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19 — TBD registry and traceability

Open locks stay data-driven. Map GDD → FS → code entry points.

When you hit a TBD-*:

  1. Do not hardcode a silent default in C++.
  2. Expose a data asset / row.
  3. Link the TBD ID here and in the owning chapter Need list.

Implementation questions that are not yet design locks (found while building, with the behavior that was built as a placeholder) go in an Open questions section at the bottom of the owning chapter, for example 09 loadout and stance. Promote one to a numbered TBD-0xx in the spec (§22) when design has to rule on it. Do not hand out TBD numbers from code work.

Examples called out in FS (non-exhaustive): TBD-027 coop monster level, TBD-028 vision relevancy, TBD-029 subclass unlock table, TBD-035/036 crypto floor/convert, TBD-039 play grants, TBD-040 ammo caps, TBD-054 ladder season, TBD-057 Appearance catalog counts (faces / grooms / dials / tattoos). TBD-056 Flow damage-break is closed (Health-only · 2026-11-05) — see FS-CMB-004. TBD-058…064 Traits / Origin / Set perk catalogs + Rewrite vs Trait — see FS-ITM-010 / FS-CRF-011 and 30-traits-origin-sets.md.

GDD FS Code entry (target)
Hybrid Perspective / vol. 02 §4 §5 §8 TFACombat camera + combat
Movement §6 ADDON GAs → move to TFACombat movement
Weapon loadout §7 UTFALoadoutComponent
Damage bible vol. 03 §9 ASC GE pipeline
Vision §10 TFAVision
OmniVisor vol. 15 §11 §13 TFAOmniVisor / TFACharacterI
Gunfeel / frames §12 TFAWeapons + Firehand Bus
Character level vol. 16 §14 TFAProgression
Create / Appearance (MetaHuman + Mutable) FS-APP-001–004 · FS-SES-006 TFAFrontend + appearance apply · 27-mutable-character-weapons.md
Mesh attach naming (a_ / w_ + corp + kit/hand) FS-MESH-001 Art Soft Object Paths · inventory/mesh-naming.md
Affix / gems / Phonons §15–16 Item DAs + Crafting
Traits / Origin / Set perks §15 FS-ITM-010–012 · §16 FS-CRF-011 · TBD-058…064 DT_TFA_WeaponTraits / ArmorTraits / OriginTraits / Set bonuses · TFACharacterI + TFACrafting
Marketplace economy §16b TFAEconomy
Trust / Match / Career §19 TFAOnline + UI
  • FS §24 table authored in Functional Spec
  • This bible mirrors implementer entry points
  • Keep this table updated as GFPs land
  • Vertical slice AC pack (§23) checklist owned by eng lead
  • Tier 0 contradictions C1–C6 closed 2026-11-12 — Demo MM = Pose Search lower-body loco + montage/Warp strikes; Asymmetric Flow / second meter / Approach A / KillConfirmed / IMR Range note all locked (see gap catalog)
  • TBD-041 closed 2026-11-12 — lag-comp rewind = 200 ms (hitscan + Melee Drive; PvP = PvE; FS-ARCH-013)
  • TBD-007 closed 2026-11-12 — Dodge/Roll = 0 stamina · 0 Skill Energy (FS-MOV-001)
  • TBD-057 — Year-1 Appearance catalogs (face presets, grooms per Sex, facial dial keys, tattoo slots/ids, hair/skin color space). Product rules locked in FS-APP-001; Full game only (27-mutable-character-weapons.md)
  • TBD-058 / TBD-059 / TBD-060 / TBD-061 — Trait / Origin names filled 2026-11-10; magnitudes still open (tfa_trait_origin_catalog_v1.json)
  • TBD-062 / TBD-063 — Set roster + threshold perk magnitudes still open (30-traits-origin-sets.md)
  • TBD-064 (locked) — Rewrite vs Trait column picks on Common→Legendary; Unique/Apex Crafting unlocks; OriginId2 = Apex only (30-traits-origin-sets.md)
  • TBD-065…068 — Familiarity anti-farm / XP curve / rank rewards / Masterwork costs (2026-11-11-gear-familiarity-masterwork-design.md)
  • TBD-072 — Year 1 Active Sets ship surface undecided: full multi-active UI under ASBP=6 vs temporary single-active clamp on top of the same budget model. Design lock is multi-active ASBP (FS-ITM-004, 30-traits-origin-sets.md). Character I Active Sets strip is mocked (#active-sets); product clamp decision still open.
  • TBD-007 — Dodge/Roll resource cost = 0 (no stamina · no Skill Energy) · 2026-11-12 · FS-MOV-001
  • TBD-041 — Lag-comp rewind = 200 ms · 2026-11-12 · FS-ARCH-013
  • TBD-056 — Flow damage-break = Health-only dump (Shield/Armor chips forgiven) · 2026-11-05 · FS-CMB-004