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skate-3-rust-engine/docs/hails-additions/PULL-REQUESTS.md
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Hails 477e9de3f7 Docs and dev tooling: water write-up, PR H prepared, teleport mod
- 09-water.md: physics, camera, splash and look after in-play testing
- 10-sky-shader-test.md, README index
- PULL-REQUESTS.md: PR H prepared against upstream 60efdef
- water-test-teleport: F7 Aletown canal, F5 position readout, the
  "Teleported" text clears after 5 s
2026-10-01 12:27:23 -06:00

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Planned upstream pull requests

The fork's changes will be offered to SK8-ENGINE/skate-3-rust-engine as separate pull requests, one per type of change, so each can be reviewed and merged on its own. None have been opened yet. Each PR description is drawn from the linked document(s), which hold the full context (problem, root cause, evidence, verification, open questions).

PR Type Title Documents Fork commits Depends on Status
A Setup fix Setup: ISO extraction argument order and Windows long paths 01, 02 ea549ab, 0a88f7a — Draft upstream #23
B Feature (input) SDL3 gamepad input with XInput fallback 03 3d485c8 — Draft upstream #24
C Gameplay data Authored map spawns and headings 04 b495ed6, f00b329 — Draft upstream #27
D Gameplay data Skip collision volumes that have no surface IDs 05 dec7ade — Draft upstream #25
E Performance Indexed stock collection lookups (game startup −5.5 s) 07 810defa — Draft upstream #26
F Tooling Streaming map validator (--validate-maps) wired into setup 06 18f41a3 E (speed only) Draft upstream #28
H Gameplay + rendering Water: detection and bail, shallow water solid / deep water floats, board floats, water camera + vignette, entry splash, water look (family 33 cube blur + tint, anti-tiling, body-size calming, slower waves), animated water (frame-state buffer fix, ocean PCA from default.xex, XEX2 unpacker), ripple scale 09 gameplay/water branch (af1b350 onwards) — (copies #28's install.py spawn() split) Prepared 2026-10-01, not opened: applies to upstream 60efdef; failing tests match upstream exactly
I Test fix sky_shader_validates: add the VERTEX_POSITIONS shader def Bevy sets for real meshes 10 on gameplay/water — Not opened; tiny, can go upstream alone
G Performance (setup) Skip decoding duplicate stream copies; run the customiser beside the maps; parallel clothing library and pro roster, plus a native RefPack DLL in Build.ps1 08 8327e94 (+ overlap hunks of install.py in 18f41a3) — Draft upstream #29

Opened 2026-10-01 as drafts from per-PR branches cut from upstream 60efdef (code only; docs/hails-additions stays in the fork). #29 (G) is stacked on #28 (F); in the upstream branches the customiser-overlap hunks of install.py live in G, and each branch has its own equivalence pairs (F: maps main→F; G: character/environment/maps from main and from F). Bodies: .claude/pr-drafts/.

Notes for whoever opens them:

  • Each PR needs its own branch cut from upstream main, containing only its commits (the fork's hails-additions branch carries all of them in sequence).
  • PR A overlaps upstream PR #9 (Linux/macOS port), which also fixes the extract-xiso argument order. If #9 lands first, drop that half of PR A.
  • PRs F and G both change the maps fingerprint and both add pairs to tools/asset_pipeline/pipeline-equivalence.json. The fork currently holds one combined pair per group (committed → F+G). When splitting into separate PRs, recompute each PR's pairs from its own tree (old = upstream base, new = that PR), and re-check the customiser fingerprint is unchanged.
  • install.py changes for PRs F and G are both in commit 18f41a3 (the customiser overlap — available_memory, overlap_customiser, Background — is interleaved with the validator wiring in _install). Separate them when cutting the PR G branch. PR G now changes the customiser fingerprint (one rebuild of the customiser, with identical output).
  • PR F works without PR E but validates ~10× slower (each skater/camera load then takes ~5.5 s instead of ~0.2 s).
  • Pre-existing upstream test failures (present on untouched upstream 60efdef, not caused by these PRs): skate-core a_moving_group_8_body_reaches_native_impact_feedback_for_a_stationary_actor, predictive_contacts_and_retention_match_full_scan_for_every_primitive; skate-game production_factory_routes_three_handlers_and_all_five_conditions_to_grind_owner, embedded_static_rwcm_hits_distinct_actor_query_ids, pipelines_accept_valid_group_outputs_when_fingerprint_changes, sky_shader_validates (fixed on gameplay/water, see 10); and three skate-data examples that do not compile (apt_data, hud_data, scoring_flow_data).
  • PR H includes setup changes (environment group: ocean_pca.py, particles.py) that refresh that group once, and a dev-only mod (mods/water-test-teleport/) that must be dropped from the upstream branch. The frame-state buffer fix (retail_render.rs write_frame_state) also unfreezes family-14 scrolling and the shadow floor, so it could go upstream on its own first.
  • Fork-only commits not meant for upstream: 167605a (ignore the local .claude/ workspace) and c2be42b (docs index; the docs travel with each PR).