Decision Log

Decision Backlog

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

Status: draftOwner: UnassignedUpdated: 2026-09-18

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.

Index, not a second source of truth. Resolve decisions in the linked authoritative HTML documentation/document. Existing IDs are preserved. New IDs use a stable, document-scoped sequence and must not be recycled.
Open decisions85
OwnerUnassigned
UsePlanning, dependency review, and implementation gates.

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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-001Gameplay FEAT-HUD-UI Quick slots[RESOLVED 2026-09-06] Back Weapon 1–2 exclusively reserve display slots 1–2/internal indices 0–1. Other items cannot bind there; unassigned Back Weapon slots remain empty and there is no suspended/restore manual binding. Owner flow update 2026-09-08: Q1/left and Q2/right support draw, selected-slot storage and hand/slot exchange; storing into a different slot clears the original assignment. One-handed items coexist in free hands. Inventory uses unified Q1–Q0; see canonical flow.
TBD-HUD-UI-002Design FEAT-HUD-UI Typography[RESOLVED 2026-09-06] Google Sans from RawResource/Fonts/Google_Sans/ is approved for /Game/Lambeer/UI/Common/Fonts/FF_UI_Primary. Thai coverage, embedded SIL OFL 1.1 metadata, the official source repository, and retained OFL.txt are verified.
TBD-HUD-UI-003Technical FEAT-HUD-UI Single Player[RESOLVED 2026-09-14] Shipping Single Player uses embedded NM_Standalone authority in the same process. Save-list UI remains session-agnostic. Canonical persistence contract: TECH-NETWORK-ARCH.
TBD-HUD-UI-004Technical FEAT-HUD-UI Steam distributionWhat Steam App ID/integration metadata and external Feedback URL will ship? Dedicated Null/LAN advertise, Pause disconnect and owner-reported Server Browser join/rejoin passed independently of this TBD. Steam/Feedback/production-map values remain unresolved.
TBD-HUD-UI-005Gameplay FEAT-HUD-UI Craft station destructionWhere do refunded reserved materials go when station destruction cancels a queue and station storage has insufficient capacity?
TBD-HUD-UI-007Multiplayer FEAT-HUD-UI Clan managementWhat clan name/tag rules, promote/kick permissions, and activity-log retention/persistence rules apply?
TBD-HUD-UI-008Design FEAT-HUD-UI Visual system[RESOLVED 2026-09-06] The visual tokens, layouts, and complete 64-icon solid/silhouette kit documented in FEAT-HUD-UI are approved for implementation.
TBD-INVENTORY-GRIP-002TechnicalFEAT-INVENTORYGrip integration[RESOLVED 2026-09-16] Shared hand_r/hand_l; item-definition transforms with optional PresetId overrides; KeepWorld scale; no left-hand mirroring; AnimBP Two Bone IK to SupportHandTarget; missing socket falls back to the same-named bone. ROAD-P09-03 runtime/AnimBP landed the same day. Numeric offsets and owner PIE remain ROAD-P09-04. See the canonical specification.
TBD-INVENTORY-GRIP-003TechnicalFEAT-INVENTORYPer-item hand pose[RESOLVED 2026-09-17] Each held item needs its own finger Pose Asset. Fields on ULambeerItemDefinition; family profiles unchanged; left IK remains SupportHandTarget. Native publish and ABP blends landed; authored poses remain ROAD-P09-04. See the canonical specification.
TBD-INVENTORY-TOOLS-001GameplayFEAT-INVENTORYTools-folder roles[RESOLVED 2026-09-13] GameplayTag roles on ULambeerItemDefinition; hybrid held vs inventory AND; starter roles ChopWood/Hammer/Pry/Sledge/Cut/Screwdriver/Pliers/Jack; starter actions ChopTree, BuildPlace/Upgrade/Repair/Demolish, VehicleRepair, HarvestCrop (none). FireAxe/WoodenMallet IDs approved. See the canonical specification.
TBD-COMBAT-MELEE-001GameplayFEAT-COMBATMelee slice numbersApprove 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-001GameplayFEAT-AGRICULTUREContent and cultivation loop[RESOLVED 2026-09-13] First increment: Potato, Corn, Tomato, Cabbage; seed loot plus harvest seeds; ground plant on valid soil; water items plus rain; repeat harvest until lifetime; drought stunts then withers. See the canonical specification.
TBD-AGRICULTURE-002GameplayFEAT-AGRICULTUREWorld rules and persistence[RESOLVED 2026-09-13] No plant cap; soil+collision only; anyone may water/harvest/destroy; server-time growth while offline/unloaded; SQLite records; zombies ignore plants. See the canonical specification.
TBD-AGRICULTURE-003GameplayFEAT-AGRICULTUREDelivery and tuningAfter P16/P17, not in the P00–P20 core slice. Still open: exact phase id, per-crop numeric tuning, assets, and measured simulation budgets. See FEAT-AGRICULTURE.
TBD-LIVESTOCK-001GameplayFEAT-LIVESTOCKSpecies and husbandry loopResolve species and husbandry loop in the canonical system specification.
TBD-LIVESTOCK-002GameplayFEAT-LIVESTOCKWorld rules and persistenceResolve world rules and persistence in the canonical system specification.
TBD-LIVESTOCK-003GameplayFEAT-LIVESTOCKDelivery and tuningResolve delivery and tuning in the canonical system specification.
TBD-VEHICLE-ADDON-001WorldFEAT-VEHICLESCompatibility and installationResolve compatibility and installation in the canonical system specification.
TBD-VEHICLE-ADDON-002WorldFEAT-VEHICLESProtection and tradeoffsResolve protection and tradeoffs in the canonical system specification.
TBD-VEHICLE-ADDON-003WorldFEAT-VEHICLESContent and deliveryResolve content and delivery in the canonical system specification.
TBD-LOCK-001GameplayFEAT-LOCK-ACCESSSkill actions and tuningApprove Lockpick/Mechanics proficiency requirements, equipment, timing, interruption, success/failure, consumption/durability, feedback and anti-exploit rules.
TBD-LOCK-002GameplayFEAT-LOCK-ACCESSInstalled Lock content and lifecycleApprove item identity, loot frequency, installation/removal authorization, damage/destruction, ownership transfer, Squad-change edge cases and presentation assets.
TBD-LOCK-003WorldFEAT-LOCK-ACCESSVehicle readiness and key populationDefine operational readiness and numeric key-source radius/candidate/duplicate/loot rules around the original vehicle spawn point.

No decisions match the current filters.