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docs: narrow what #31 actually needs from a person
The issue read as broadly human-gated. Most of it is not: GHCR accepts the built-in GITHUB_TOKEN with packages: write for the repository's own namespace, so publishing needs no account, stored secret or spend approval, and signing and tagging policy can land as a reviewable default rather than waiting on a decision. Two things genuinely block. Every manifest references ghcr.io/cosmic-clash/*, and no such organisation exists -- the API returns 404 and it is not among this account's orgs -- so nothing can be pushed there. And this repository is private, so GHCR packages inherit that, while no manifest declares imagePullSecrets; public packages work as written, private ones need pull secrets threaded through every workload. Same optimistic-to-pessimistic drift the §7 audit found in fifteen other entries: work described as blocked on a person when the person only owes a decision.
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@@ -51,7 +51,7 @@ Each item is also a GitHub issue (linked inline), labelled `needs:human` plus a
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- [ ] ([#16](https://github.com/jcreek/CosmicClash/issues/16)) **Supply custom GodotSteam client/server build templates** and pin them in `steam-dependencies.lock.json` (`COSMIC_CLASH_STEAM_CLIENT_GODOT` / `COSMIC_CLASH_STEAM_SERVER_GODOT`) — `make verify-steam-templates` refuses a stock Godot binary until these exist. `STEAM.md`.
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- [ ] ([#21](https://github.com/jcreek/CosmicClash/issues/21)) **Reference-hardware profiling (task 0.15b)** in the live editor on real low/mid-tier hardware — blocks 0.16, 0.17/0.17b/0.17c/0.17d, 0.26 (arena GI bake), and 0.28 (physics separate-thread prototype). Covered above; listed again here because it also gates Phase 5.5's graphics QA gate for multiplayer sign-off.
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- [ ] ([#17](https://github.com/jcreek/CosmicClash/issues/17)) **Stand up the live Kubernetes cluster and Agones deployment** for Phase 8 — provider-portable manifests exist, but nothing has run against a real cluster; needs the provider-specific deployment overlay (network, DNS, secrets) per `docs/MATCHMAKING.md`.
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- [ ] ([#31](https://github.com/jcreek/CosmicClash/issues/31)) **Build, push and pin the container images the Kubernetes manifests reference.** Every image target builds, but no workflow publishes any of them and all manifest digests are still all-zero placeholders, so `deploy/k8s/base` cannot pull running images. Needs a registry namespace, publish credentials, and a signing/provenance decision; once digests are real, turn on `--require-concrete` in `make verify-supply-chain` so a placeholder can no longer pass. Blocks [#17](https://github.com/jcreek/CosmicClash/issues/17).
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- [ ] ([#31](https://github.com/jcreek/CosmicClash/issues/31)) **Build, push and pin the container images the Kubernetes manifests reference.** Every image target builds, but no workflow publishes any of them and all manifest digests are still all-zero placeholders, so `deploy/k8s/base` cannot pull running images. **Only two things need a person**: the `ghcr.io/cosmic-clash/*` namespace in the manifests does not exist (no such org), and this repo is private while no manifest declares `imagePullSecrets`, so package visibility must be chosen. Publishing itself needs no new credential — GHCR accepts the built-in `GITHUB_TOKEN` with `packages: write` — so the workflow, digest pinning and enabling `--require-concrete` are agent work once those two are answered. Blocks [#17](https://github.com/jcreek/CosmicClash/issues/17).
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- [ ] ([#33](https://github.com/jcreek/CosmicClash/issues/33)) **Move game servers to their own namespace** so `cosmic-clash` can enforce `restricted` again. Agones' Dynamic port policy needs a `hostPort`, which `baseline`/`restricted` forbid, so the whole namespace dropped to `privileged` — including the control plane, which mounts the database DSN, workload secret and Steam publisher key. Deferred until the Agones gate was green so a new failure could not be ambiguous.
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- [x] (no issue — agent-actionable) **Phase 8.48 has its own Compose smoke fixture.** `compose.allocated-smoke.yml` and `scripts/verify_allocated_compose.sh` are independent of `compose.phase6-smoke.yml` — the script states so explicitly and reuses none of its ports — so the allocated-mode flow no longer inherits that fixture's hardcoded port, first-come slots or `--max-matches=2`. Exercised by `make verify-allocated-compose`.
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- [ ] ([#22](https://github.com/jcreek/CosmicClash/issues/22)) **Release-evidence and human sign-off gates for Phase 8 production launch** — once the above are done, someone needs to actually run and sign off the production-shaped checks `multiplayer-next.md` §7 lists as infrastructure/production-dependent.
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