OFFLINE STAGEIDENTITY / GARMENTS
Persistent appearance and one earned work garment were staged together.
The stage separates face, hairstyle and hair color from body and clothing; gives NPCs stable appearance records; records a completed shelter rest; and lets the player sew, wear, remove and later sell one leather-and-fibre garment.
Evidence and remaining gate +
EvidenceStandalone checks passed current and legacy save migration, identity stability, shelter-rest guards, material consumption, worn-item persistence and sale only after removal.
Still openThe runtime files still needed Unreal compilation, approved assets, packaged reload and normal-height checks for fit, motion, detail levels, armor and fallback.
SOURCE NOTE · Appearance-and-garment-stage-20260925.md
CONTRACTAPPEARANCE IDENTITY
Saved identity was defined independently from clothing.
Player and citizen records keep bounded face, hair style and hair color IDs, while older saves default safely to the original look. Presentation may use an honest covered fallback but must never rewrite a saved identity simply because its visual asset is missing.
Evidence and remaining gate +
EvidenceThe contract defines migration, validation and stable citizen keys without changing the live project.
Still openThe contract does not prove that multiple faces, hairstyles or approved garments are actually available to the player.
SOURCE NOTE · Appearance-identity-contract-20260925.md
LIVE AUDITCLOTHING HANDOFF
The clothing work was transferred with a verified live baseline.
The current save format, garment craft, equip, removal and worn-sale guards were confirmed in live source. Earlier craft and readiness patches were already integrated, so the handoff warns against overwriting newer live files with old staged copies.
Evidence and remaining gate +
EvidenceNative current-live and five-slot garment regressions passed, including older-save migration and failed-load atomicity.
Still openNo native check proves an approved fitted MetaHuman garment, Unreal archive, packaged visual or normal player-height acceptance.
SOURCE NOTE · Clothing-lane-transfer-status-20260925.md
PAUSED STAGEFAMILY SIMULATION
Marriage, children and adulthood rules were staged, then paused.
The offline simulation adds mutual adult marriage decisions, parent links, child food demand, exclusion from adult work and a transition to work at 16. Marriage does not silently merge households, accounts, homes or titles.
Evidence and remaining gate +
EvidenceStandalone checks passed consent, birth, work exclusion, adulthood, posthumous birth, housing pressure, save migration and malformed-data rejection.
Still openThere is no dialogue, child presentation or engine proof. The save section must be rebased after the higher-priority appearance work.
SOURCE NOTE · Family-simulation-staged-20260925.md
CHECKPOINTFIRST FIVE
A safe handoff preserved the first-five work without calling it live.
The checkpoint records offline player and NPC identity, garment ownership, shelter-rest events and their test hashes. The separate family stage is explicitly paused to avoid a save-version collision.
Evidence and remaining gate +
EvidenceStandalone appearance and garment suites passed current reload, older migration, party identity, garment economics, occupancy regression and rest-event persistence.
Still openNothing in this checkpoint was promoted by the task; live reconciliation, an exclusive build slot, Unreal compile, package and visible proof were still required.
SOURCE NOTE · First-five-checkpoint-20260925.md
UI PREFLIGHTFIVE SAVE SLOTS
Every save entry point was mapped to the same five-slot behavior.
The audit found five distinct manual slots, a read-only legacy slot and candidate-before-commit loading. A staged UI change routes the ledger shortcut through Save As, marks the active slot and names the affected game before overwrite or load.
Evidence and remaining gate +
EvidenceThe patch passed source checks and a detailed packaged-click acceptance matrix defines empty, save, Continue, overwrite, cancel, corrupt and identity-reload cases.
Still openNo Unreal compile, menu automation, packaged clicks, rendered review or player acceptance occurred in this lane.
SOURCE NOTE · Five-slot-menu-source-audit-and-click-matrix-20260925.md
CORE CHECKEDGARMENT ACCEPTANCE
Garment ownership and trade rules passed against current live Core.
The regression protects the covered starter, requires owned materials, prevents duplicate craft requests, refuses sale while worn, restores the worn lot on reload and permits sale only after removal.
Evidence and remaining gate +
EvidenceThe isolated current-live regression passed, and a narrow readiness patch strengthened the body-bone check used before offering a garment.
Still openThe patch still needed live promotion and Unreal tests; starter coverage, fit, animation, detail levels and armor layering lacked visual approval.
SOURCE NOTE · Garment-acceptance-checkpoint-20260925.md
C-SIDE STAGEGARMENT CRAFT
Crafting now has a proposed guard against producing an unwearable outfit.
The staged change disables sewing when the current body's garment is not runtime-ready and repeats that check at action start so owned materials cannot be consumed by a stale or direct command.
Evidence and remaining gate +
EvidenceThe patch applied cleanly in review, and a five-slot garment regression passed current and legacy payloads plus malformed-load safety.
Still openAn approved fitted garment, Unreal craft and equip flow, archive reload, package and movement review are still missing.
SOURCE NOTE · Garment-craft-followup-20260925.md
CONTRACTGARMENT GAMEPLAY
Outfit 1 is earned through ownership and sewing, not menu browsing.
The player begins in the covered original. The work garment exists only after two leather and two fibre are consumed, the owned lot is created and that exact lot is worn; taking it off returns it to the backpack for possible sale.
Evidence and remaining gate +
EvidenceThe contract ties first-hour guidance to actual craft, ownership and worn-lot records and separates player clothing from NPC identity.
Still openA runtime-ready legacy mesh is not visual acceptance. Both bodies still need approved assets, motion, package and player-height evidence.
SOURCE NOTE · Garment-first-five-contract-20260925.md
STAGED REVISIONNPC ACTION PANEL
The top-right panel was narrowed to named, accepted NPC deliveries.
The revision removes the old town commission and Coordinator-linked first-steps checklist. With no active citizen agreement the task box disappears; place and time remain unchanged.
Evidence and remaining gate +
EvidenceStatic checks confirmed accepted-order filtering, citizen naming and an empty-panel state; the patch applies cleanly to the inspected live source.
Still openThis exact revision was not compiled, run or packaged, and it does not remove the Coordinator's underlying economy.
SOURCE NOTE · NPC-only-top-right-HUD-handoff-20260925.md
STAGED FALLBACKOUTFIT 1 / SAVES
A missing saved garment would show a covered body instead of a broken look.
The proposed fallback keeps the saved outfit, identity IDs and garment lot intact while visibly reverting to the real covered original when outfit 1 cannot be rendered. It reports that the saved outfit was not displayed.
Evidence and remaining gate +
EvidenceStatic checks and patch preflight passed, with a staged two-body automation test for fallback, unchanged Core state and prior-visual restoration.
Still openThe test was not run, and the change neither unlocks sewing nor proves that an approved MetaHuman outfit can appear.
SOURCE NOTE · Outfit1-covered-save-fallback-handoff-20260925.md
BLOCKEDOUTFIT 1 / PRESENTATION
The exact missing link for outfit 1 was identified.
The save format is ready, but the presentation layer needs one operation that can activate an exact reviewed non-QA outfit row even when the old outfit mesh is absent. It must preserve the full identity and roll back both visual and garment state on failure.
Evidence and remaining gate +
EvidenceCurrent character, selection and crafting call sites were traced to show why an approval query alone cannot make the garment wearable.
Still openThe interface and approved rows are not live. Positive tests require a real non-QA garment for both bodies and visible runtime proof.
SOURCE NOTE · Outfit1-exact-missing-presentation-interface-20260925.md
DESIGN ONLYOUTFIT 1 / TRANSACTION
Garment crafting was designed as an all-or-nothing visual transaction.
A future craft gate must require the exact saved identity, a unique reviewed row and a presentation bridge that really displays the outfit. Wear should preserve the pre-equip world, apply the garment and restore the exact prior state if the visual activation fails.
Evidence and remaining gate +
EvidenceThe note defines bounded implementation order and rejection, success, rollback and legacy-save tests using current source behavior.
Still openNo safe production patch exists until the identity approval and renderable-without-legacy-mesh dependencies both land.
SOURCE NOTE · Outfit1-full-identity-readiness-and-crafting-gate-design-20260925.md
NATIVE CHECKEDSAVE OWNERSHIP
Save switching now has a combined property-ownership regression.
The audit confirmed candidate-before-commit loading and atomic writes, then added a native case that switches between campaigns with different homestead, field, residence and occupancy records and rejects a malformed occupancy record without changing the active game.
Evidence and remaining gate +
EvidenceThe new native regression passed alongside authentic version 45–47 and version-48 occupancy migration cases.
Still openA one-line Unreal legacy-test expectation still needed promotion, and actual SaveGame, UI and packaged reload checks remained with the live owner.
SOURCE NOTE · Save-ownership-audit-20260925.md
CANDIDATEFACE / HAIR CONTROLS
Selection controls would appear only for looks the active catalogue can support.
The proposed menu discovers valid full identity tuples, keeps compatible hair choices when a face changes and falls back to the closest supported tuple only after a successful preview. Unsupported choices are never offered as if they exist.
Evidence and remaining gate +
EvidenceThe controller-only patch passed source and apply checks while preserving Cancel and the five-slot save format.
Still openThe current QA catalogue has only one face and hairstyle. New controls cannot be claimed until visibly distinct reviewed rows exist and pass Unreal, save, package and player-height checks.
SOURCE NOTE · Selection-available-face-hair-controls-handoff-20260925.md
STAGEDSELECTION / FIVE SLOTS
Back, Save As and five identities were joined into one reversible flow.
The combined patch centralizes opening Cancel, reconciles every preview through the full saved identity, routes the ledger through the five-slot picker and expands the slot test to preserve all five archives through a canceled appearance change.
Evidence and remaining gate +
EvidencePatch preflight and the native identity regression passed, including older migration and failed-load atomicity.
Still openNo Unreal build, automation, physical click, package or reviewed normal-catalog visual was produced in this lane.
SOURCE NOTE · Selection-cancel-five-slot-handoff-20260925.md
INTEGRATION AUDITFIRST FIVE / NPC
First-hour, selection and NPC work were checked before promotion.
The audit found no direct selector conflict, rejected obsolete full-file handoffs and defined a safe patch order. It also found that NPC presentation still needs an exact mapping from saved Core identity IDs to reviewed catalogue keys and a real regional-view call site.
Evidence and remaining gate +
EvidenceCurrent live files, patch scope and hashes were compared; the native five-slot identity regression passed again.
Still openCoordinator assumptions remain in conversation logic, and the NPC files still lacked Unreal, runtime, crowd-cost and packaged evidence.
SOURCE NOTE · Selection-first-hour-NPC-integration-audit-20260925.md
TEST HANDOFFIDENTITY / SAVE TESTS
Five slots gained distinct identity sentinels for isolation testing.
The staged test stores different face, hairstyle and hair-color IDs in each slot, verifies older-save defaults and ensures a corrupt slot cannot change the active selection. The numeric values test persistence, not visual asset availability.
Evidence and remaining gate +
EvidenceThe patch applied cleanly and the native five-slot identity regression passed current and older-save cases.
Still openMetaHuman preview and normal five-slot archives require separate isolated Unreal sessions, followed by visible UI and covered-character review.
SOURCE NOTE · Selection-five-slot-test-handoff-20260925.md
STAGED FIXIDENTITY PREVIEW
A preview mismatch between clothing color and hair color was corrected at the call site.
Legacy QA data could show silver hair during clothing preview even though the saved hair ID remained original. The staged controller reconciles the preview through the full identity tuple so the visible choice and saved result agree.
Evidence and remaining gate +
EvidenceA focused controller test and expanded five-slot identity checks were staged; native persistence passed and the patch applied cleanly.
Still openThe Unreal automation was not run, and a normal non-QA MetaHuman still requires reviewed catalogue assets and packaged visual proof.
SOURCE NOTE · Selection-identity-callsite-handoff-20260925.md
RECHECKKEYED CATALOGUE
Exact identity keys existed, but were not yet wired into preview and reload.
The component had unique keyed rows for clothing dye, face, hairstyle and hair color, yet the live preview, saved-display and eligibility paths still called the old QA resolver. The controller patch itself did not conflict with the component work.
Evidence and remaining gate +
EvidenceInterfaces and file hashes were compared, duplicate-key behavior was inspected and a narrow promotion matrix was documented.
Still openSupported normal rows, both-body eligibility, default preview, Cancel and five-slot reload still needed completed wiring and runtime tests.
SOURCE NOTE · Selection-keyed-component-recheck-20260925.md
TEST STAGEDKEYED CONTROLLER
A guarded test was prepared for keyed preview, Cancel and reload.
The automation covers original identity, three QA hair colors for both bodies, rejection of unsupported face and hairstyle IDs, exact Cancel restoration, supported reload and covered fallback without rewriting unsupported saved IDs.
Evidence and remaining gate +
EvidenceThe test uses a fixed six-row QA catalogue and isolated user directory, and the combined patch passed source preflight.
Still openThe test had not been compiled or run and cannot establish normal shipping approval, new face or hairstyle variety, packaged rendering or player acceptance.
SOURCE NOTE · Selection-keyed-controller-acceptance-handoff-20260925.md
LIVE MERGE CHECKKEYED CONTROLLER / FIVE SLOTS
The selector and story patches were found in live source with isolated run plans ready.
The live selector targets matched the staged work except for the approved story text. Separate guarded commands were defined for keyed MetaHuman behavior and five ordinary manual slots because QA mode intentionally disables normal slot writes.
Evidence and remaining gate +
EvidenceSource, component and QA-asset hashes matched the handoff, and exact log markers were defined for accepting each run.
Still openThis was source presence only. The two runtime commands, rendered Cancel, normal-catalog review, packaged reload and player acceptance were still pending.
SOURCE NOTE · Selection-live-keyed-and-five-slot-run-handoff-20260925.md
INTERFACE AUDITNORMAL CATALOGUE
The normal appearance catalogue received an explicit compatibility contract.
Any advertised identity must work for both body rows, and saved display must clear stale candidates, keep exact IDs and show a covered original when a row is missing, ambiguous, unapproved or incompatible.
Evidence and remaining gate +
EvidenceController and component assumptions, fallback behavior and a complete supported, unsupported, duplicate and reordered-row test matrix were documented.
Still openNo stable reviewed normal catalogue or distinct-ID fixture existed, so source inspection and QA-only tests could not prove shipping behavior.
SOURCE NOTE · Selection-normal-catalog-compatibility-audit-20260925.md
AUDITEDSELECTION PERSISTENCE
No Core identity or five-slot persistence defect was found.
Pending choices stay outside the authoritative world until campaign start, Cancel restores the original visual and fields, and loading validates a candidate before changing the world, transforms or active slot. Unsupported visuals preserve their saved IDs behind a covered fallback.
Evidence and remaining gate +
EvidenceA native five-identity regression passed migration, independent reload order, invalid-ID rejection and malformed-load atomicity.
Still openNormal non-QA assets, complete Unreal archives, rendered hair tint, all UI load paths, package and player-height proof remain with live integration.
SOURCE NOTE · Selection-persistence-audit-20260925.md
PATCH ORDERINTEGRATION SAFETY
Selector changes and truthful opening copy were proven to coexist.
The safe order applies the combined selector, Cancel and five-slot patch first, then the two-line opening-story correction. Copying an older full controller file over either change is explicitly forbidden.
Evidence and remaining gate +
EvidenceBoth patches applied cleanly in a mirror, preserving Cancel, ID-aware preview, Save As and the corrected story text without a source-level conflict.
Still openThe dry run proves source coexistence only; live hash checks, Unreal compile, rendered text, party behavior, save reload and packaged clicks remain required.
SOURCE NOTE · Selection-start-copy-patch-order-20260925.md