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.
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-001 | Gameplay | 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-002 | Design | 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-003 | Technical | 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-004 | Technical | FEAT-HUD-UI |
Steam distribution | What 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-005 | Gameplay | 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-007 | Multiplayer | FEAT-HUD-UI |
Clan management | What clan name/tag rules, promote/kick permissions, and activity-log retention/persistence rules apply? |
TBD-SQUAD-IDENTITY-001 | Multiplayer | 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-008 | Design | 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-002 | Technical | FEAT-INVENTORY | Grip 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-003 | Technical | FEAT-INVENTORY | Per-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-001 | Gameplay | FEAT-INVENTORY | Tools-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-001 | Gameplay | FEAT-COMBAT | Melee 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-001 | Gameplay | FEAT-COMBAT | Firearm 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-001 | Gameplay | FEAT-COMBAT | L1810 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-001 | Gameplay | FEAT-COMBAT | Independent fire vs movement heading | Later-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-001 | Gameplay | FEAT-AGRICULTURE | Content 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-002 | Gameplay | FEAT-AGRICULTURE | World 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-003 | Gameplay | FEAT-AGRICULTURE | Delivery and tuning | After 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-001 | Gameplay | FEAT-LIVESTOCK | Species and husbandry loop | Resolve species and husbandry loop in the canonical system specification. |
TBD-LIVESTOCK-002 | Gameplay | FEAT-LIVESTOCK | World rules and persistence | Resolve world rules and persistence in the canonical system specification. |
TBD-LIVESTOCK-003 | Gameplay | FEAT-LIVESTOCK | Delivery and tuning | Resolve delivery and tuning in the canonical system specification. |
TBD-VEHICLE-ADDON-001 | World | FEAT-VEHICLES | Compatibility and installation | Resolve compatibility and installation in the canonical system specification. |
TBD-VEHICLE-ADDON-002 | World | FEAT-VEHICLES | Protection and tradeoffs | Resolve protection and tradeoffs in the canonical system specification. |
TBD-VEHICLE-ADDON-003 | World | FEAT-VEHICLES | Content and delivery | Resolve content and delivery in the canonical system specification. |
TBD-LOCK-001 | Gameplay | FEAT-LOCK-ACCESS | Skill 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-002 | Gameplay | FEAT-LOCK-ACCESS | Installed Lock content and lifecycle | Approve item identity, loot frequency, installation/removal authorization, damage/destruction, ownership transfer, Squad-change edge cases and presentation assets. |
TBD-LOCK-003 | World | FEAT-LOCK-ACCESS | Vehicle readiness and key population | Define operational readiness and numeric key-source radius/candidate/duplicate/loot rules around the original vehicle spawn point. |
TBD-STAIR-KIT-001 | World | REF-MODULAR-STAIR-KIT | Grid 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-002 | World | REF-MODULAR-STAIR-KIT | Runtime connections / target-house fit | ManualHouse 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-003 | World | REF-MODULAR-STAIR-KIT | Traversal / visual acceptance | Textured 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-004 | Art & Audio | REF-MODULAR-STAIR-KIT | Final production / construction scope | Owner 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.