Decision backlog
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 one-handed weapons — [CONFIRMED] | What exact inputs draw back-slot weapons into the left or right hand, trigger each hand, sequence or combine attacks, block/parry, and constrain reloads while dual-wielding? |
TBD-7A6F2C91 |
Gameplay |
FEAT-COMBAT
|
Improvised world-object weapons — [CONFIRMED] | Which props are eligible, what handedness and damage/stamina values do they use, how do breakage and durability work, how is a throw aimed and recovered, and can any prop enter normal inventory? |
TBD-09E62567 |
Gameplay |
FEAT-SURVIVAL
|
Status effects | Will overeating apply a negative status effect, and what behavior should it have? |
TBD-B410BD98 |
Gameplay |
FEAT-SURVIVAL
|
Day/Night & weather interaction | [RECOMMENDATION]** feed `WetAmount` into temperature (wet + cold is worse; fire/indoors dry faster). Modifier numbers are **[TBD]** in data. Do not treat fog/snow as wetness unless designed later. |
TBD-C8CD7D71 |
Gameplay |
FEAT-SURVIVAL
|
Tuning | [PARTIALLY CONFIRMED] Energy/Sleep/Immunity rates and fatigue hysteresis are approved prototype values, including owner Jog −1 Energy / 5s and sprint −1 Energy / 1s. See the canonical decision. Owner reported bed-sleep PIE and Sleeping dim on 2026-09-09. Final playtest balance and injury/treatment values remain TBD. |
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 HP, resistance, upgrade-cost, and raid-cost values should Wood, Brick & Mortar, and Steel building tiers use? |
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]**. No dirt meter — [09-Weapon-Customization.md](09-Weapon-Customization.md). Visual `BloodAmount` on instances: [10-Blood-Visual.md](10-Blood-Visual.md). Visual `WetAmount` on worn/held instances: [11-Wetness-and-Rain.md](11-Wetness-and-Rain.md) | |
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] | Skills are confirmed for Phase 2 onward, after the Phase 1 vertical slice proves the core loop. They improve through relevant activity use, not through a global XP level. Effects are intentionally qualitative until playtest tuning; exact formulas, level caps, XP curves, thresholds, and numeric bonuses are **[TBD]**. |
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-F2319BE6 |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Weapon Customization (Workbench & Field) | What are the final jam chances and stock-stat curves? Core action durations are confirmed separately. |
TBD-39DD8CFE |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Station — [CONFIRMED] | Workbench is still a player-placed deployable (see [05-Building-System.md](05-Building-System.md)). World-placed benches are **[TBD]** and are not required for this feature. |
TBD-16DB8041 |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Where actions happen — [CONFIRMED] | | Repair durability | **[TBD]** whether field repair is allowed; workbench is the default place to apply a repair kit / salvage parts | Yes | |
TBD-911C46EA |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Compatibility — [CONFIRMED] rule, catalog [TBD] | What exact weapon-family and item-ID entries belong in each weapon and attachment Data Asset compatibility whitelist? The L1810 content pairings are confirmed; runtime mappings and the remaining catalog are still open. |
TBD-511DC680 |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Magazines & ammunition (Tarkov-like) — [CONFIRMED] | Mixed ammo types in one mag are allowed** if each type is **compatible with that mag** (typically same caliber, different projectile). Incompatible caliber/family cannot be inserted. Which types a mag accepts is data **[TBD]**. |
TBD-6E2D4448 |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Chamber and bolt — [CONFIRMED] design | Removing the mag can leave **one round in the chamber**. Exact per-weapon bolt types (closed bolt, break action, etc.) are **[TBD]** per firearm. |
TBD-D0682A36 |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Laser / light — [CONFIRMED] | Toggle** on/off (input **[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]**. |
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-4AF8CE2A |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Repair & salvage — [CONFIRMED] rule, condition bands [TBD] | What durability thresholds award 2, 3, or 4 family parts, and where are automatically returned attachments placed when receiving inventory has no capacity? |
TBD-8EF6FAED |
Gameplay |
FEAT-WEAPON-CUSTOMIZATION
|
Open questions still [TBD] | Which remaining weapon-customization defaults should be locked before implementation, including parts-only repair values and workbench interaction range? The LRD-01 brightness control-button text is also unspecified; see the canonical open item. |
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 | Rain washes blood; what is the wash rate, and how do faucet/water-source interactions and channeling work? |
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] | Which remaining blood accumulation, HUD, washing, AI-persistence, and infection-tuning rules should be locked? |
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] | [RECOMMENDATION]** wetness **feeds temperature** (wet + cold exposure is harsher; drying near fire is safer). Survival already names wet/cold; this is the rain hook. Exact modifiers are **[TBD]** and live in data. See [04-Survival-System.md](04-Survival-System.md). |
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. |
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 | What triggers and cadence should dynamic horde events use after applying global server density and per-region density? |
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 | Where do refunded reserved materials go when station destruction cancels a queue and station storage has insufficient capacity? |
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-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 | Approve damage, stamina cost, swing/recover time, hit trace/shape/range, and durability loss per connecting hit for the first Tools melee increment. Do not copy example combat numbers into assets or C++. 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 | Approve Lockpick/Mechanics proficiency requirements, equipment, timing, interruption, success/failure, consumption/durability, feedback and anti-exploit rules. |
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. |
No decisions match the current filters.