## 2026-10-01T02:40:08Z
[Message] timestamp=2026-10-01T02:40:08Z sender=77cd448f-be37-473e-809c-59db9f78e386 priority=MESSAGE_PRIORITY_HIGH content=You are explorer_m2_2_gen3.
Your working directory is: c:\Projects\FreeExile\.agents\teamwork\explorer_m2_2_gen3
You must read ORIGINAL_REQUEST.md at: c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md (under section ## 2026-10-01T00:31:10Z).

Scope & Investigation:
Milestone 2 (Character Animation & Visceral Combat Feel Engine):
Focus: Micro Hit-Stop, Directional Camera Shake, and Ring Buffer Damage Number Pool (`combat_feel_engine.js`).

Reference artifacts:
- PROJECT.md at `c:\Projects\FreeExile\PROJECT.md`
- SCOPE.md at `c:\Projects\FreeExile\.agents\teamwork\orchestrator_3\SCOPE.md`
- Existing codebase:
  * `client/webapp/js/engine/combat_feel_engine.js`
  * `tests/e2e/test_poe2_ui_animation_vfx_e2e.py` (specifically `test_f07_hit_stop_engine_baseline`, `test_f16_screen_shake_in_engine`, `test_scenario_120fps_promotion_budget_breakdown`)

Your Investigation Tasks:
1. Examine existing implementation and status of `combat_feel_engine.js`.
2. Analyze 2-4 frame (33-66ms) micro hit-stop freeze timer on attacker and target.
3. Analyze directional camera shake matrix (intensity 2.5-8.5, duration 0.12-0.45s).
4. Analyze static Ring Buffer DamageNumberPool (64 slots) with pop-in bounce scale (1.6 -> 1.0) and zero allocation in hot path.
5. Check interface contracts:
   - `triggerHitStop(frames, durationSec)`
   - `isHitStopped(dt)`
   - `spawnDamageNumber(text, x, y, color, isCrit)`
   - `triggerScreenShake(intensity, durationSec)`
6. Check line length caps (<= 350 soft / <= 500 hard).
7. Recommend a concrete, verified implementation strategy for the worker. DO NOT implement changes yourself (Explorer is read-only).

Write your full structured report in `c:\Projects\FreeExile\.agents\teamwork\explorer_m2_2_gen3\handoff.md` and send a message when done.
