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docs: record user-owned world authoring
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NEXT.md

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@@ -15,12 +15,14 @@ parameters now live in `ObjectDefinitionRegistry`; the deliberately retained con
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state-machine branches or narrowly specified cheats, not uncentralized type classifications.
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`INFRA-004` remains intentionally untouched.
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Everything else in the backlog still needs the user's own input before proceeding — either
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Everything else in the backlog still needs the user's own input before proceeding. The user will
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author `TILE-005`'s real 3D worlds manually in the finished in-game editor, so do not generate or
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pre-author those levels without a later explicit request. The remaining engineering candidates need
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visual/design judgment (`AscenseurVertigo`/`Suspended` render geometry, seam-line transparency) or
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scope/priority confirmation for large content work (`TILE-005`'s 4 remaining worlds). The
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code-quality/edge-case audit category is confirmed exhausted for the prior session (8 rounds, last
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one genuinely clean — see §3/§10). Do not manufacture more audit rounds by default; ask the user
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which backlog item to pick up next, or wait for new direction._
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an asset (the real Blupi model/rig). The code-quality/edge-case audit category is confirmed
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exhausted for the prior session (8 rounds, last one genuinely clean — see §3/§10). Do not
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manufacture more audit rounds by default; ask the user which backlog item to pick up next, or wait
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for new direction._
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_Last updated: 2026-07-25. The in-game 3D world editor's original plan is **COMPLETE**: all 13
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approved milestones (EDITOR-100 through EDITOR-112) are implemented and verified. User-directed

plan.md

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@@ -3694,7 +3694,12 @@ in-progress item.
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- [x] TILE-002 — 100×100 decor grid rendered as 3D geometry per the 4 confirmed render modes (CNA, 2026-07-10) — note: not "1 cube per tile" as originally phrased; CNA uses per-type render modes, not a uniform cube
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- [x] TILE-003 — Tile textures from `object-m.png`, correct 65px-pitch atlas (65px = 64px icon + 1px gap, 1px leading margin) (CNA, 2026-07-10)
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- [x] TILE-004 — Correct tile passability distinguishing decorative vs. solid tiles (CNA, 2026-07-10)
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- [ ] TILE-005 — 5 worlds (Grassland, Forest, Ice Caves, Lava Fields, Space Station) hand-authored as real 3D `.vwr` worlds — only a small sample world exists so far, not all 5
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- [ ] TILE-005 — User-owned content phase: hand-author the themed 3D `.vwr` worlds (Grassland,
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Forest, Ice Caves, Lava Fields, Space Station) in the completed in-game editor. Decision
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recorded 2026-07-25: the user will create this content manually once the game is otherwise
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complete; do not generate or pre-author these worlds without a new explicit request. World
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1's hub plus two sublevels remain the current mechanics proof, while the other missions are
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intentionally minimal placeholders.
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- [x] TILE-006 — Level progression: win → next world, wraps at world 5 —
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**the real progression MECHANISM is now done 2026-07-17**, see the
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hub/mission-progression system writeup at `SCORE-013`-`019`. "Wraps
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and the real per-mission filename FORMULA (`world{N:03d}.vwr`)
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genuinely used by `LoadMission()` (see `SCORE-013`'s full writeup).
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Every world beyond `world001` is a minimal placeholder, not real
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themed level content — see `TILE-005`'s own scope note (fleshing out
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real level content for all 78 is separate, much larger work, blocked
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on a real 3D world editor not existing yet).
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themed level content — see `TILE-005`'s own scope note. Fleshing out
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real level content for all 78 is a separate, user-owned content phase;
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the completed in-game 3D editor is the intended authoring tool.
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- [x] SCORE-015 — IsTerminated: -1=lost, -2=win, ≥1=advance to mission N —
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**the ≥1 case is done 2026-07-17** (`ComputeWorldSelectTarget()`/
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`ComputeMissionBack()` feed `LoadMission()` directly). -1/-2

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