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M-29 docs: D155 in HANDOFF
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@@ -439,6 +439,16 @@ C1 (mirrored HUD — user unsure it's worth it). Full plan +
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probe** to identify what draws it (params in the brief). This is a
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RenderDoc/probe-class investigation — D114/D116 rabbit-hole family, needs
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a focused session, not inline.
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- **`7d7f5fb2` D155 — Facility outro-cutscene "hang" FIXED.** User report.
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`waitForNextFrame()` passed `deltaFrames` unclamped; on the port
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`osGetCount()` is wall-clock (D117) so a real-time stall at the
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cutscene→debrief asset load (worse with a local LLM thrashing the box)
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made it balloon to hundreds → `g_ClockTimer` huge → `modelTickAnim`
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`while(numticks--)` × N chrs + dozens of `for(i<g_ClockTimer)` sim loops
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→ multi-second frame → heartbeat "hang" + spiral. Fix: `#ifdef PORT` clamp
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to 6 in `frametiming.c`. **Likely fixes a whole class of post-slow-load
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transition hangs** — de-risks the Track A campaign playtest (every level
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boundary loads assets). Confidence high (stack + arithmetic agree).
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- **D153 reminder cost real time this session:** back-to-back `-level_09`
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runs during builds boot-crash under machine thrash; only regression-test on
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a settled machine (clean run = 600+ frames fine).
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