crossfades, shared/ECS bindings, rendering and editor rehearsal.
F14 Graphics Animated equipment and renderer attachments Implemented packages/render; packages/schema/equipment.ts
F15 Graphics Postprocessing and adaptive quality presets Implemented packages/render-webgpu; docs/ADAPTIVE_QUALITY.md
F16 Graphics Particles and billboards Implemented packages/render/particles.ts; packages/render-webgpu/particles.ts
F17 Graphics World text and signs Implemented packages/render-webgpu/world-text.ts; apps/editor/world-text.ts
F18 Graphics Bounded recursive visible portal views Implemented packages/render/portals.ts; packages/render-webgpu/portal.ts
F19 Graphics Sky, shared weather and day/night cycles Implemented packages/schema/sky.ts; packages/schema/weather.ts; packages/schema/day-cycle.ts
F20 Graphics Vegetation and water presentation Implemented packages/render-webgpu/foliage.ts; packages/render-webgpu/water.ts
F21 Multiplayer Browser-owned relay rooms Implemented services/relay; packages/net
F22 Multiplayer Trusted authoritative movement and prediction Implemented services/sim-host/motion.ts; packages/simulation
F23 Multiplayer Authenticated room admission and authority profiles Implemented services/identity; services/persistent; packages/net
F24 Multiplayer Baselines, deltas, motion and place-based interest Implemented packages/net; services/relay
F25 Multiplayer Leases, epochs and fenced ownership handoff Implemented services/control; services/persistent; services/relay
F26 Multiplayer Reconnect, catchup and host recovery Implemented packages/net; services/relay; services/persistent
F27 Multiplayer Regional room admission and routing Implemented services/routing; services/room-host
F28 Multiplayer Walking traveler transfer between room hosts Implemented services/control/player-transfer.ts; services/room-host
F29 Persistence Immutable releases and engine pinning Implemented services/engine; packages/world
F30 Persistence Durable world/player journals and checkpoints Implemented services/control; services/persistent
F31 Persistence Exclusive inventory/container and reward transactions Implemented services/control/ledger.ts; packages/schema
F32 Persistence Player accounts and workspace roles Implemented services/identity; services/control
F33 Persistence Backup and restore tools Implemented services/backup; tools/cli/backup.ts
F34 Persistence Content/state upgrades and recovery containers Implemented services/control/upgrade-plan.ts; packages/schema
F35 Operations Health, support diagnostics and graceful drain Implemented services/observability; services/persistent/lifecycle.ts
F36 Assets Canonical world and inherited prefab compiler Implemented packages/compiler; packages/world/prefabs.ts
F37 Assets Bounded model importer and isolated build execution Implemented packages/assets; services/build-worker
F38 Assets Durable prefab/model/texture jobs Implemented services/build-worker/durable.ts
F39 Operations Retained runtime packaging and Docker/Coolify definitions Implemented tools/cli/build-engine.mjs; compose.beta.yaml; compose.persistent.yaml
F40 Authoring Hierarchy, selection, transforms and property inspector Implemented apps/editor/main.ts; apps/editor/hierarchy.ts
F41 Authoring Concurrent edits, conflict handling and durable undo/redo Implemented packages/authoring/merge.ts; packages/authoring/undo.ts
F42 Authoring Prefab, model and material libraries Implemented apps/editor/prefabs.ts; apps/editor/models.ts; apps/editor/materials.ts
F43 Authoring Live revision preparation and shared activation Implemented services/content/revisions.ts; services/persistent/revisions.ts
F44 Authoring Common file/CLI/HTTP observation and mutation API Implemented packages/authoring; tools/cli
F45 Authoring Restricted behavior source/configuration editing Implemented apps/editor/behaviors.ts; packages/behavior/script.ts
F46 Authoring Isolated creator panels and controlled UI bridge Implemented apps/editor/panel-frame.ts; apps/editor/panels.ts
F47 Authoring Playtest publication, release history and restoration Implemented apps/editor/releases.ts; services/authoring
F48 Behaviors Restricted interpreted hooks, budgets and fault parking Implemented packages/behavior/restricted.ts; packages/behavior/index.ts
F49 Behaviors Namespaced plugins, private/public components and async jobs Implemented packages/behavior/extensions.ts; services/persistent/program-jobs.ts
F50 Game SDK Versioned SDK and independent Darkwind/cooperative game packages Implemented packages/sdk; games/darkwind; games/cooperative-puzzle
F51 Game SDK Resources, abilities and authoritative combat primitives Implemented packages/schema/gameplay.ts; packages/schema/combat.ts
F52 Game SDK Dialogue, objectives, inventory and equipment hooks Implemented packages/schema; packages/sdk
F53 Game SDK General navigation meshes and editor rebaking Implemented Triangle-based imported/sloping collision bake, full-height paths, door blockers and saved visual editor rebake.
F54 AI tools Permissioned observations, proposals and durable task journal Implemented packages/agent-tools; services/authoring
F55 AI tools Configurable provider bridge and asset-generation/import jobs Implemented services/assistant; packages/agent-tools
F56 AI tools Scoped one/two-player scripted playtesting through normal input Implemented services/assistant/playtest.ts; packages/agent-tools
F57 Terrain Persistent heightfield sculpt/paint and saved brush operations Implemented packages/terrain; packages/authoring/terrain-brush.ts (latest worktree)
F58 Terrain Independent chunk residency, safe collision replacement and distant LOD Implemented packages/terrain/overview.ts; packages/schema/terrain-streaming.ts
F59 Terrain Persistent voxel density, chunk meshing and Dig/Fill brushes Implemented packages/terrain/voxels.ts; packages/terrain/voxel-compiler.ts
F60 Terrain Versioned landscape, river, grass and woodland recipes Implemented packages/terrain/generation.ts; packages/terrain/river.ts; packages/terrain/woodland.ts
F61 Physics Owned rigid-body backend: contacts, solver, joints, CCD and snapshots Implemented packages/physics/owned
F62 Physics Ground vehicles, seats, passengers and mounted cameras Implemented packages/physics; services/sim-host/vehicle-reservations.ts
F63 Physics Ragdolls, water buoyancy and riders Implemented packages/physics; packages/schema/buoyancy.ts
F64 Traversal Connected cargo/rider transfer between place physics owners Implemented services/sim-host/floating-owners.ts; services/control/physics-owners.ts
F65 Traversal Automatic physical body/projectile portal crossing Implemented Opt-in gateway windows, RoomFloating swept island transfer, trusted projectile launch and shared/checkpoint membership.
F66 Traversal Vehicle/passenger assemblies across room hosts Implemented Fleet ownership, dormant source bodies, atomic rider/native-state transfer, routed hosts and passenger follow.
F67 2D Layered tilemaps, sprite import, directional idle/walk and editing Implemented apps/editor/tilemap.ts; packages/render/traveler-sprites.ts
F68 2D Shared dynamic 2D shapes, impulses, hinges/distance links, motors and sensors Implemented packages/schema/planar-link.ts; packages/physics/planar-body.ts; apps/editor/joints2d.ts
F69 2D Authorable 2D action animation/state continuity Implemented Saved named frame ranges, action buttons, trusted/shared inputs, remote facing/phase and player save continuity.
F70 Creation General visual behavior graph authoring Implemented Connected event/condition/variable/action canvas, saved graph packages, restricted compilation and ordinary shared execution.
End of Feature inventory