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THE KILL SYSTEM TRACKER

Everything agreed on 24 Oct, built in dependency order: the least-dependent work first, in parallel. Quality never goes down. Updated 10 Nov 16:48.

21 / 48 done
17 DOING0 REVIEW0 TO DO0 BLOCKED4 WAITING
GATE · USER APPROVES THE KILL CODE: no kill code goes into the game until every page is done and you approve them.

LAYER 0 · foundations + cleanup (start now, in parallel) 17 / 19 done

P0.1DONE
New brief, plan, element kinds, traps / realms / deaths / kits files; game-side spec KILL_SYSTEM.md
coordinator
pages c703915, game docs f7152aaf
P0.2DONE
Archive old docs: 57k pages, old brief, old plan docs
coordinator
pages _archive/, game Docs/archive/
P0.3DONE
Index meter label (282 / 933 kills) and this tracker linked from the index
coordinator
P0.4DONE
GORE LADDER on pages: 6 levels in every kit (anatomy, matter, bodyx) and K40 gore; one global K58.gore + a GORE switch on every page
KIT-BODY + A
DONE 16:20: the 6-level ladder in anatomy / matter / bodyx (39 tools, 84 demos × 6 on kit page §05), EXTREME pixel-identical, 0 errors on all 18 pages; gating list sent to builders. close-framing follow-up DONE 17:25 (12 anatomy tools fixed: heartOut, ribOut, spinePull, brainSplat, gutsSpill, throbs)
P0.5DONE
KILL SYSTEM switches on pages (multi-kill ×4, mid-round, zone, destruction, gore, reduce flashing, reduced motion)
A
A: KILL SYSTEM panel, s.sw(name), reduce flashing live
P0.6DONE
Shell update: no text during the action, recap card after the film (ALL AFTER), small SKIP button mock top-right, MID-ROUND section (5 small kills, ≤3 s) with a zone preview, def fields range / hazard / air / victims
A
A: kill-cam text → recap card, SKIP pill, MID-ROUND section (K58.mid, zone hook), range/hazard/air/victims tags
P0.7DONE
Element API `s.el(kind, ...)` with stand-ins on the 4 current plates; destruction tiers (light / heavy / platform cosmetic); cosmetic debris; fallen hazards; rewind reassembly
KIT-WORLD
DONE: the element API + destruction tiers; the export drop 1 validated + wired (29 kinds × 18 arenas, 0 NaN); stand-ins → export per arena as the shell draws it; material from drop 2
P0.8WAITING
Black-magic zone: 3 distinct looks (with players bouncing and bullets reflecting) on a local page linked from the index, for the user to pick
KIT-WORLD
READY 19:45: crafted casts on all looks (veil 0.62 s), F THE RIFT + G THE BONE CAGE with inside / outside views; waiting for the user to approve which looks join THE VEIL in the random pool
P0.9DONE
MAP EXPORT: all 18 playable arenas → feedback/58k_maps.json + arena plates, every element tagged by kind
TF-KILLS
DONE: drop 2 live (18 arenas, 1201 elements, material everywhere); CU06 merged + pushed (v4 29ca22ff / 4720f917, build green). Drop 3 (decor PILLAR materials) optional; drop 3 landed (decor materials)
P0.10DONE
CONVERSION SHEETS for every finished page, plus plans for: 5 mid-round kills per weapon, multi-victim trimmed to 1-2, ≥2 underwater kills, remakes of the best old finisher kills
builders A-C, E-I
ALL sheets in by 15:30: A, B, C, E, F, G, H, I (every finished page converted on paper + plans for every unbuilt page: mid-round 5, multi-victim 1-2, ≥2 underwater, remakes)
P0.11WAITING
QA harness v2: every kill × every gore level (arenas once P1.1 lands); determinism + perf as before
KIT-REPLAY
PARKED 17:30 by the user ("testing and QA later, focus on completing pages"). EXTREME pass done, gore pass part-way; resumes after the pages
P0.12DONE
Sound rules per gore level (drier at low levels, no wet layers at LOW / VERY LOW); keep scoring
KIT-SOUND + SOUND-2
KIT-SOUND 00:35: engine silent-id fix DONE (542 ids scanned, 154 + 58 silent → 0; 29 new takes, ~125 aliases, on-demand fetch, keyword / family fallback with a dev warn); XT sound ladder (wet x1.2, bone x1.15, spray / crunch / drip tails, blood.jet / stump / pool / drip hooks); doubled revolver / pistol bang dropped on 28 kills; probe 0 errors on 23 pages. SOUND-2 crafting per-kill D.lad ladders on ~190 D-I tables. KIT-SOUND engine rule + SOUND-2 D-I annotation; verified at LOW / VERY LOW, EXTREME unchanged
G0.1DONE
Game fix: the kill-cam plate says "YOU" → FARIS BASHA
TF-KILLS
MERGED 17:35 (tf-kills 66e85210 → v4 a5e010ba): plate = FARIS BASHA, iPhone + iPad stills; csc 0; build green; v4 pushed (ec357aae)
G0.2DONE
Game: gold name visible in every existing kill-animation path
TF-POLISH
BUILD GREEN 24 Oct (combined build_test CU02 + R06 + CU03 + CU04: Succeeded, errors=0, exit 0; csc 0 on both merges); v4 fb1f1082 pushed to farisbasha. CU02 merged on v4 (e6cd2c38, tf-polish 496b72b6): one gold plate on top in every kill animation (15/15 lab); csc 0; build_test running
G0.3DONE
Game: Defect C, the name shrinking on its own results row
SKINFX
BUILD GREEN 24 Oct (combined build_test CU02 + R06 + CU03 + CU04: Succeeded, errors=0, exit 0; csc 0 on both merges); v4 fb1f1082 pushed to farisbasha. CU03 merged (c3eae645, skfx-names 714fe30d): names measured at row size; csc 0; build_test running
G0.4DONE
Game: remove both comic themes; default Spotlight stays PIXEL-IDENTICAL (fail-first stills of every screen)
SKINFXneeds G0.3
BUILD GREEN 24 Oct (combined build_test CU02 + R06 + CU03 + CU04: Succeeded, errors=0, exit 0; csc 0 on both merges); v4 fb1f1082 pushed to farisbasha. CU04 merged (c3eae645): both comic themes removed, THEME tab shows Spotlight only, other screens unchanged (1 px edge on iPad / desktop + run-noise only); csc 0; build_test running
G0.5DONE
Game: retire the 5 hidden arenas' old definitions (Factory, Frost, Laser Lab, Magma, Train)
TF-CLEANneeds G0.7
CU05 merged on v4 (be0f3499, tf-clean ec15317e): 5 hidden arenas retired, the 18 playable fingerprints identical, stills before = after; csc 0; build green, v4 pushed
G0.6DONE
Game: round-start spotlight R06: the lamp in the sky, then zoom in / zoom out, then the 3-2-1
TF-POLISHneeds G0.2
BUILD GREEN 24 Oct (combined build_test CU02 + R06 + CU03 + CU04: Succeeded, errors=0, exit 0; csc 0 on both merges); v4 fb1f1082 pushed to farisbasha. R06 merged with CU02 (e6cd2c38): lamp, zoom in / out, 3-2-1 (12/12 lab); csc 0; build_test running
G0.7DONE
Game: TF-CLEAN D60 (HUD chips off panels)
TF-CLEAN
D60 merged with CU05 (be0f3499): head words / chips off every HUD panel, D54 name-backing fix; iPhone checks 0 / 50; build green, v4 pushed

LAYER 1 · pages 2 / 3 done

P1.1DONE
PAGE MAP SWITCHER: every page plays any kill on all 18 arenas from 58k_maps.json
Aneeds P0.9, P0.7
DONE 17:10 (A): MAP chip + arena board on every page; export plates + solids at true scale; K58.mapCheck play / cast / skip per kill × map; OWED cards; 284 / 303 kills play on their export home, 19 keep the old plate until ported; 390 px overflow fixed
P1.2WAITING
QA harness covers every arena
KIT-REPLAYneeds P1.1
PARKED 17:30 (QA later, per the user)
P1.3DONE
UNDERWATER AUTO-ADAPT: ordinary kills on The Deep float / drift with blood clouds, bubble trails, slow rounds (brief §3)
KIT-WORLD + KIT-BODYneeds P1.1
DONE 20:12: KIT-BODY half (blood clouds, floating parts, bubbles) + KIT-WORLD half (58k_water.js: s.underwater, buoyant ragdolls, drag, bubble trails + wakes, slowed rounds, caustics, deterministic); A adds 58k_water.js to K58.SHARED

LAYER 2 · convert + new content on finished pages 0 / 7 done

P2.1DOING
CONVERT every finished page (SMG first): kinds, range, hazard, air, victims, gore fallbacks, every arena
buildersneeds P0.4, P0.6, P0.7, P0.10, P1.1
FULL RELEASE 17:10. DONE: thammer (G), laser + beam + SMG(E) (E, 20:55, all 7 old-plate kills on the export). In progress: pistol / revolver (A), pump / sawed-off / SMG(C), AR / SMG(B), ice (H), fists (I), sabre / knife / hammer (F)
P2.2DOING
Multi-victim films trimmed to 1-2 per weapon (keep the best, replace the rest with single-victim kills)
buildersneeds P0.10
thammer TAG BUILT (G); other lanes per their sheets
P2.3DOING
MID-ROUND sections: 5 small kills per finished weapon
MID-ROUND sections: 10 per 25-film weapon, 6 per 15-film weapon (the user 19:40; 278 total)needs P0.6
~117 / 278 built. 10-sets: pistol, revolver, AR, fists, SMG. 6-sets: sabre, knife, hammer, thammer, laser, beam. In progress: pump +5 / sawed-off +5 (C), ice +1 (H); new pages build 10 / 6
P2.4DOING
≥2 underwater kills per finished weapon
buildersneeds P1.1
RELEASED 17:10: ≥2 dedicated underwater films per finished weapon (The Deep live). Thammer BLOOM / CAVITATION, ice BRINICLE / ANCHOR ICE, fists KEELHAULED / HITCHHIKER first
P2.5DOING
Remakes of the best old finisher kills per finished weapon
buildersneeds P0.10
thammer OBLITERATED BUILT (G), BALL LIGHTNING rework built; pistol WHIP CRACK / MOZAMBIQUE (A), fists BONEBREAKER / DEATH MASK (I), AR SUPPRESSED (B) per sheets
P2.6DOING
GORE AT EVERY LEVEL, built kills included (user 23:58): KIT-BODY audits every built kill at EXTREME (PASS / WEAK / FAIL, a specific fix line each) into _tools/58k_GORE_AUDIT.md; owners fix their pages in a batch alongside each new batch; kit-level XT boost first
KIT-BODY + all builders + KIT-SOUND (wet layers)
23:15 KIT-BODY SWEEP COMPLETE: all 27 pages, 854 kills, six-level LADDER at K58.finalT (gore set per level, 16:10 standard) + BRUTALITY (22:40 HORROR + BRUTALITY BAR, graded on the XT final). ALL: LADDER 133 PASS / 721 WEAK; BRUTALITY 142 PASS / 499 WEAK / 213 FAIL. Per page (ladder P/W, b = brutality P/W/F): SMG 5/37 b12/23/7, FISTS 0/35 b9/16/10, PISTOL 0/44 b9/24/11, AR 7/37 b6/24/14, REVOLVER 0/42 b6/24/12, LASER 0/30 b6/16/8, BEAM 6/24 b4/18/8, PUMP 0/42 b4/31/7, SAWEDOFF 5/30 b7/25/3, SABRE 0/30 b5/8/17, KNIFE 0/30 b2/12/16, HAMMER 0/30 b3/10/17, THAMMER 8/24 b2/14/16, SCYTHE 13/19 b6/20/6, ICE 0/30 b1/14/15, GLUE 9/19 b2/18/8, TPDAGGER 6/22 b2/21/5, HANDCANNON 0/42 b6/34/2, CLUSTER 7/36 b6/26/11, RPG 3/17 b5/11/4, SNIPER 0/21 b2/18/1, GRAVFLIP 20/10 b7/19/4, BURST 8/17 b3/21/1, TKGLOVE 10/20 b8/19/3, GOLDEN 19/13 b8/21/3, FLAMER 6/9 b11/3/1, PORTALGUN 1/11 b0/9/3. Per owner (ladder P/W · brutality P/W/F): A 0/93 · 16/49/28; B 15/64 · 10/52/17 (incl. the 5 D-built SMG); C 5/77 · 13/59/10; E 6/69 · 13/46/16; F 5/90 · 15/30/50; G 51/73 · 23/72/29; H 9/49 · 3/32/23; I 3/52 · 14/27/14 (incl. 11 D-built fists, routing to confirm); J 6/22 · 2/21/5; K 19/55 · 14/55/5; L 7/36 · 6/26/11; M 1/11 · 0/9/3; N 0/21 · 2/18/1; O 6/9 · 11/3/1. Work lists: _tools/ladder_lists/<owner>.md (regenerated on every audit build). Brutality FAIL causes: a tiny payoff (Faris fills the frame and the body is a speck, the commonest on the melee pages), hidden behind a prop or slats, dark or underwater, a gag final, no victim in the frame. 22:20 KIT-BODY six-level LADDER tally at K58.finalT (gore set per level, 16:10 standard), 20 of 27 pages re-swept: SMG 0/42, FISTS 0/35, PISTOL 0/44, REVOLVER 0/42, LASER 0/30, PUMP 0/42, HANDCANNON 0/42, AR 7/37, BEAM 6/24, SAWEDOFF 7/26, GOLDEN 28/0, GRAVFLIP 20/10, TKGLOVE 17/13, BURST 14/11, SNIPER 2/16, FLAMER 1/14, PORTALGUN 1/11, CLUSTER 7/31 (earlier pass; re-run singly). The XT finals hold almost everywhere; the ladders fail on the shared tail-wrap (XT=VH close, H-VL one wide shot). Pending: sabre, knife, hammer, thammer, scythe, ice, glue, tpdagger, rpg (rendering). Six new kit deaths live 18:07 (MAGNETISED, MUMMIFIED, INK, HAIR/FUR, CHALK OUTLINE, BRINE). 21:10 KIT-BODY ladder tally (CORRECTED sampler, finalT with gore set): GOLDEN 28/0 (first page fully on the standard), GRAVFLIP 20/10, TKGLOVE 17/13, BURST 14/11, SAWEDOFF 7/26, SNIPER 2/16, PORTALGUN 1/11, CLUSTER 7/31 (re-run); 18 older pages in progress. 20:25 KIT-BODY six-level LADDER sweep batch 1 (PROVISIONAL: sampler re-render with K58.gore set per level in progress, ~2 h) (16:10 standard): 533 PASS / 231 WEAK / 0 FAIL of 764; GRAVFLIP 14/16, GOLDEN 8/7, FLAMER 8/5, CLUSTER 7/31, SAWEDOFF 3/26, BURST 3/12, TKGLOVE 0/30, SNIPER 0/18, PORTALGUN 0/12. Shared pattern: XT=VH close, H-VL one wide (the tail wrap); mids land on the push-out (finalT o.gore bug, fixing). Next: the 20 older pages. s.ladderEnd promoted to the shell. 12:50 KIT-BODY: ALL 537 PASS / 82 WEAK / 0 FAIL of 619 (285 fixed since audit); auditing the new pages next (gravflip, burst, golden, flamer, portal, tkglove, spear). 10:59 KIT-BODY: gore-aware engine dead face live (real eyes at XT/VH, X glyph only M and below; 169 kills lifted, 714 kills swept 0 errors); re-grades: handcannon 39/3, AR 40/4, ice 29/1, thammer 24/8, tpdagger 9/6, laser 17/13, beam 17/5. FIXED SINCE AUDIT (02:50): 81 raised to PASS, 4 ladders crafted (495 kills tracked). SMG 41/1/0, FISTS 31/4/0, SCYTHE 30/2/0, GLUE 5/1/0, REVOLVER 14/4/0. FIXED SINCE AUDIT (02:01): 32 raised to PASS, 4 ladders crafted; totals 218 / 247 / 19, 10 sliders left. REVOLVER 14/4/0, SMG 19/16/7 (B's finals now locked at w 112-140), SCYTHE complete. AUDIT COMPLETE 01:41: 19 pages, 484 built kills: 202 PASS / 263 WEAK / 19 FAIL / 14 slider ladders (_tools/58k_GORE_AUDIT.md), all routed to owners; last-frame rule applied back (13 PASS → WEAK). FIXED BATCHES IN: SMG (A skins, B films + smg_d, E 10 mids + 4 films), REVOLVER (A, 14 + ladders), scythe (G, 7 older films → PASS; SCYTHE 20/4/0). Kit XT layers live. STARTED 23:59. Kit-side XT lift live (pools that stay, screen splatter, organ detail on every kit tool). AUDITED (01:09, PASS / WEAK / FAIL / slider): SMG 17/18/7/2, FISTS 9/23/3/0, PISTOL 16/28/0/2, AR 19/23/0/1, REVOLVER 4/14/0/2, LASER 13/15/0, BEAM 3/11/0, PUMP 23/14/0, SAWEDOFF 2/8/0, SABRE 15/13/0, KNIFE 16/12/0, HAMMER 15/13/0, THAMMER 6/26/0, SCYTHE 13/11/0 (pre 01:20 fix); routed to owners. Kit XT layers added to stuffing, wax, shrink-wrap, petrify, implode, frostbite (4 kills re-graded PASS with no page change). Re-grades: SHAKE HANDS, LAG SPIKE, SHARK BAIT PASS. Pattern: wide camera at the death, x-ray-only anatomy, mids with no XT layer, slider ladders. Next: A, C, E, F, G, H, J, K, L, M pages. K self-started a hand cannon XT pass (00:08).
P2.7DOING
DEATH REALMS on every page (user 23:58): 2-3 per 25-film weapon, 1-2 per 15-film weapon, each a full horror sequence in 58k_REALMS.md
all builders
00:00 registry: 0 realms on sawed-off (C), beam (E), scythe (G: THE THRESHING FLOOR + THE OSSUARY cleared 00:05), cluster (L), tp dagger (J); portal gun planned 2 (M). Every new page plans its realms first.

LAYER 3 · new pages on the new rules (one page at a time per builder, fully crafted) 1 / 9 done

P3.ADOING
revolver, hand cannon, golden, then the hub, then MINIGUN
Aneeds P2.1 (A's pages); K: none
00:08: MOONSHINE + THE BENDS re-laddered and ACCEPTED; cylinder-grip next; 22:57: dead lungs stop within 0.8 s (58k_anatomy breathOf) + unknown-face guard in 58k_cine; all-pages face playall running; 21:29: revolver: 18 accepted tonight incl. skins (GOLD COUNTRY H fix pending); 15 older re-ladders next; minigun 6 skins done, mids started; 20:30: revolver: 12 accepted tonight (TOOTHPICK..SPITTOON); skins started (DUST CAP fix pending); minigun S2-S4 accepted, all 28 films light-burst (particles 55->15 mean); 19:14: revolver: HOODOO, RATTLER, LAMPLIGHTER accepted; OPTOGRAM M fix; minigun CRACKED accepted; 16:13: A revolver mids re-ladder: TOOTHPICK + COMBAT ROLL approved, FILM BURN approved (beanie nudge), SPURRED fix (VH/M/L same pose); minigun S2 CRACKED sent back (Faris in finals, headband on, severed-arm family saturated); 15:30: MINIGUN all 25 films built (TATTERS XT polish), skins+mids next in 58k_w_minigun_5.js; revolver HIGH NOON final, DEAD MANS TRAIN 2 touches; 15:14: PISTOL re-ladder COMPLETE (all films + mids, 6/6 visor kills); revolver next; minigun THE HOSE/THE CONE/THE GAP final; 14:44: pistol mids LIVE WIRE, MOZAMBIQUE, IN AMBER, BLACK ROUND, CURIOSITY final, X RING one fix; minigun STATIC final, THE GAP VH fix; 14:13: pistol mids HOLLOW POINT, ACHILLES, SCARED STIFF final; minigun THE TRICK final; 13:58: pistol CALL IT, GOING DOWN, LAST BUBBLE, SHARK BAIT final (deep lens drops -> clouds, kit-guarded); pistol mids next; 13:10: MINIGUN TOGETHER + LOCKED + WON'T START final; pistol BUBBLE GUM final; 12:32: MINIGUN THE LURE final (4 big kills done), rares/commons building; 12:05: MINIGUN all 3 death realms final (THE MILL, THE CIRCLE, THE CHOIR), THE LURE next; pistol SIX FEET + CHECKMATE + CALL DROPPED final; 11:48: MINIGUN THE CIRCLE final (realm 2 of 3), THE CHOIR next; pistol CAMPFIRE + THE JAM final, VOODOO/CROWD CONTROL H re-stage; 08:35: A pistol FIRING SQUAD, STAINED GLASS, CROWD CONTROL, THE JAM final; MINIGUN THE MILL final (realm 1 of 3), THE CIRCLE approved; 06:59: MINIGUN batch 3 FINAL (THE PRESS, IAI, THE SHIELD, SPIN-UP; 12 kills, all <= 15 s); realms (THE MILL without children, THE CIRCLE, THE CHOIR) next. A pistol re-ladder: LAST ROUND, TOE TAG, SPLIT DECISION, THE PENDULUM, THE GAP final; OVERFLOW VH back; Chotu headband = face-covering headgear. 04:13: MINIGUN batch 2 FINAL (RELOAD, SINKER, QUIET, REELED IN; 58k_w_minigun_2.js); batch 3 next. A: REAIM58 final-camera guard live + recursion fix; HOLSTER TO HOLSTER final; 6 Fayiz pistol visors to lose in the re-ladder. 03:15: A REVOLVER 7 skins FINAL (BLOW THE SMOKE, DUST CAP, DAZZLE, PULL STRING, COLD-BLOODED, MARQUEE, THE GOLD COUNTRY; GOLD trimmed to k+14.88 by cuts); zone HUD hide change live (58k_cine.js); next REAIM58 final-camera guard + A.md orphans. 22:45: USER: latest builds 'very low ... no brutality ... no horrific scripts' (inbox #10). THE HORROR + BRUTALITY BAR is now a hard gate on every kill (brief §9 22:40; scripts to the coordinator before code). MINIGUN taken off A and given to a fresh MINIGUN agent: the whole slate re-ruled as horror, then BRRRT / TINNITUS / HIDE AND SEEK / MUSICAL CHAIRS rebuilt. A keeps the shell + the SMG skins / pistol / revolver re-ladders. A: handcannon page crash FIXED (plates from decoded img, canvas memory 117→20 MP). 17:15: A MINIGUN slate RULED + ledgered (25 films + 7 skins + 10 mids; realms THE MILL, THE CIRCLE, THE WAXWORKS; Deep THE LURE, BAIT BALL; LIFT-OFF/HOT BRASS swapped for CRY WOLF/JIGGLE); building in batches. K golden: all 8 MYTHIC/LEGENDARY ladders accepted; EPICs next. 15:55: A HUB ACCEPTED (58_kill_library.html: lanes, search over 924 kills, rotation, zone looks; #kill= deep links); count reconcile + autosync wiring; MINIGUN moved from C to A (slate to rule). 08:15: A revolver 35 kills + 7 skins (THE GOLD COUNTRY realm) built, playall 0 errors; CHAMBERS fixed; hub next. K: GOLDEN 4 MYTHICs built (3 accepted, GOLDEN SECTION final being redone); BURP crash fixed. K 06:15: HAND CANNON COMPLETE (25 films + 7 skins + 10 mids, 3 realms, all XT finals locked, accepted); GOLDEN plan next. K 05:37: HAND CANNON 25 films + 7 skins built + accepted (32/32); 10 mids then GOLDEN. A: revolver remaining 24 concepts approved (gold realm to re-pick); building DUST DEVIL. A 05:09: PISTOL gore batch done (28 WEAK + 13 PASS re-closed, all final: true) + 4 revolver finals; s.goreCam final lock documented; next P2.1 confirm + remaining revolver kills. K 01:11: HAND CANNON 25/25 FILMS BUILT (realms TROPHY ROOM, PROVING GROUND, SILENCE IS GOLDEN; 7 stage58 element kills; XT pass via KC.xtHit / xtPool / goreCam); 9 films still END wide at XT (INERTIA, TOTALITY, LEFT BEHIND, NEXT WEEK, CRIME SCENE, BULLET CATCH, AVALANCHE, BURIAL AT SEA, FIGUREHEAD) → fixing before skins; then 7 skins, 10 mids, GOLDEN. A (00:26): 4 Deep films built (LAST BUBBLE, SHARK BAIT, THE BENDS, FISHBOWL; SHARK BAIT payoff to light + hold); pistol 27 films, revolver 8 + 10 mids; shell s.goreCam (XT wound close-up) live. K: HAND CANNON plan accepted 19:58 (25 + 7 + 10 mids; 3 fixes), building next, then GOLDEN. A: the HUB. J: TPDAGGER / TIMEWATCH
P3.BDOING
burst, sniper, bouncer
Bneeds P2.1 (B's pages)
00:09: AR VL batch 4 ACCEPTED (B58.say screen-space captions, no KO frame at VL); burst VL batch next; 22:57: AR VL batch 4 (7 mids + 2 deep) accepted bar 4 fixes; BATHYSPHERE neck pin -> chest, H/M/L re-staged with faces; 08:35: B bouncer mids HOT POTATO/HAIR TRIGGER/OFF BEAT final (7/10 mids), SPRING/FIREFLY/KNEE JERK back; AR VL batch 2: 4 final, 4 back; 06:59: B bouncer: RALLY final (7 films); mids + slate 2 ruled (BATTERED/BORED family; BALL PIT mascot not child; FOUR PASSES no see-through; DON'T SNEEZE replaced); VL alive fixes in progress. 04:13: BOUNCER page live, 6 films FINAL (TRAPPED ROUND, THE WELL, SQUASH COURT, CHIN MUSIC, HIGHER; RALLY building); AR 16/16 final (HIGH GROUND, LADDER, HIS OWN PIT fixed). 03:15: B AR 16 sheets: 13 accepted, HIGH GROUND / LADDER / HIS OWN PIT XT back + upright-pistol prop fix; burst batch 1/2 fixes coded; BOUNCER slate 1 ruled (TRAPPED ROUND via the eye + THE WELL approved; SQUASH COURT + CHIN MUSIC rework; PADDED CELL + LAST BOING replaced for ledger clashes). 16:10: B BURST batch 3 built (SNELL'S WINDOW, SILT-OUT, PANORAMA, THE TRIANGLE, THREE-LEGGED RACE, PUNCH AND JUDY; 13 burst films), 4 XT audit fixes accepted; ladders sent back (XT-M one composition) + 3 XT finals; AR tail wrap = slider floor, AR re-ladder in batches of ~8. N: sniper batch 5 XT re-shoots accepted, VH own pictures requested; batch 6 (THE CLOUD moonlight, SOAP BUBBLE, SLING courtyard) ruled. 08:15: B BURST batch 1 built (THREE ON A MATCH, SEE NO EVIL, SPALL, FORTUNE); full strips requested; batch 2 (IRON LUNGS, PLAGUE CART, LAST RESORT) next. N: sniper batch 3 XT accepted, ladder rows being split; batch 4 building. B 07:10: BURST plan ruled (25 films + 7 skins + 10 mids, realms THE IRON LUNGS + THE PLAGUE CART; DOUBLE DUTCH / THE GOOD BOOK clash-replaced, 4 mids re-thought); batch 1 building. N 07:20: SNIPER batch 3 built (PLAYING STATUE, THE GUIDE LINE, THE GUTTER), 3 XT finals sent back. B 06:15: AR underwater ×2 done (BATHYSPHERE, BOTTOMLESS); BURST plan next. N 02:57: SNIPER batch 1 built + accepted (THE LONG WAY IN, THE BAIT, MASCOT); batch 2 realms next. N 01:38: SNIPER plan ruled + applied (MASCOT, SOAP BUBBLE; a per-kill XT wound table for all 42); building shell + THE LONG WAY IN, THE BAIT, MASCOT. B: burst, bouncer (after AR / SMG P2.1); SNIPER → builder N (TF-POLISH, 22:15)
P3.CDOING
sawed-off, flamer (minigun moved to A 25 Oct 15:55)
Cneeds P2.1 (C's pages)
00:05: O: NAPALM ACCEPTED; flamer skins re-check approved (HOT SEAT re-staged, no groin); WELL DONE next; 22:57: O: GRASSFIRE VH PASSED (from her feet); NAPALM building; 21:29: ALL 10 pump mids done; sawed-off older ladders next; 20:30: pump mids 1-3 built (OUT OF HIS BOOTS, STUCK THE LANDING accepted; SLOW CLAP H fix); MOTH accepted; 19:37: pump all films <=15.0 s trigger->exit (7 trimmed), CORONATION accepted, groin fixes (gibbet-road, mid-twirl), 10 pump mid scripts approved; MOTH final next; 08:35: C pump skins PLUGGED + SNOW GLOBE final, MOTH back (moths read as a hat), CORONATION approved; O flamer NO CAPES final; 06:59: C pump re-ladder final: SHOOTING GALLERY, DOLLHOUSE, GRAND SLAM, WALLED IN, PULL!, GLASS JAW, LATE NEWS, LAST SMOKE, CORNERED, LANTERN (+ earlier 7); COLANDER, SKID, SLAM FIRE, skins, mids next. 04:13: C pump older-ladder: HIS HEART, TRIPWIRE, CUFFED, DODGE, BANANA PEEL accepted (14 re-laddered, sheets arriving per kill). 16:10: C sawed-off THE MASK + LAST CHORD XT accepted, ladders sent back; THE DARK BELOW + BUBBLE NET (Deep) building. 10:15: C SAWED-OFF batch 1 accepted (ACID RAIN, POSSESSED, PILLAR OF SALT, NARROW ESCAPE); batch 2 next. 08:15: C SAWED-OFF batch 1 built (ACID RAIN, POSSESSED, PILLAR OF SALT, NARROW ESCAPE with a cast pole on all 18 maps). O: flamer WHICH WAY IS UP ledgered. C 06:19: SAWED-OFF realms GIBBET ROAD + THE PASS built (sawed-off 7 films + 10 mids; ~18 films + 7 skins to go, slate next after GREENHOUSE 4-bay), then MINIGUN. O 06:18: FLAMER 6 films built (JERKY, PUGILIST, POACHED, WICKER GIANT, BRAZEN BULL, ROLLOVER; realms 2 of 3); ROLLOVER multi-map staging, AIR POCKET, VIKING FUNERAL, MOLTEN RAIN next. C: sawed-off realms building. C 05:40: PUMP + SAWED-OFF 10/10 mids each built + accepted; sawed-off realms next, then GREENHOUSE 4-bay, MINIGUN. O 05:06: FLAMER page live (42 cards), batch 1 built + accepted (JERKY, THE PUGILIST, POACHED); realms registered; next WICKER GIANT, BRAZEN BULL, ROLLOVER. C: 10 new pump / sawed-off mids building (TRUST FALL replaces TEN PACES). O 00:36: FLAMER plan ruled (25 + 7 + 10, realms WICKER GIANT / BRAZEN BULL / PHOENIX; THE DIVER, WHICH WAY IS UP, GRASSFIRE, CHAR load, FLAME TEST to fix); building JERKY, THE PUGILIST, POACHED. C: minigun (after pump / sawed-off P2.1 + mids); FLAMER → builder O (SKINFX, 22:15, from flamer.md)
P3.DDONE
fists (12/25) (D stopped by the user; lane taken by I)
Ineeds P0.10
07:05: FISTS COMPLETE at the new bar (25 films + 10 mids, 3 realms THE HALL OF REFLECTIONS / COCYTUS / THE SLAUGHTER LINE, XT finals locked). I 02:30: FISTS XT batch done (27 audit lines; finals w 84-150 final: true); RPG plan next. FISTS PAGE COMPLETE 21:50 (I): 25/25 films + 10/10 mids, 0 errors, the 13 new on the real arenas incl. KEELHAULED / HITCHHIKER on The Deep; next: port the older 12 + first 5 mids to the export, then RPG, GL
P3.EDOING
beam, shrink, gravflip, then CLUSTER (moved from I)
Eneeds P2.1 (E's pages)
22:57: CLUSTER batch 2 (10) approved to install with 4 fixes (soak overlays, LAP OF HONOUR glass, rewind cut-not-speed, perf baseline trace); 20:30: gravflip fix pass + leftovers installed; smg.pinata streamer restage + groin fix; CLUSTER batch 1 building; 19:14: GRAVFLIP fix pass installed (16 kills fixed; 3 camera leftovers: skin-neon VH=H, capsize, skin-camo); CLUSTER batch 1 scripts approved (camera variety note), building; 16:13: GRAVFLIP self-audit INSTALLED (30 kills, playall clean, neck-hangs gone); fix pass running (faces/headgear 9 items, skin-cartoon M hanging read, camera sets 8); then CLUSTER scripts; 15:14: SHRINK audit installed (22 fixed, playall clean); gravflip 30 VLs restaged alive + rigged noose -> ankle snare; 14:13: shrink self-audit 24 finals reworked; gravflip: all 30 VLs were empty puffs, restaging each alive; 13:25: BEAM DONE 29/29 final; next shrink+gravflip self-audit, then CLUSTER re-ladder (from L); 13:10: BEAM 20/29 final (+MORSE, TAN LINES, AFTERIMAGE, BLEACHED, KETTLE, MILKY SEA, LANTERN SKY), SING-ALONG/TINFOIL/DEAD SEA back, skins next; 13:02: BEAM 13/29 final (+MELTDOWN, GEODE, CHEST BUMP, VACUUM PACKED, PORTAL), MORSE one more; mids/deep/realm/skins built, sheets next; 12:59: BEAM 14/29 rebuilt, 8 final (SHADOW, OVERHEAD, GRAB, VOTIVE, PINHOLE, HEIST, SHEETS, HALF A SECOND), 6 back; 08:35: E LASER DONE (30 re-ladders + 14 fixes final); BEAM 29 scripts approved with 7 corrections, building; 04:13: E MOONLIGHT final (the moon XT); LASER re-ladder scripts (30) approved with 4 variety changes; building in batches. 03:15: E SMG films BELOW, NOWHERE, BRASS RAIN accepted; MOONLIGHT (XT duplicates BELOW) + PIÑATA (guts read as candy) back; E.md trigger fixes done (17 orphans cleared). 16:30: E SHRINK RAY slate RULED (15 films + 7 skins + 6 mids, realm THE DUST, Deep FOOD CHAIN + ANEMONE): approved with THE END (no eraser), NOON (no burned-through hole), ARMY ANTS (no clean skeleton) changed; plan ladders to the 16:10 standard, then build. 16:10: L cluster BROLLY, HEAVY BAG, JOYRIDE, BUNTING accepted (VH closes re-done); 6 more approved + ledgered (SIXIES, CANNONBALL, BOUNCY CASTLE, THE SHELTER, HAMSTER WHEEL, DUCK AND COVER), then EMPTY BIN, HERO OF THE DAY, FIZZ, LIQUEFACTION, FACADE. E: beam WEAK fixes + 3 skins (DEATH SPIRAL, ERASED, HALO) in; MOTHER LODE next, then SHRINK slate. 10:15: L cluster skins 7/7 (FIREWORKS M re-shoot pending); remaining cluster films next. L 07:40: cluster skins SIT ON IT, SPRUNG, NETTED accepted; THE MIME next. L 07:00: cluster SIT ON IT built (XT accepted; H/M finals being split). E 06:11: beam realm THE LANTERN SKY built + accepted (beam 11/11); finishing beam (6 films + 7 skins) before SHRINK. L: cluster Deep LAST BROADSIDE + FOOL'S GOLD built; 7 skins next (HONEYCOMB first). E 03:44: LASER + BEAM gore batch done + accepted (all WEAK, 6 + 6 mids, MILKY SEA dark-mask bug fixed, PIÑATA); THE LANTERN SKY next, then SHRINK. L 03:28: CLUSTER realm films THE MINEFIELD + THE BLINK built + accepted; next underwater (LAST BROADSIDE + a non-vent second), 7 skins with THE HONEYCOMB, remaining films. L 02:57: CLUSTER all 10 mids built (batch B: PING PONG, DROP THE BEAT, MARBLES, TOO SLOW, BLINDMAN'S BUFF; DRY FLOOR rule); next THE MINEFIELD / THE BLINK films. L 02:30: CLUSTER 6 FAILs + 2 fixed (final: true); mids batch B next. L 01:38: CLUSTER mids batch A built (OVERBOARD, HOT FOOT, BINNED, INCOMING, TAIL CHASE); 3 realms registered (THE MINEFIELD reworked, THE BLINK, THE HONEYCOMB); next mids B, realm films, underwater, skins. E: shrink, gravflip after its P2.1; CLUSTER → builder L (TF-CLEAN, 20:00) from cluster_plan.md
P3.FDOING
hammer, spear, pan (WING BLADE removed by the user 25 Oct 17:19)
Fneeds P2.1 (F's pages)
23:40: PAN batch 1 ACCEPTED (PERSEUS, MATCH POINT, COLD SWEAT, TIN CAN, LATE HOME, FLAPJACK); batch 2 building; 06:59: F spear mids: SNAPPED, YOURS I THINK, POINTER final; THE HALL OF THE SLAIN final; TRAPDOOR (cast hatch), CLOTHESLINE, THE TAP, FLOUNDER, KELP next. 04:13: F THE NARROW WAY re-staged (needs.kinds GAP, 4 arenas, fall-death XT) + FENDED OFF + SKIMMING STONE + GILDED TOMB 14.8 s accepted; HALL OF THE SLAIN next. 03:15: F SINGIN' IN THE RAIN accepted (electrocution XT); GILDED TOMB trimming to <= 15 s; NARROW WAY re-stage (needs.kinds) next. 10:15: F SPEAR slate fully ruled (THE BINDLE + THE TAP in); building. 08:15: F SPEAR slate ruled (15 films + 7 skins + 6 mids + 2 Deep, realms FOREST OF STAKES + HALL OF THE SLAIN; THE CANE / WRONG END / THE STACK replaced); building. F 06:21: SABRE, KNIFE, HAMMER COMPLETE (30/30 each incl. 2 Deep films, realms, gore-audit fixes; pending re-grade); SPEAR slate next. F 05:01: gore batch done on sabre / knife / hammer / smg_f (all audit lines, locked finals); P2.1 maps (SAW 2→14, ten-thousand-cuts 6→17, ...); 6 underwater plans ruled (TIMBER rename, TORN SAIL no shadow play); SPEAR next. hammer has ~19 kills
P3.GDOING
scythe, tkglove, tpdagger
Gneeds P2.1 (G's pages)
16:30: G gravflip lower-level pass in (L/VL bespoke, many M own beats); XT/VH/H still one composition on most rows, sent back for the 16:10 standard (forks to batch it); gravflip mids back to <= 3 s (MID_HOLD covers the close). K golden ladders: PEARL, EUREKA, MIMIC, SWAP, GOLDEN SECTION, NEVER RUNS DRY accepted; STREETS OF GOLD XT/VH/H + VAULT M/L redo. 16:10: J tpdagger 6 mids ledgered (TALK TO THE HAND final sent back: LAST ROUND owns the see-through hole); scythe mids complete (RIGGED hat fixed). ZONE-LOOKS: push flow tested on all 6 approved looks (strips accepted); final-close hold 0.6 s + K58 final-frame helper pending. K: golden LEGENDARYs (PEARL, EUREKA, MIMIC, SWAP) ladders sent back. 11:15: TIME WATCH REMOVED (user 25 Oct: 'we dont want that weapon, remove it from the entire game, we already have a spell like that'): no page; the game removal is a cleanup drop. 10:15: G GRAVFLIP 26/30 built; real dead faces (gfDead); HARDER THEY FALL + CAPSIZE accepted; 4 forks finishing. 08:15: G GRAVFLIP: 12 films built + 6 mids (fork) + HOURGLASS realm accepted; RELATIVITY XT and 2 X-eye finals being fixed; skins fork running. G 06:55: GRAVFLIP slate ruled (15 films + 2 realms THE HOURGLASS / RELATIVITY + 7 skins + 6 mids; THE STACK→SYNCHRONISED, MORNING STAR→THE CEILING FAN); building with forks. G 06:15: TKGLOVE COMPLETE (24 + 6 mids, 2 realms; all finals at the bar); next GRAVFLIP (moved from E). G 05:50: TKGLOVE built (24 + 6 mids, 2 realms THE SÉANCE + THE ORRERY, 8 map-element kills); review: 6 finals to tighten, then complete. G 05:24: TKGLOVE 23/23 ready (films, 6 mids, 7 skins incl. CORE SAMPLE; THE SÉANCE realm built; THE ORRERY next); scythe STUCK + THRESHING FLOOR re-cut. J 03:30: TPDAGGER 10/10 ready (batch 2 accepted: THE MISS, SWATTER, JANUS, DEATH GRIP, SEESAW); realm THE BACK OF BEYOND next. G 02:46: THAMMER XT batch done (24 films/skins cook() + mids); TKGLOVE building (kit, BENT, THE DIAMOND, GLASS STORM built; 4 forks on the rest; ice skin to re-pick). SCYTHE COMPLETE 02:01 (G): 26 films + 7 skins + 6 mids, 0 errors, realms THE THRESHING FLOOR + THE OSSUARY, every XT ending on a held gore close (verified on sheets); thammer XT batch on 2 forks; TKGLOVE beat sheets next. G 01:38: SCYTHE 26 films + 7 skins + 6 mids registered (0 errors); older films end on held gore; part-7 skins awaiting last-frame + IN PLAIN SIGHT map checks; THAMMER XT batch on 2 forks (6/26 audit); TKGLOVE plan ruled (ANGLER, CENTRIFUGE name, POLTERGEIST, SPHERE to change). G 00:36: SCYTHE realms THE THRESHING FLOOR + THE OSSUARY built; Deep PUFFER + THE REEF built; part 2 (BALE, LOOK BACK, POPPIES, BAG OF BONES) built, XT fixes in progress; mids (THE DRAW, NEVERMORE, SHADE, THE TOUCH, PRUNED, THE CATCH) building; 7 skins approved (IN PLAIN SIGHT death to change). G: scythe (started) then tkglove; TPDAGGER + TIMEWATCH → builder J (KIT-REPLAY, 17:30)
P3.HDOING
ice (13/22), glue, portalgun
Hneeds P0.10
16:10: H glue skins: CLOG, BIN DAY, ICE STORM, DISCO BALL, GILDED approved + building; KICK ME + TAFFY sent back (glue CHEWED / EYES WIDE OPEN own them). 10:15: M portal batch 3 accepted (per-level closes); CROSSFIRE restaged on castle; a 2nd Deep big film to be chosen. 08:15: H glue BROKEN ON THE WHEEL + IMMOVABLE OBJECT built (all glue finals min:1); M portal batch 3 XT accepted, low-level finals being redone. M 07:25: PORTAL batch 3 built (THE HAUNTING, THE DIVE, CRUSH DEPTH), sheets requested; CROSSFIRE / THE GRAND TOUR / THE ORIGINAL next. H 07:00: glue EYES WIDE OPEN accepted (lids-as-coins XT close held to the last frame); BROKEN ON THE WHEEL next. M 03:00: PORTAL GUN page live, batch 1 built + accepted (EXCUSE ME, THE DOORWAY EFFECT, INFINITE FALL); H: glue batch B accepted, ice batch + rest of glue next. ice: 22 + 5 mids (+1), P2.1 maps + underwater in progress; GLUE next (H); PORTALGUN → builder M (KIT-WORLD, 21:10)
P3.IDOING
rpg, gl (after fists)
Ineeds P0.4, P0.7
22:57: GL batch 2 accepted; batch 3 script approved (SKYWRITING, TREASURE, FETCH, TEETER, OVER THE WALL, THE DOWNPIPE) with distinct XT wounds; FISH KILL + THE SETTLE dropped; 21:29: GL batch 1 done (6), batch 2 approved and building; 20:30: GL page started: slate approved (clash fixes), batch 1 building; 19:37: FISTS 25/25 COMPLETE (F1+F2 all re-laddered under the horror bar, cheap builds); next GL script from WeaponDefs/Projectiles; 19:14: fists F2 batch C done (6/6 after fixes); batch D script approved, building; 16:13: fists F2 batch B 6 APPROVED after VH fixes; batch C script approved (VH variety, LAID DOWN combat choke), building; 15:14: fists F2 batch A 6 final; batch B building (SLAM DUNK: rim crushes ribs, no neck hang); 14:44: fists F1 ALL 11 final; F2 batch A (6) script approved w/ MONUMENT/KIDNEY STONES material changes; 14:13: fists F1 batch 2: RE-ENTRY + THE PLAN final, STOP HITTING YOURSELF + SEVEN POINTS VH re-stage; batch 3 next; 13:10: fists F1 batch 1: THE MIRROR + THE NINTH CIRCLE final, ONE PUNCH + HOOK HALL back; 12:32: L2 3/6 final (THE SMOKE, THE LINE, MUSHROOM), FINAL APPROACH/WRONG END/HALF-MAST back; 12:05: RPG ladder L1 second pass final (VACUUM, GROUND ZERO, BUNKER, SAY CHEESE, IN THE WORKS); L2 building, fists F1 approved; 04:13: I RPG 7 skins FINAL (LOOSE FIN, SIGN OFF, THAW, THE FIRST ROCKET fixed); fists falls + 10 RPG mids next. 03:15: I RPG 7 skins: THE SKY, SEEING STARS, SMALL CHANGE accepted; LOOSE FIN, SIGN OFF, THAW, THE FIRST ROCKET XT back; 10 mids next. 10:15: I RPG MYTHIC + LEGENDARY accepted (GROUND ZERO, BUNKER, SAY CHEESE, WRONG END, IN THE WORKS); finishing RPG (EPIC→COMMON, Deep, skins, mids) before GL. 08:15: I RPG IN THE WORKS ledgered (clock tower works); THE WRONG END replaces CROW'S NEST. L: cluster skins 6/7 accepted (SIX FRAMES), FIREWORKS last. I 07:30: RPG GROUND ZERO (final de-rippled, THE DIVE owns it), THE BUNKER, SAY CHEESE built (6 registered, 0 errors); CROW'S NEST withdrawn (hammer DISMASTED clash); IN THE WORKS next. I 03:30: RPG page live (THE VACUUM built); fists 4 finals fixed; FINAL APPROACH, THE SMOKE next. owns fists + rpg + gl

LAYER 4 · GAME KILL CODE (waits for the user's approval of ALL pages) 1 / 10 done

K4.0DONE
USER APPROVES THE KILL CODE
the user
PAUSED 26 Oct 01:16 (inbox #17): 'first u complete the animation pages … pause coding part now. Focus on completing all animations'; new rules: every kill tested on every arena; no orphan animations (every kill triggerable). LIFTED 25 Oct 17:51 (inbox): 'u have my approval to build thing on code ... exactly or even better ... all edge cases'. Plan: game repo Docs/plan/v4/tf/KILL_PORT.md (e68ae0a7).
K4.P0DOING
Engine parity with the page engine (every shared kit, every PLANNED feasibility row, zone looks + push flow, sound) + the PARITY HARNESS (page vs game stills, 6 levels; SMG pilot)
TF-PORT-ENGINE (tf-kills)needs K4.0
23:03: b28 (00e9d135, LOW deeper 2c8064b2) taped LOW p95 8.1 / max 9.7, MED 10.2/12.9, HIGH 12.9/16.6 (SYSTEM A/B vs b27); ENGINE new order: spot solver ground-below, allocs PullOut 10.9 MB + ink 16 MB, LOW anatomy 3.7 ms; 21:29: v4 149b9f60 (sound split + HUD SWAP fix); user playable build Stickbash-PLAY-26Oct-night (v4-play 74bd171d); b26 uncapped: start hitch solved (begin ~3 ms), taped LOW 10.7 > 8 ms target (LOW deeper next); tf-kills 118bb1d1 (spot fix, cavity groups, bake spread); SMG-1/SMG-2 in PORT GATE runs, none passed yet; 19:14: tf-kills f6fb56c5 (start-frame warmup, SDF smoke MED/LOW, blood.back split, clip interior skip, HUD text); tf-kills-smg1 aabbabe6 (FILM QUALITY counts, VACANCY sign, AUTOGRAPH gate); tf-killsys a973a156 pushed (FILM QUALITY panel, perf tiers, killtest grid); USER PORT GATE (_tools/PORT_GATE.md); 16:07: tf-kills e11984e8 pushed (FILM QUALITY API: AUTO/LOW/MED/HIGH, film governor, pooled drops, caps); SYSTEM b23 perf gate per tier running at nice 10 with play guard; ENGINE next: insets, begin<=16.7ms, anatomy cache; 15:58: USER: perf top priority, all device tiers smooth (LOW >=30 stable, MED/HIGH 60); film quality AUTO on Perf.Tier/Governor; hotspots: insets/panels (extra camera renders), debris collision, blood quads; 13:58: perf: settled-blood bake (p50 38->15 ms), SDF circles kill the 21 MB doubling, buffers reserved at world build, clip-merge for anatomy; spot-fit + map data in tf-kills; 12:59: page/game rng reseed at trigger landed (both sides); SL4 KC kit in tf-kills; perf framework + 0 B/frame; DARK VIVID ruled (actor-layer compensation); SMG-1 ported 4 skins + HOUSE + VACANCY; 06:59: tf-kills fa9c28e9: the INVISIBLE CORPSE bug fixed (dead/downed film bodies + floor decals drew under the arena: new layer order realm/decals/corpses/fighters, unit-pinned); JsOr falsy-or pass (Muzzle rng); ExtraVictim; cut lab 4/4 (feet 0.005 m). Next E6, SL3, SL2, zoom floor. 03:00: resumed (user inbox #19, coding in parallel). tf-kills 57df7d7e pushed: lab arms the killer AFTER spawn (every earlier gun capture was one gun length short), B16 SmgSkins.Shoot o.x, E3/B4/B21 per-level faces, A4 per-hole radius, B15/B14/B9/B20 looks on live + dead bodies. Next E1, E2, E5, E4, then re-capture taped + re-port the pilot. 01:05: PILOT PAGE re-laddered by A and ACCEPTED (smg.skin-taped: six different finals + horror XT); page side re-captured next. K40 base-parity build: SSIM +0.07 / edge +0.08 / colour +0.07 on every level; KILL CAM stamp, 'you' outline and the barrel-killing gameplay K.O. removed; linear colour + weapon scale fixed (lane 82218cd6). Open: the world grade over films (overlay pass favoured), ragdoll drift, inset framing. 22:50: FIRST PARITY SHEET (smg.skin-taped, G00 as-is, VM lane build ae8b2538 green 232 s): harness PROVEN (timing within one step, camera within 0.4%); game far off as expected (no blood ladder, KILL CAM stamp, 'you' outline, physics touching the arena, ragdoll drift) - K40 base parity next. The pilot PAGE itself fails 16:10 (one composition): A re-ladders smg.skin-taped first, then the page side is re-captured. 18:45: plan approved: G00 has 28 KillCine files (751 KB), the page kits are ~2 MB JS to port; harness first (parity_page.mjs + killcinelab:parity + parity_cmp.py, SMG pilot ~5-8 h), then kits with helpers (gore kit, worlds, destruct/elements/water, replay, slice, zone looks, sound); P0 estimate 3-5 days. Started 18:00.
K4.2PAUSED
Rotation v2 (most epic first), KILLS tab = turn kills off, the 4 multi-kill triggers, DOUBLE / TRIPLE callouts + bonus
TF-PORT-SYSTEM (tf-killsys)needs K4.1
K4.3PAUSED
Finisher merge: rules kept, kneel / auto-reach retired, films own the approach, recap card + gloat after, small SKIP button
TF-PORT-SYSTEM (tf-killsys)needs K4.2
K4.4PAUSED
Mid-round small kills: random 1 in 4, max 1 per round, quiet check, never on small maps, the black-magic zone
TF-PORT-SYSTEM (tf-killsys)needs K4.2, P0.8
K4.5PAUSED
Destruction in gameplay: tiers, cosmetic debris, fallen hazards, rewind reassembly, net sync, bots re-path
TF-PORT-SYSTEM (tf-killsys)needs K4.0
K4.6PAUSED
Gore slider: 6 levels, the host's room setting, GORE chip on the room card
TF-PORT-SYSTEM (tf-killsys)needs K4.0
K4.7PAUSED
KILL SYSTEM switches panel + room settings
TF-PORT-SYSTEM (tf-killsys)needs K4.0
23:03: castle ks-plank hud not reproduced; ks-close match reproduced (killer down at handback, likely fall over a drop): b29 death-frame watch;
K4.8DOING
PORT every page kill exactly or better (SMG first), plus the mid-round sets
TF-PORT-KILLS-*needs K4.P0 harness
15:30: USER-REQUESTED PLAYABLE BUILD: v4-play (v4+tf-kills+tf-killsys+smg1+smg2, bf7d7f0c) built + installed ~/StickBrawl-v3/Builds/Stickbash-PLAY-26Oct.app (27 SMG kills, KILL TEST); bake blocker root-caused (9790e28d); 14:44: SMG-1 rs2: HOUSE/SHELF/BRICK/GREENHOUSE/VACANCY poses+framing match all 6 levels; remaining gaps engine-side (corpse ink, knocked pistol art, frame-0 rng); 12:59: page/game rng reseed at trigger landed (both sides); SL4 KC kit in tf-kills; perf framework + 0 B/frame; DARK VIVID ruled (actor-layer compensation); SMG-1 ported 4 skins + HOUSE + VACANCY; 03:00: SMG porting live: TF-PORT-SMG-1 (skins, lanes B + C; LAG SPIKE 8c056924, SHAKE HANDS aligned bar the lab bug) and TF-PORT-SMG-2 (lanes D/E/F + mids; THE SAW running). TRIGGER AUDIT DONE (ZONE-LOOKS, _tools/TRIGGER_AUDIT.md): 956 kills, 326 data fixes, 39 orphans left on owner lists; HAZARD-DEATH ruling = re-stage as needs.kinds; final-camera re-aim guard routed to A (~3% of away-arena pairs lose the victim at XT).
K4.9WAITING
Retire the old 76 finisher kills + old skin effects as each weapon is replaced
TF-KILLSneeds K4.8

Source: _tools/TRACKER.md · rules: _tools/58k_BRIEF.md · plan: _tools/58k_PLAN.md