# Independent integration review — 2 October 2026

Reviewed movement/base velocity, convex and displacement collision, BVH ordering, trigger/timer integration, fixed-step scheduling, mouse/keyboard/wheel input, map switching, replay ownership, local records and procedural audio against the current source files.

## Actionable findings resolved

1. **Replay rules persisted after Escape.** Watching a route creates a session with the replay's rules. Previously Escape cleared the playback flag before Restart could identify that session, so normal play could keep different auto-bhop/start rules from the options UI. A separate replay-session flag now survives stopping playback. Restart or Join recreates a normal session from current preferences and refreshes the matching personal best.
2. **Stale animation-frame timestamps stopped playback immediately.** A click/lock handler can reset the wall-clock baseline slightly after the timestamp attached to a queued animation frame. Passing the resulting negative delta into the fixed clock stopped the game at tick zero. The browser loop now treats that stale interval as zero without moving its baseline backward. The fixed clock still rejects genuinely invalid/long deltas; physics interval and stall protections were not changed.

Both issues were investigated in real Edge. The immediate-pause failure reproduced twice with the page focused and visible and no console errors. After the fixes, all three focused browser checks pass: initial manual-profile selection, Watch → Escape → Restart, and Watch → Escape → Join with real Pointer Lock. Checks verify exact movement configuration, practice state, fresh initial tick, matching record namespace and preserved preference values. Two synthetic PB entries exist only in an isolated browser context to test record selection; these are not gameplay records or completion evidence.

Reproduce with `npx tsx scripts/browser-replay-state-qa.ts` against a local preview; use `SURF_QA_URL` to select its address. Captured result: `fixtures/browser-replay-state-results.json`.

## Focused validation

**61/61 automated tests passed**, none skipped, across input, game/timer/practice, authored push, storage, experience settings and collision review fixtures. The command was:

```text
npx tsx --test tests/input.test.ts tests/map-push.test.ts tests/game.test.ts tests/review.test.ts tests/storage.test.ts tests/experience.test.ts
```

This includes identical tick results and timing at 30/60/144/240 FPS; wheel pulses unaffected by HUD reads; raw-input fallback and focus cleanup; practice restore and record separation; ceiling, crouch, step and corner contacts; and Mesa's authored push entry/exit compared to 15 independently recorded native transitions. Push comparison maxima remain .001138 units position and .000223 u/s velocity, below the unchanged .002/.002 limits.

The rendering optimization leaves acceleration and gravity on the authoritative fixed interval. Camera yaw/pitch use immediate mouse-event angles on every active render frame, while HUD reads are throttled and non-consuming. BVH candidates retain original order before narrowphase. Optional base velocity remains absent on ordinary maps; its push-specific state survives practice/replay cloning without changing Boreas state fields.

## Remaining limits

- The exact KSF executable/plugin versions remain unknown. Public recordings lack native contact flags and complete command/hull-transition metadata. Float/trace residuals remain quantified in the main validation report.
- The new installed-CSS probes verify stock standing/crouched bounds and specific reset contacts, not a complete live native command replay. Installed build 11003710 may differ from the recording server. See `NATIVE-CSS-PROBE.md`.
- Mesa and Utopia public record paths intersect resets in the downloaded BSPs; stock installed CSS also resets at tested disputed points. The project retains those authored triggers. A legal complete command witness for each shipped course is a separate acceptance check and is not established by this integration review alone.
- Map-effect touch/event timing is sampled at tick boundaries. Boreas's tiny speed-modifier entry discrepancy remains documented; the browser is not a complete Source entity-I/O system. Continuous player push is implemented for the actual Mesa zone. One-shot push, arbitrary trigger filters, moving parents and other general-purpose Source entity behavior are outside the current map contract.
- Mouse count equivalence depends on browser/device delivery. Fractional initial/released keyboard command magnitudes, complete duck-spam behavior, native prediction/step camera and repeated-jump stamina remain explicit fidelity gaps. No experienced human CSS comparison is claimed.

No additional current-map blocker was found in the reviewed base-velocity path, collision broadphase, input sampling, map/resource switching or audio lifecycle. This finding does not replace the separate whole-course witnesses and final production-browser checks.
