junkers devlog 07: where it stands and what's next
Where it stands
It builds clean under strict C11 (-Wall -Wextra -Werror), runs clean under
ASan and UBSan, and stays at zero lost in Valgrind at every checkpoint. Movement,
collision, the parkour state machine, the follow camera, the hitscan and drone pool, and
the baked lightmap all work. The player is still a debug rectangle. That is where it
actually is.

Current state, before tilemap rendering.

Same thing, different shot.
What's next
Phase 3b is sprite animation, so Asuka stops being a rectangle: loading the texture, an external clips file driven by the state machine, a feet anchor and a horizontal flip. After that, parallax for the rooftop city, and a Tiled loader (.tmj) to replace the hand-made demo level, merging neighbouring tiles into rectangles so the swept-AABB does not catch on the seams. The 3D drone and hacking mode stays behind a hard checkpoint until the platformer is a finished game on its own.