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| 1 | +⚠️ RULE: |
| 2 | +This file is a status tracker only. |
| 3 | +ONLY modify bracket states [ ] [.] [x]. |
| 4 | +Do NOT change structure or wording. |
| 5 | + |
| 6 | +--- |
| 7 | + |
| 8 | +# 🧭 Debug Platform & Ecosystem Roadmap |
| 9 | + |
| 10 | +## Status Legend |
| 11 | +- [ ] Todo |
| 12 | +- [.] In Progress |
| 13 | +- [x] Complete |
| 14 | + |
| 15 | +--- |
| 16 | + |
| 17 | +# 🧱 TRACK A — DEBUG FOUNDATION (COMPLETE) |
| 18 | + |
| 19 | +- [x] Dev Console (input + command execution) |
| 20 | +- [x] Debug Overlay (visual panels) |
| 21 | +- [x] Console ↔ Overlay Boundary |
| 22 | +- [x] Panel Registry |
| 23 | +- [x] Data Providers (read-only model) |
| 24 | +- [x] Operator Commands (control surface) |
| 25 | +- [x] Panel Persistence |
| 26 | + |
| 27 | +--- |
| 28 | + |
| 29 | +# 🚀 TRACK B — PROMOTION TO ENGINE LAYER |
| 30 | + |
| 31 | +- [x] PLAN_PR_DEBUG_SURFACES_PROMOTION |
| 32 | +- [x] BUILD_PR_DEBUG_SURFACES_PROMOTION |
| 33 | +- [x] APPLY_PR_DEBUG_SURFACES_PROMOTION |
| 34 | + |
| 35 | +--- |
| 36 | + |
| 37 | +# 📦 TRACK C — STANDARD DEBUG LIBRARY |
| 38 | + |
| 39 | +- [x] PLAN_PR_DEBUG_SURFACES_STANDARD_LIBRARY |
| 40 | +- [x] BUILD_PR_DEBUG_SURFACES_STANDARD_LIBRARY |
| 41 | +- [x] APPLY_PR_DEBUG_SURFACES_STANDARD_LIBRARY |
| 42 | + |
| 43 | +--- |
| 44 | + |
| 45 | +# 🎛️ TRACK D — DEBUG PRESETS |
| 46 | + |
| 47 | +- [x] PLAN_PR_DEBUG_SURFACES_PRESETS |
| 48 | +- [x] BUILD_PR_DEBUG_SURFACES_PRESETS |
| 49 | +- [x] APPLY_PR_DEBUG_SURFACES_PRESETS |
| 50 | + |
| 51 | +--- |
| 52 | + |
| 53 | +# 🧰 TRACK E — ADVANCED DEBUG UX |
| 54 | + |
| 55 | +- [x] PLAN_PR_DEBUG_SURFACES_ADVANCED_UX |
| 56 | +- [x] BUILD_PR_DEBUG_SURFACES_ADVANCED_UX |
| 57 | +- [x] APPLY_PR_DEBUG_SURFACES_ADVANCED_UX |
| 58 | + |
| 59 | +--- |
| 60 | + |
| 61 | +# 🎮 TRACK F — GAME INTEGRATION |
| 62 | + |
| 63 | +- [x] PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION |
| 64 | +- [x] BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION |
| 65 | +- [x] APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION |
| 66 | +- [x] Sample game uses full debug platform |
| 67 | +- [x] Toggle debug in production-safe mode |
| 68 | +- [x] Performance-safe overlays |
| 69 | +- [x] Build-time debug flags |
| 70 | + |
| 71 | +--- |
| 72 | + |
| 73 | +# 🌐 TRACK G — NETWORK / MULTIPLAYER DEBUG |
| 74 | + |
| 75 | +- [x] Connection status panel |
| 76 | +- [.] Latency / RTT panel |
| 77 | +- [ ] Replication state viewer |
| 78 | +- [ ] Client/server divergence inspector |
| 79 | +- [.] Event tracing |
| 80 | +- [.] PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT |
| 81 | +- [ ] BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT |
| 82 | +- [x] APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT |
| 83 | + |
| 84 | +--- |
| 85 | + |
| 86 | +# 🧊 TRACK H — 3D DEBUG SUPPORT |
| 87 | + |
| 88 | +- [.] Transform inspector |
| 89 | +- [x] BUILD_PR_DEBUG_SURFACES_3D_SUPPORT |
| 90 | +- [x] APPLY_PR_DEBUG_SURFACES_3D_SUPPORT |
| 91 | +- [ ] Camera debug panel |
| 92 | +- [ ] Render pipeline stages |
| 93 | +- [ ] Collision overlays |
| 94 | +- [ ] Scene graph inspector |
| 95 | + |
| 96 | +--- |
| 97 | + |
| 98 | +# 🔬 TRACK I — INSPECTORS & TOOLING |
| 99 | + |
| 100 | +- [x] Entity inspector |
| 101 | +- [x] Component inspector |
| 102 | +- [x] State diff viewer |
| 103 | +- [x] Timeline debugger |
| 104 | +- [x] Event stream viewer |
| 105 | + |
| 106 | +--- |
| 107 | + |
| 108 | +# 🧠 TRACK J — ENGINE MATURITY |
| 109 | + |
| 110 | +- [x] Stable debug API |
| 111 | +- [x] Plugin system |
| 112 | +- [x] External documentation |
| 113 | +- [x] Versioned contracts |
| 114 | +- [x] Performance benchmarks |
| 115 | + |
| 116 | +--- |
| 117 | + |
| 118 | +# 🏁 END STATE |
| 119 | + |
| 120 | +A complete system: |
| 121 | + |
| 122 | +- Engine Core → minimal contracts |
| 123 | +- Engine Debug → reusable platform |
| 124 | +- Standard Library → shared baseline |
| 125 | +- Presets → usability layer |
| 126 | +- Extensions → 3D, network, inspectors |
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