chore(meta): update changelog
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -7,13 +7,19 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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## [Unreleased]
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### Added
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- Server PR #68 merged — Sprint 19 save/load, tier eviction, test infra (7 tickets, 2714 lines)
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- Protocol version handshake — `HandshakeMessage` as first IPC frame before tick loop, forward-compatible input handling (#555, D-020)
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- Protocol v15 — `save_result` field on ObserverSnapshot for client save/load confirmation
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- State serialization primitives — `serialize_npc_to_frozen`/`deserialize_npc_from_frozen` with full D-024 10-axis coverage for tier eviction freeze/thaw (#96, D-026)
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- Scope tag system — `ScopeTagKind` (Neighborhood, ActiveQuest, Colleague, KnownContact), `ScopePinned` marker, automatic assignment from KnowledgeGraph and RelationshipGraph (#98, D-026)
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- Timestamp-based eviction — `LastInteractionTick` LRU tracking, `SimSpacePressure` resource, BinaryHeap eviction respecting scope-pinned entities, Active cap 80 (#97, D-026)
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- Save/load ECS extraction — `save_to_file`/`load_from_file` via MessagePack, `SaveGame`/`LoadGame` IPC commands, `SaveLoadResultWire` on ObserverSnapshot (#553, D-085)
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- ScopePinned eviction regression test — adversarial at-scale test proving pinned NPCs survive eviction even with oldest ticks
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- Test infrastructure — Layer 3 integration test entry point, three-layer architecture per D-030 (#200)
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- Information boundary negative tests — 4 tests proving no passive KG leakage, LOS fog holds, tier boundary holds, per-NPC save isolation (#272, D-010)
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- Workshop outcomes files — formal closure for content-gap-analysis, KG-information-boundaries, v01-content-scoping, v01-gap-analysis, wiki-review
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- D-087 through D-092 — recovered decisions from v01-content-scoping and wiki-review workshops (triangle config, pause system, content scope, voice registers, anchor lines, complicity theme)
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- Q-030 through Q-039 — open questions from workshop backlog (seed schema, style guide, cultural ingredients, NPC architecture, PC archetypes, sacred/profane framework, district skeleton, generator pipeline, authored content estimate, gate topology)
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- Decision ID claim system — `db/connectors/decision` CLI with `next`, `claim`, `check-dupes` commands to prevent cross-worktree D/Q/R ID collisions, pre-commit duplicate check
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- D-085: Per-game save directory structure — every new game creates `user://saves/<game-id>/`, F5 quicksave, F6 quickload
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- Q-029: Save file format design — long-term considerations for versioning, compression, integrity, metadata headers
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