Decision Log

Decision Backlog

Searchable list of unresolved decisions in the authoritative HTML documentation. Resolved markers and non-question headings are excluded.

Status: draftOwner: UnassignedUpdated: 2026-09-30

Decision backlog

Confirmed 2026-09-29: FEAT-BUILDING uses Wood → Brick → Concrete tiers. WORLD-C09 allows piece-level structural destruction for ordinary authored houses; POI and progression-locked structures retain protection. The existing materials TBD retains final HP balance, resistance, upgrade and raid costs. On 2026-10-05 the owner delegated editable initial HP and confirmed unowned houses reject refund demolition while accepting damage destruction. Initial values and the current implementation are in PIPE-MANUAL-HOUSE-AUTHORING; this does not resolve final raid balance.

Reconfirmed 2026-09-22: TBD-WORLD-001 stays open. P13 does not lock 100 km². The same decision locked Kit Proof Town floor, corridor and stair modules in FEAT-WORLD-DESIGN.

Resolved 2026-09-22: TBD-HUD-UI-005 — station destruction cancels that station's pending station-queue crafts and puts remaining storage plus the full reserved-material refund into one wreck recovery container. The container accepts the refund in that transaction, is looted like a crate/death bag, and uses the 24-hour world-up despawn. It is P15 persistence on schema 1, outside the player record. Personal queues and ordinary cancel-to-storage stay unchanged.

P14 damage pawn — 2026-09-22: ALambeerZombieCharacter applies the starting stats through the existing damage effect and uses SKM_Manny_Simple plus A_INP_Idle as a shared stand-in. Patrol, hearing hooks, spawners and StateTree assets are not in this increment. The pawn is outside the P07 save contract. Canonical record: FEAT-ZOMBIE-DESIGN.

P14 starting zombie stats — 2026-09-22: owner asked for a starting set. Zombie_General is Health 80, wander 140 cm/s, chase 280 cm/s, melee 18 / 150 cm / 0.45 s + 0.35 s, sight 2000 cm at 60° half-angle. Zombie_Hulk is Health 220, wander 90 cm/s, chase 165 cm/s, melee 45 / 220 cm / 0.85 s + 0.65 s, sight 1500 cm at 50° half-angle. Both hear gunfire at 4000 cm, sprint at 1500 cm and vehicles at 8000 cm, and each has one melee strike. No armored zone. Canonical table: FEAT-ZOMBIE-DESIGN. Spawn caps and density rates remain unset.

P14 AI decisions — 2026-09-22: owner confirmed StateTree + EQS on an AIController for the P14 zombie slice, not a Behavior Tree and not Mass. P14 awareness is sight plus hearing of gunfire, sprinting and vehicles; laser/light detection stays TBD-11668480. Horde trigger is player noise or player activity, with no timer-only start. Cadence remains TBD-C5A45C93 for ROAD-P27-02. Canonical record: FEAT-ZOMBIE-DESIGN.

Resolved 2026-09-22 (P12 simulation slice): owner locked bleeding, fracture, infection chance, cold/hot, wet-temperature pull, consumable amounts, blood gain damage/100, and rain wash intensity/300 per second. No overeating debuff, no poison, and no separate rest key. Wet-look, rain particles, world blood decals and a random weather cycle stay deferred. Canonical table: FEAT-SURVIVAL. Closed for this slice: TBD-09E62567, TBD-B410BD98, TBD-76303B05. TBD-C8CD7D71 keeps the missing Medkit, antibiotic, splint, food and water ItemIds. TBD-41EE1BE1 keeps faucet washing.

Resolved 2026-09-20 (P11 weapon customization rules): owner confirmed field repair when matching repair equipment is held; salvage yield 1 + floor(DurabilityPercent / 20); overflow attachments drop as runtime world pickups; parts-only repair 1 part = 15%; magazine ammo from DA_Item_* CompatibleItemIds; IA_TacticalDeviceToggle / IA_TacticalDeviceCycle; jam chance 100 - DurabilityPercent / 2; LRD-01 brightness copy BRT+ / BRT−. Canonical record: FEAT-WEAPON-CUSTOMIZATION. Closed IDs: TBD-16DB8041, TBD-4AF8CE2A, TBD-511DC680, TBD-D0682A36, TBD-F2319BE6. TBD-8EF6FAED was subsequently resolved 2026-09-22: loot-only kit identity and no initial recipe. TBD-911C46EA remains the later attachment/weapon pairing catalog beyond L1810.

P10 owner PIE close — 2026-09-20: owner reported Dedicated Server + two clients passed ROAD-P10-04 / ROAD-TOOLS-10 (L1810 hits/misses, cover, lethal/nonlethal, close-versus-far falloff, remote views, rejected invalid actions; four Tools pickup/hold/strike/throw/remote damage; FireAxe stamina ≥14 strike while moving; ADS left-wrist, mag-install while moving, R mag-replace, yellow combat debug). Canonical record: PIPE-ROADMAP P10. P09 visual combat and TBD-COMBAT-AIM-001 stay open.

Resolved 2026-09-20: TBD-COMBAT-PROJECTILE-001 — L1810 muzzle 36000 cm/s, world gravity, no P10 tracer. Canonical record: FEAT-COMBAT.

P10 combat follow-up — 2026-09-20: owner reported ADS left wrist inverted (local X), magazine install cancelled while moving, R refused when a mag was already installed, and LMB fire/melee with no feedback. Runtime now flips hand_l local X on Weapon Contact, allows magazine attach while moving, R replaces an installed mag, empty chamber feeds from the magazine on the shot, and Development builds print yellow combat debug on LMB/R. Canonical record: FEAT-COMBAT.

Authored 2026-09-20: MCP saved L1810 FirearmCombat and Crowbar/FireAxe/Sledgehammer/WoodenMallet MeleeCombat on the owning Data Assets. Runtime evaluates those rows through UCombatComponent. Owner PIE later closed under ROAD-P10-04.

Resolved 2026-09-20: P10 occupancy inputs, L1810 falloff/hit-zone/melee numbers, throw-any-held-item, melee-only-if bMeleeWeapon, closed-bolt auto-chamber, R mag-install, and durability-0 refuse. Canonical record: FEAT-COMBAT. TBD-COMBAT-RANGE-001 and TBD-COMBAT-MELEE-001 are resolved for this slice. Dual-wield input TBD-A0EDF309 is resolved; block/parry stays a recommendation.

Opened 2026-09-20: TBD-COMBAT-AIM-001 — owner requested a later-phase upgrade to fire in a heading that differs from movement heading (example: travel south, then raise the weapon and fire north). Current 10.7 HipRelaxed/ShoulderAim/ADS rotation stays. Not P09/P10 work. Exact later phase ID, yaw split, aim-mode coverage and animation/content remain open. No runtime implementation.

Opened 2026-09-19: TBD-COMBAT-RANGE-001 — owner confirmed firearm range damage drop by shot distance. [RESOLVED 2026-09-20] L1810 numeric curve, missing-curve refuse, and related authoring are in FEAT-COMBAT. Runtime evaluates the curve on the server at impact via UCombatComponent / ALambeerProjectile.

Q1/Q2 back holster visuals — 2026-09-18: FEAT-INVENTORY authors shared Mesh Sockets back_weapon_1 / back_weapon_2 on spine_04 for both player bodies, plus per-slot BackHolster1Relative (Q1) and BackHolster2Relative (Q2) on ULambeerItemDefinition. This is character-slot placement plus item-local offsets, not a per-weapon character socket and not a new TBD. Do not silently mirror Q1 into Q2. Existing Data Assets stay identity. Owner PIE is not claimed.

Camera view — 2026-09-17: FEAT-PLAYER-CHARACTER includes an optional first-person toggle on IA_ToggleCameraView (authored V). Third-person remains the default; aim states still do not force a first-person swap. Local first-person now keeps the third-person body/arms visible and hides only the owning face, grooms, and neck_01. Dedicated first-person arms/weapons stay out of scope.

P09 animation follow-up — 2026-09-16: owner decisions and remaining content gates. ShoulderAim, all-pose coverage, separate firearm hands and mixed-pair right-hand priority are confirmed. Dual one-handed melee now uses a dedicated paired animation. The owner will supply clips later; exact destinations and names are specified in the animation guide. Exact buttons and measured offsets remain open. These are extensions of existing combat/animation decisions; the resolved grip contract is not reopened.

Resolved 2026-09-17: TBD-INVENTORY-GRIP-003 — owner confirmed each held item needs a specific finger Pose Asset. Shared family Carry/ShoulderAim stays; per-item poses live on ULambeerItemDefinition; left IK remains SupportHandTarget. Native fields and ABP hand blends landed the same day. Authored Pose Assets remain ROAD-P09-04. The stable ID is retained in FEAT-INVENTORY.

Resolved 2026-09-16: TBD-INVENTORY-GRIP-002 — owner confirmed shared hand_r/hand_l sockets, item-definition grip transforms with optional PresetId overrides, KeepWorld scale, no left-hand mirroring, AnimBP Two Bone IK for two-handed support, and bone fallback when a character socket is missing. ROAD-P09-03 landed those runtime/AnimBP pieces the same day. Numeric offsets and owner PIE remain ROAD-P09-04. The stable ID is retained in FEAT-INVENTORY.

Resolved 2026-09-15: TBD-WORLD-003–007 — owner confirmed Kit Proof Town as the P13 brief, authored-volume no-build rules, no travel-time targets, the Project Zomboid avoid-list, Lamla findable single-use non-unique keys, and above-ground ten-floor / underground family caps. TBD-WORLD-001 stays open: 100 km² remains the unlocked planning baseline.

Resolved 2026-09-14: TBD-HUD-UI-003 — owner confirmed embedded NM_Standalone Single Player authority plus the P07 load/failure, 30-second flush, record scope, 24-hour remaining death-bag/runtime-drop timers and world-index rules in TECH-NETWORK-ARCH. Observed chamber/magazine knowledge is not saved and becomes UNKNOWN after every fired round. SQLite runtime for that contract landed the same day. Owner PIE the same day required collect-once map-placed pickups and dead-save spawn select; those restore rules are now in that contract. Owner restart/rejoin PIE the same day closed ROAD-P07.

Resolved 2026-09-13: TBD-INVENTORY-TOOLS-001 — owner confirmed GameplayTag tool roles, hybrid held/inventory presence, starter role/action catalog, and FireAxe/WoodenMallet IDs. TBD-COMBAT-MELEE-001 melee numbers remain open.

Opened 2026-09-13: TBD-COMBAT-MELEE-001 — Tools-folder melee increment planned in PIPE-ROADMAP; melee numbers remain open.

Resolved 2026-09-13: TBD-AGRICULTURE-001 and TBD-AGRICULTURE-002 — owner confirmed the first agriculture increment. Numeric/phase/asset leftovers stay in TBD-AGRICULTURE-003.

Resolved 2026-09-13: TBD-WORLD-002 — owner chose a limited proof area before expanding to the full map. See the 32-phase roadmap.

Resolved 2026-09-12: TBD-INVENTORY-GRIP-001 records owner approval of the shared grip contract for melee and held inspection items. The stable ID is retained in FEAT-INVENTORY. Integration details are resolved under TBD-INVENTORY-GRIP-002.

Index, not a second source of truth. Resolve decisions in the linked authoritative HTML documentation/document. Existing IDs are preserved. New IDs use a stable, document-scoped sequence and must not be recycled.
Open decisions83
OwnerUnassigned
UsePlanning, dependency review, and implementation gates.

Search & filters

Open decisions

Decision ID Category Document Section Open question / unresolved statement
TBD-3244215F Design GDD-SCOPE-CONSTRAINTS Open decisions ([TBD]) What are the final weapon/item counts and remaining combat, survival, raid, content-tuning, and performance targets?
TBD-E2F4910C Gameplay FEAT-PLAYER-STATISTICS-ACHIEVEMENTS Open Questions What achievement catalog, thresholds, rewards, presentation, and external platform integration will ship?
TBD-94B6D3E8 Gameplay FEAT-PLAYER-STATISTICS-ACHIEVEMENTS Open Questions Finalize attribution rules for kill assists or final blow, valid damage target types, connected versus offline alive time, and movement units or filters.
TBD-05F09983 Gameplay FEAT-PLAYER-CHARACTER Component architecture | Wetness (name **[TBD]**) | rain exposure, `WetAmount` on pawn / worn-held items — [11-Wetness-and-Rain.md](11-Wetness-and-Rain.md) | C++ |
TBD-A0EDF309 Gameplay FEAT-COMBAT Dual-wield occupancy inputs [RESOLVED 2026-09-20] Occupancy LMB/RMB table, dual-pistol LMB-left/RMB-right, melee LMB-attack/RMB-ready, dual reload right-then-left. Block/parry remains a recommendation. See the canonical specification.
TBD-7A6F2C91 Gameplay FEAT-COMBAT Held throw and melee eligibility [P10 RESOLVED 2026-09-20] Any held DA_Item_* may be thrown; melee attack requires bMeleeWeapon=true. Unmarked scene-prop catalog, throw-impact damage and breakage remain later work, not this P10 slice.
TBD-09E62567 Gameplay FEAT-SURVIVAL Status effects [RESOLVED 2026-09-22] No overeating debuff. Hunger clamps at 100.
TBD-B410BD98 Gameplay FEAT-SURVIVAL Day/Night & weather interaction [RESOLVED 2026-09-22] While rain-exposed and BodyWetAmount ≥ 0.5, Temperature −2/min. While sheltered, Temperature moves 1/min toward 50. Fire and wind stay open. Canonical table in FEAT-SURVIVAL.
TBD-C8CD7D71 Gameplay FEAT-SURVIVAL Tuning [RESOLVED 2026-09-22] Bleeding, fracture, infection chance, cold/hot and consumable amounts are in the P12 table. Poison is out of this slice. Medkit, antibiotic, splint, cooked food, raw food and water ItemIds are still unassigned. Item.Bandage is the bandage.
TBD-44653A2D Gameplay FEAT-BUILDING Build modes 2. **Deployable mode:** place functional objects (door, storage box, crafting station, campfire/stove, sleeping bag/bed, workbench, turret **[TBD]**, traps). The workbench is both a crafting station and the **firearm customization** station ([09-Weapon-Customization.md](09-Weapon-Customization.md)); **anyone nearby** can use firearm work on it.
TBD-0AF430AB Gameplay FEAT-BUILDING Materials & upgrade tiers What final HP balance, resistance, upgrade-cost, and raid-cost values should Wood, Brick, and Concrete building tiers use?
TBD-BUILDING-HOLOGRAM-001 Gameplay FEAT-BUILDING Staged construction and Squad access [RESOLVED 2026-09-29] Hammer-held R radial; placement requires current Squad membership, so a player without a Squad must create or join one first. The hologram is Squad-owned and visible only to current members. Every current member can contribute/remove without holding a Hammer; leaving loses access. The Squad and its sites persist even when the final member leaves. All contributed materials drop at the site on cancellation, including support loss. World-anchored progress appears nearby, a full bill completes immediately, and the hologram has no gameplay collision or support role. First increment uses only existing Modern Farmhouse meshes and is buildable outside canonical POI/no-build volumes; starter bills are in FEAT-BUILDING. The stable decision ID remains for history.
TBD-213F0371 Gameplay FEAT-INVENTORY Model — [CONFIRMED] SCUM-style worn containers + weight Slot count and weight cap** both come from equipped containers (pockets, pants, jacket, vest, backpack, etc.). Removing a container that still holds items is refused until those items are moved or dropped (v1). Nested “items live inside the backpack item when unequipped” is the long-term SCUM target — **[TBD]** implementation after clothing-as-container instances exist.
TBD-BC8D8365 Gameplay FEAT-INVENTORY Player inventory UI — [CONFIRMED] Use quick slots:** player-assigned references to items **already in inventory** (consumables, medical, tools, building hammer, etc.). Using a quick slot consumes/uses that inventory stack; it does not create a separate stash. Count: **8** — **[RECOMMENDATION]**. Keyboard binds for use (e.g. 3–0) are **[TBD]**; combat draw of back weapons 1–2 is **[TBD]** in [03-Combat-System.md](03-Combat-System.md).
TBD-8D1DFD99 Gameplay FEAT-INVENTORY Item definition (data-driven) | Durability | [CONFIRMED] for firearms and tools; armor still [TBD]. [CONFIRMED 2026-09-20] Durability 0 keeps the item and allows throw; fire, melee attack, and tool-role actions are refused.
TBD-B21A1125 Gameplay FEAT-CRAFTING-PROGRESSION Open questions to resolve before building ([TBD]) What exact participation rule and per-server first-kill scope determine permanent-buff eligibility?
TBD-BCAE2104 Gameplay FEAT-CRAFTING-PROGRESSION 4. Phase 2 learn-by-doing skills — [CONFIRMED] [RESOLVED 2026-09-22] Ten levels per skill; Level 1 is baseline and Level 10 is the cap. XP-to-next starts at 100 and increases by 20% per level using round(100 × 1.20^(L - 1)); Level 10 begins at 2,080 cumulative XP. Activity award defaults, authority, persistence, rounding, anti-no-op rules and each skill's numeric bonuses are defined in FEAT-CRAFTING-PROGRESSION.
TBD-D529CBF1 Gameplay FEAT-CHARACTER-CREATION What the player can customize — v1 — [CONFIRMED] There is **no face morph and no body scaling** in v1. Skin/eye use pickers, not swatch data assets. Additional options (facial hair, tattoos, starting outfit, etc.) are **[TBD]**.
TBD-C1BB8EDA Gameplay FEAT-CHARACTER-CREATION Barber / later editing — [CONFIRMED] [TBD]** (owner call): whether using the barber **costs resources** beyond the scissor gate, and **where** stations are available (craftable/placeable in a base vs. only at a starting hub).
TBD-A1E93CDD Gameplay FEAT-CHARACTER-CREATION Open items — [TBD] (owner decisions; do not guess) Which additional character-creation options ship, and what cost/location rules apply to barber editing?
TBD-39DD8CFE Gameplay FEAT-WEAPON-CUSTOMIZATION Station — [CONFIRMED] Workbench is still a player-placed deployable. World-placed benches are **[TBD]** and are not required for this feature.
TBD-911C46EA Gameplay FEAT-WEAPON-CUSTOMIZATION Compatibility — remaining attachment/weapon catalog Which later weapons and attachments may mount together? This is the pairing catalog beyond confirmed L1810 entries (LRD-01 optic, LS9-01 muzzle, LTL-100 laser/light, Item.Magazine.L1810). It is not magazine ammo (TBD-511DC680, resolved) and not jam/repair. Do not infer that L1810 accessories fit every pistol.
TBD-6E2D4448 Gameplay FEAT-WEAPON-CUSTOMIZATION Chamber and bolt — [CONFIRMED] design Removing the mag can leave one round in the chamber. L1810 is closed-bolt semi-auto with auto-chamber. Exact bolt types for other firearms remain [TBD].
TBD-11668480 Gameplay FEAT-WEAPON-CUSTOMIZATION Laser / light — [CONFIRMED] When on, it **makes zombies more likely to detect / aggro** the user. Exact detection bonuses are **[TBD]**. Owner confirmed 2026-09-22 that the P14 encounter slice does not apply this bonus.
TBD-17D81164 Gameplay FEAT-WEAPON-CUSTOMIZATION Stock length — [CONFIRMED] (Phase 2+) Curves and magnitudes are **[TBD]**. Collapsed size / holster profile is **not** confirmed (do not implement concealment-size rules unless added later).
TBD-8EF6FAED Gameplay FEAT-WEAPON-CUSTOMIZATION Open questions still [TBD] What is the gun-repair-kit ItemId and recipe? Parts-only repair, workbench interact range, and LRD-01 brightness copy are resolved 2026-09-20.
TBD-F3FE1695 Gameplay FEAT-BLOOD-VISUAL What can stain (victim and bystanders-on-body) — [CONFIRMED] Their **outer worn clothing** can stain. Which slot is “outer” is **[TBD]** until clothing layers are designed; do not implement a layer-priority table yet.
TBD-41EE1BE1 Gameplay FEAT-BLOOD-VISUAL Wash — [CONFIRMED] intent, not this slice [RESOLVED 2026-09-22] While rain-exposed, BloodAmount decreases by intensity/300 per second. Faucet and other water-source washing remain open.
TBD-F1BF62F7 Gameplay FEAT-BLOOD-VISUAL Networking, inspect, save — [CONFIRMED] Whether **AI** blood (zombie/boss/animal) is written into world persistence or only lives on the actor until despawn is **[TBD]**.
TBD-36C697D4 Gameplay FEAT-BLOOD-VISUAL Local HUD overlay — [CONFIRMED] existence, tuning [TBD] Duration, intensity vs damage, and exactly which events spawn it (incoming damage, camera-facing splatter, melee swing, combinations) are **[TBD]**. Do not copy a third-party vignette curve.
TBD-B72E507D Gameplay FEAT-BLOOD-VISUAL Open questions still [TBD] Gain formula, infection chance and rain-wash rate locked 2026-09-22. Still open: outer clothing layers, mask authoring, world decals, AI persistence and faucet washing.
TBD-F25E7CF5 Gameplay FEAT-WETNESS-RAIN Layers — [CONFIRMED] | **World rain** | Server weather: rain on / rain off (and intensity). Particles, wet ground, audio. | Session weather state; exact cycle **[TBD]** |
TBD-5977DEBB Gameplay FEAT-WETNESS-RAIN Layers — [CONFIRMED] [CONFIRMED] Local wet-lens overlay exists and fades after all rain/swim exposure ends; see the HUD contract. Owner reported UI_G3SetRain droplets plus shelter on 2026-09-10. Swim-emerge PIE remains open.
TBD-F339EADE Gameplay FEAT-WETNESS-RAIN Exposure — [CONFIRMED] rules, numbers [TBD] [CONFIRMED] Rain exposure uses the approved intensity rule in the weather decision. Body/lens, held-item and occupied-clothing wetting are in source. Owner reported HUD droplets plus shelter on 2026-09-10. G3 rain presentation is HUD droplets + UI_G3SetRain; rain VFX is out of G3. Material wet-look mapping is deferred in G3.2 until materials expose WetAmount. A G3 sandbox shelter was placed; map save verified 2026-09-10.
TBD-AFC70E35 Gameplay FEAT-WETNESS-RAIN Exposure — [CONFIRMED] rules, numbers [TBD] 3. The pawn is not in a **[TBD]** exception (e.g. fully enclosed vehicle — treat as shelter **[RECOMMENDATION]** once vehicles exist).
TBD-2704ABD6 Gameplay FEAT-WETNESS-RAIN Exposure — [CONFIRMED] rules, numbers [TBD] [CONFIRMED] Explicit rain-blocking roof/ceiling traces plus shelter volumes; see the weather decision. Coverage authoring remains open.
TBD-AA347144 Gameplay FEAT-WETNESS-RAIN Exposure — [CONFIRMED] rules, numbers [TBD] While rain-exposed, `WetAmount` **increases** toward a ceiling (treat cap as **1.0** unless decided otherwise). Rate vs rain intensity is **[TBD]** — do not invent a curve in this doc.
TBD-197DD0B7 Gameplay FEAT-WETNESS-RAIN Exposure — [CONFIRMED] rules, numbers [TBD] Base drying is 10 minutes; what acceleration comes from heat sources and what modifier comes from wind?
TBD-3A15989D Gameplay FEAT-WETNESS-RAIN Mesh wetness — material contract — [CONFIRMED] Using the confirmed WetAmount parameter, what roughness/albedo/normal mapping and drip VFX define the wet look?
TBD-3BFABE08 Gameplay FEAT-WETNESS-RAIN What gets wet — [CONFIRMED] Outer worn clothing** — which slot is “outer” is **[TBD]** until clothing layers are designed (same open question as blood).
TBD-AC431499 Gameplay FEAT-WETNESS-RAIN What gets wet — [CONFIRMED] Zombies, bosses, and animals** use the same pawn `WetAmount` contract when rain-exposed (visual only in v1). Whether AI wetness is saved across restart is **[TBD]** (same class of question as AI blood).
TBD-2569EDA0 Gameplay FEAT-WETNESS-RAIN Water that is not rain — [TBD] Water that is not rain — [TBD]
TBD-76303B05 Gameplay FEAT-WETNESS-RAIN Gameplay — [RECOMMENDATION] temperature, rest [TBD] [RESOLVED 2026-09-22] Same wet-temperature numbers as TBD-B410BD98. See FEAT-SURVIVAL.
TBD-1D59A6EC Gameplay FEAT-WETNESS-RAIN Open questions still [TBD] Which remaining wetness exposure, shelter, HUD, AI-persistence, surface-VFX, and temperature rules should be locked?
TBD-LOCO-003 Technical TECH-PLAYER-LOCOMOTION 19. Technical Decisions และ TBD Forward Loop วัดได้ Walk ≈164, Jog ≈442 และ Run ≈660 cm/s โดย runtime/Blend Space ใช้ 165/442/600 แล้ว; authored speed ของทิศอื่นและ sample positions ที่เหลือต้องใช้ค่าใดหลัง visual test?
TBD-LOCO-007 Technical TECH-PLAYER-LOCOMOTION 12. Turn in Place และ Idle Break สำหรับ Mesh/Root-Yaw-Offset baseline ที่อนุมัติแล้ว gameplay จะ expose authoritative aim yaw ผ่าน signal ใด ใช้ curve/commit, thresholds, residual-yaw policy และ network rebase/correction อย่างไร?
TBD-LOCO-008 Technical TECH-PLAYER-LOCOMOTION 12.5 Idle Break gameplay จะ expose bCanPlayIdleBreak หรือ state-equivalent ผ่านระบบใด และค่า delay, cooldown กับ selection weights ของ stance-specific shuffle bag ต้องใช้เท่าใดหลังทดสอบคลิปจริง?
TBD-LOCO-010 Technical TECH-PLAYER-LOCOMOTION 15. ลำดับการเพิ่มความลื่น ต้องเปิด animation warping/IK plugin ใด และใช้ skeleton, IK bones, retarget/rig กับ runtime configuration ใดหลังตรวจ asset จริง?
TBD-WORLD-001 World FEAT-WORLD-DESIGN World scale & concept allocation Retain or revise the 100 km² total after blockout measures settlement density, travel time, wilderness separation, and streaming/server cost. Owner confirmed 2026-09-15 that 100 km² stays the unlocked planning baseline and that P13 proceeds at Kit Proof Town scale. Owner reconfirmed 2026-09-22 that this TBD stays open.
TBD-9516DAAF World FEAT-VEHICLES Vehicle types — [RECOMMENDATION] (final list [TBD]) Which vehicle types are in the final roster?
TBD-C5A45C93 Enemies FEAT-ZOMBIE-DESIGN Spawning & density [TRIGGER CONFIRMED 2026-09-22] Player noise or player activity starts a horde. A timer alone does not. Cadence after the confirmed density rules remains open. Implementation is P27, not P14.
TBD-2975385F Enemies FEAT-BOSS-ZOMBIES Boss tiers — [CONFIRMED concept], values [TBD] What exact stats and tier should Boss_Butcher use, and what releases players from the locked arena?
TBD-968BFF84 Enemies FEAT-BOSS-ZOMBIES Rules to finalize before implementation ([TBD]) What counts as boss participation, and how does PvP during the encounter affect permanent-buff eligibility?
TBD-1638DBC8 Enemies FEAT-BOSS-ZOMBIES Encounter design What moveset, telegraphs, phases, weak points, adds, and arena hazards should Boss_Butcher use?
TBD-22AFB232 Multiplayer TECH-SERVERS-HOSTING Server configuration — [RECOMMENDATION] Should dedicated servers support raid windows even though offline raiding is allowed and there is no offline protection?
TBD-B63AF720 Multiplayer FEAT-CLANS-SQUADS Ownership & permissions model Permission granularity (build vs. door vs. storage vs. anchor management) is **[TBD]** but should be role-based for clans.
TBD-C0F8D844 Multiplayer FEAT-PVP-RAIDING-TRADING Raiding — [CONFIRMED] full raiding Breaching:** structural pieces have HP and material tiers; raid tools (explosives, cutting tools, melee on weak sides) deal damage to break in. Tool/cost balance is **[TBD]** but is the central raid-economy lever.
TBD-51059415 Multiplayer FEAT-PVP-RAIDING-TRADING Raiding — [CONFIRMED] full raiding Defense:** wall tiers, layered bases, doors/locks, traps, turrets **[TBD]**, and active defense by the owners/clan.
TBD-8F105DD1 Production PIPE-PROJECT-SETUP 2. Decide & clean remaining template content `Content/ThirdPerson/`, `Content/LevelPrototyping/`, `Content/Characters/`, `Content/Input/`, `Content/Collections/` are template content. Decide per folder: reuse (relocate under `Content/Lambeer/`) or remove. **[TBD]** per folder — keep only what serves Lambeer.
TBD-BFF08134 Art & Audio ART-DIRECTION Performance budget — [RISK], targets [TBD] What final client hardware, resolution, frame-rate, and dedicated-server performance targets must the project ship against? See TECH-PERFORMANCE-PROFILING for the detailed measurement procedure. Targets remain unresolved in ART-DIRECTION; no new approval is recorded.
TBD-3B250903 Art & Audio AUDIO-DIRECTION Open items — [TBD] What is the music intensity/dynamic-mix scope, and will audio use native UE/MetaSounds or Wwise?
TBD-HUD-UI-001Gameplay FEAT-HUD-UI Quick slots[RESOLVED 2026-09-06] Back Weapon 1–2 exclusively reserve display slots 1–2/internal indices 0–1. Other items cannot bind there; unassigned Back Weapon slots remain empty and there is no suspended/restore manual binding. Owner flow update 2026-09-08: Q1/left and Q2/right support draw, selected-slot storage and hand/slot exchange; storing into a different slot clears the original assignment. One-handed items coexist in free hands. Inventory uses unified Q1–Q0; see canonical flow.
TBD-HUD-UI-002Design FEAT-HUD-UI Typography[RESOLVED 2026-09-06] Google Sans from RawResource/Fonts/Google_Sans/ is approved for /Game/Lambeer/UI/Common/Fonts/FF_UI_Primary. Thai coverage, embedded SIL OFL 1.1 metadata, the official source repository, and retained OFL.txt are verified.
TBD-HUD-UI-003Technical FEAT-HUD-UI Single Player[RESOLVED 2026-09-14] Shipping Single Player uses embedded NM_Standalone authority in the same process. Save-list UI remains session-agnostic. Canonical persistence contract: TECH-NETWORK-ARCH.
TBD-HUD-UI-004Technical FEAT-HUD-UI Steam distributionWhat Steam App ID/integration metadata and external Feedback URL will ship? Dedicated Null/LAN advertise, Pause disconnect and owner-reported Server Browser join/rejoin passed independently of this TBD. Steam/Feedback/production-map values remain unresolved.
TBD-HUD-UI-005Gameplay FEAT-HUD-UI Craft station destruction[RESOLVED 2026-09-22] Remaining station storage and the full station-queue refund go into one wreck recovery container that accepts the refund in that transaction. Loot uses crate/death-bag transfer. Despawn uses the 24-hour world-up timer. P15 persistence on schema 1, outside the player record. See FEAT-HUD-UI.
TBD-HUD-UI-007Multiplayer FEAT-HUD-UI Clan managementWhat clan name/tag rules, promote/kick permissions, and activity-log retention/persistence rules apply?
TBD-SQUAD-IDENTITY-001Multiplayer FEAT-CLANS-SQUADS Squad identity upload and naming limits[RESOLVED 2026-09-30] Name required on creation, at most 16 characters and case-insensitively unique within one server; logo optional, PNG only, at most 5 MB and 256 × 256 pixels, no review. Leader-only edits; initial picker targets Win64. See the canonical Squad specification and network contract.
TBD-HUD-UI-008Design FEAT-HUD-UI Visual system[RESOLVED 2026-09-06] The visual tokens, layouts, and complete 64-icon solid/silhouette kit documented in FEAT-HUD-UI are approved for implementation.
TBD-INVENTORY-GRIP-002TechnicalFEAT-INVENTORYGrip integration[RESOLVED 2026-09-16] Shared hand_r/hand_l; item-definition transforms with optional PresetId overrides; KeepWorld scale; no left-hand mirroring; AnimBP Two Bone IK to SupportHandTarget; missing socket falls back to the same-named bone. ROAD-P09-03 runtime/AnimBP landed the same day. Numeric offsets and owner PIE remain ROAD-P09-04. See the canonical specification.
TBD-INVENTORY-GRIP-003TechnicalFEAT-INVENTORYPer-item hand pose[RESOLVED 2026-09-17] Each held item needs its own finger Pose Asset. Fields on ULambeerItemDefinition; family profiles unchanged; left IK remains SupportHandTarget. Native publish and ABP blends landed; authored poses remain ROAD-P09-04. See the canonical specification.
TBD-INVENTORY-TOOLS-001GameplayFEAT-INVENTORYTools-folder roles[RESOLVED 2026-09-13] GameplayTag roles on ULambeerItemDefinition; hybrid held vs inventory AND; starter roles ChopWood/Hammer/Pry/Sledge/Cut/Screwdriver/Pliers/Jack; starter actions ChopTree, BuildPlace/Upgrade/Repair/Demolish, VehicleRepair, HarvestCrop (none). FireAxe/WoodenMallet IDs approved. See the canonical specification.
TBD-COMBAT-MELEE-001GameplayFEAT-COMBATMelee slice numbers[RESOLVED 2026-09-20] Shared pipeline, per-item light-strike numbers, 18 cm sphere sweep. Heavy/block/parry remain recommendations. See the canonical specification.
TBD-COMBAT-RANGE-001GameplayFEAT-COMBATFirearm range damage drop numbers[RESOLVED 2026-09-20] L1810 base 28, 0–1500 cm full, linear to 0.40 at 5000 cm, max 10000 cm, missing curve refuses the shot. See the canonical specification.
TBD-COMBAT-PROJECTILE-001GameplayFEAT-COMBATL1810 projectile flight numbers[RESOLVED 2026-09-20] Muzzle 36000 cm/s, world gravity (UE default 980 cm/s²), no tracer in this P10 slice. See the canonical specification.
TBD-COMBAT-AIM-001GameplayFEAT-COMBATIndependent fire vs movement headingLater-phase upgrade: fire heading may differ from movement heading (example: travel south, then raise the weapon and fire north). Current 10.7 rotation is unchanged. Approve later phase ID, aim-mode coverage, idle vs moving, max yaw split, capsule vs upper-body rotation, animation/content and remote replication. Not P09/P10 work. See the canonical specification.
TBD-AGRICULTURE-001GameplayFEAT-AGRICULTUREContent and cultivation loop[RESOLVED 2026-09-13] First increment: Potato, Corn, Tomato, Cabbage; seed loot plus harvest seeds; ground plant on valid soil; water items plus rain; repeat harvest until lifetime; drought stunts then withers. See the canonical specification.
TBD-AGRICULTURE-002GameplayFEAT-AGRICULTUREWorld rules and persistence[RESOLVED 2026-09-13] No plant cap; soil+collision only; anyone may water/harvest/destroy; server-time growth while offline/unloaded; SQLite records; zombies ignore plants. See the canonical specification.
TBD-AGRICULTURE-003GameplayFEAT-AGRICULTUREDelivery and tuningAfter P16/P17, not in the P00–P20 core slice. Still open: exact phase id, per-crop numeric tuning, assets, and measured simulation budgets. See FEAT-AGRICULTURE.
TBD-LIVESTOCK-001GameplayFEAT-LIVESTOCKSpecies and husbandry loopResolve species and husbandry loop in the canonical system specification.
TBD-LIVESTOCK-002GameplayFEAT-LIVESTOCKWorld rules and persistenceResolve world rules and persistence in the canonical system specification.
TBD-LIVESTOCK-003GameplayFEAT-LIVESTOCKDelivery and tuningResolve delivery and tuning in the canonical system specification.
TBD-VEHICLE-ADDON-001WorldFEAT-VEHICLESCompatibility and installationResolve compatibility and installation in the canonical system specification.
TBD-VEHICLE-ADDON-002WorldFEAT-VEHICLESProtection and tradeoffsResolve protection and tradeoffs in the canonical system specification.
TBD-VEHICLE-ADDON-003WorldFEAT-VEHICLESContent and deliveryResolve content and delivery in the canonical system specification.
TBD-LOCK-001GameplayFEAT-LOCK-ACCESSSkill actions and tuning[RESOLVED 2026-09-22] Timed chance-based Lockpick/Hotwire; approved level gates, base duration/chance, consumable lockpicks, reusable Screwdriver/Pliers, cancellation, retry, feedback and server validation. See the canonical action contract.
TBD-LOCK-002GameplayFEAT-LOCK-ACCESSInstalled Lock content and lifecycleApprove item identity, loot frequency, installation/removal authorization, damage/destruction, ownership transfer, Squad-change edge cases and presentation assets.
TBD-LOCK-003WorldFEAT-LOCK-ACCESSVehicle readiness and key populationDefine operational readiness and numeric key-source radius/candidate/duplicate/loot rules around the original vehicle spawn point.
TBD-STAIR-KIT-001WorldREF-MODULAR-STAIR-KITGrid walking profile[RESOLVED FOR MESH REVIEW 2026-10-12] Owner required BP_ManualHouse Grid25/50/100. The saved prototype derives its walking unit from the existing short stair; exact measured review geometry is in the owning reference. Final traversal acceptance remains separate.
TBD-STAIR-KIT-002WorldREF-MODULAR-STAIR-KITRuntime connections / target-house fitManualHouse selector/snap contacts are implemented: upper-exit-only Landing, repeat Flight and full Slab-top coverage. Specific target-house openings and floor-finish allowances remain unverified.
TBD-STAIR-KIT-003WorldREF-MODULAR-STAIR-KITTraversal / visual acceptanceTextured native targets and non-PIE collision/support checks are saved. Owner visual, player/camera/AI traversal and owner-started PIE remain pending.
TBD-STAIR-KIT-004Art & AudioREF-MODULAR-STAIR-KITFinal production / construction scopeOwner authorizes textures using Ceiling finishes and BP_ManualHouse integration, superseding deferred textures. Final usable visual acceptance, production budgets and any new player radial/bill remain unresolved.

No decisions match the current filters.