forked from phenom/healer-man
Release Healer Man 0.1.37
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@@ -2439,3 +2439,122 @@ Vite's existing large-chunk advisory remains informational.
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tests remained skipped. Final production TypeScript/Vite compilation, texture
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and performance audits, static compression, and bundle verification passed.
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Existing chunk-size advisories remain. No hosted release was published.
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## 2026-09-12 - HoTs and regeneration cannot heal corpses
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- Reproduced the reported death-with-HoT state through lethal damage followed
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by overdue Rejuvenation ticks; the original implementation restored health
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while retaining the death animation. Separate failures confirmed passive
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spirit/equipment regeneration, ground healing, triggered healing procs, and
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a lingering damage tick's level-up refill could also restore corpse health.
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- Kept the fix in combat simulation rather than scene movement. Ordinary
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player healing in mutable combat work now uses a shared living-target guard;
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passive regeneration preserves zero health. Timed effects validate their
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target before ticks and procs, discard HoTs on dead targets even before the
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next tick, and retain HoTs on living allies when their caster dies. Newly
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applied actor HoTs also reject dead targets. Ground healing skips corpses
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while continuing to heal living teammates. Experience may still be awarded
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after death, but its level-up refill no longer implicitly resurrects.
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- Explicit player and actor-based party resurrection remain available and
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synchronize restored actor health/alive state. Party resurrection also
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clears the death animation using the existing ability-cancel event. Normal
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checkpoint respawn still restores health and clears lingering effects.
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The existing player movement gate remains unchanged and blocks zero health.
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- Fifteen new regressions cover the original self-HoT failure, actual Priest
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Renew, overdue/future ticks, explicit companion-to-player HoTs and their
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healing logs, dead allies, regeneration, ground healing, proc healing,
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post-death level rewards, living-target healing, resurrection, and respawn.
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The final focused combat/death/support checks passed 101 tests; the full
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suite passed all 230 files and 1,459 tests with six existing skips.
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- No live corpse-movement replay or physical Android check was performed in
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this pass. Evidence is combat-state regression coverage, not a new visual
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claim. Character rendering, camera/input, dungeon assets, lighting, and
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navigation policy were not modified. No hosted release was published.
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## 2026-09-12 - Selectable resurrection checkpoints and fallen NPC recovery
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- Normal dungeons now offer the entrance plus every defeated boss as named
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resurrection destinations. Choices use authored boss locations, not corpse
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coordinates, and unlock from actual defeated actors or durable encounter
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objective completion. Alive/script-despawned bosses and invalid destination
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IDs cannot grant a checkpoint. Boss-wipe resets retain completed checkpoints;
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a fresh dungeon run clears its progress.
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- The player defeat prompt includes a destination chooser. Respawning at the
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entrance or a cleared boss retains defeated enemies and run progress while
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resetting the current pull and restoring the party through the existing
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respawn lifecycle. Legacy callers without a choice retain saved-spawn behavior.
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- A contextual `Rez dead members` button and matching destination chooser appear
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below the party frames whenever an NPC teammate is dead. Only fallen NPCs are
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revived, at full health, into their formation slots at the selected checkpoint.
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Living NPCs, the player's health/location, current enemies, and party orders
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are not reset. Lingering timed effects on revived NPCs are removed without
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removing living allies' HoTs. Manastorm charges and remote human resurrection
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behavior are unchanged; non-authority online clients cannot mutate NPC revival.
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- Living, engaged bosses disable the NPC chooser/button with an explanation;
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the same restriction is checked again when the action executes. Trash combat
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does not block it. Individual return tasks use approved navigation toward the
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player's current location, including while the party is on Stop, then resume
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the current order. Returning members do not cast/taunt from the checkpoint or
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skew the engaged squad's target-selection center. Existing validated stuck
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recovery remains available. Recall, death, actor unmount, and run reset cancel
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pending return tasks. Scene relocation clears the corpse animation explicitly.
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- Live localhost Stockades screenshots at 1280x720 showed the panel with a dead
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Morvane tank, an enabled entrance chooser/button during trash combat, and the
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tank restored to 1707 health at the entrance after clicking while Stop remained
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selected. The button disappeared when no NPC was dead; living Thorne continued
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taking damage rather than receiving a party-wide refill. At 384x844 both native
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chooser and button remained within the viewport, about 176px wide and 44px high.
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The narrow screenshot capture was backend-scaled, so DOM bounds supplemented
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the visual check. Normal viewport sizing was restored and the temporary tab
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and development server were closed.
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- Twenty-nine new regressions cover checkpoint unlocking/retention, invalid and
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locked choices, player checkpoint respawn, boss/trash restrictions, selective
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NPC revival/effect cleanup, authority/Manastorm isolation, Stop/rejoin behavior,
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wall-aware return navigation, registry lifecycle, and UI visibility/placement.
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The shipping Stockades navigation/collision test also simulates all four NPC
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formation slots walking from the entrance and every boss checkpoint back to
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the entrance through approved corridors, without requiring stuck recovery.
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Final Vitest validation passed all 234 files and 1,488 tests, with six existing
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skips. No live boss-kill destination-selection, distant-player return replay,
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multiplayer session, or physical Android check is claimed in this pass.
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- Browser logs contained no errors; Rapier initialization and KTX2-loader warnings
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occurred during development hot reloads. Character assets, camera/input,
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dungeon geometry, and lighting were not edited. Final production TypeScript/Vite
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compilation, static compression, and release-bundle verification passed; texture
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and environment-performance audits also passed during prebuild. Existing build
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chunk advisories remain. No hosted release was published.
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## Optional DPS meter — September 12, 2026
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- Added a compact party DPS meter with current/last-fight damage, class-colored
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rankings, and a shared fight timer. It consumes the lossless combat event
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stream and counts effective damage, including pets/summons under their owner.
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Completed fights remain visible until the next pull; encounter resets clear
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the meter. Hiding it does not stop recording. Local menu/background pauses
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do not dilute DPS.
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- Automatic placement uses the PC lower-left corner and the Thor companion
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display. The UI editor supports visibility, dragging/keyboard nudges, width,
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and screen selection. These settings participate in saved layouts, all six
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template slots, and export/import, including migration of older UI files.
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Dedicated companion snapshots carry meter data and draft placement; lower
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display movement commands update the authoritative editor draft.
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- Live localhost Stockades checks at 1280x720 showed increasing party damage
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and readable bars in the PC lower-left corner. Resizing from 230 to 240 pixels
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worked; dragging moved the handle from approximately (9, 509) to (269, 400).
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Saving visibility off hid the meter, and reopening the editor retained that
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setting while damage continued accumulating. Default position/width and
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visibility were restored after this check.
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- In Thor preview, the meter appeared only inside the 620x540 companion surface.
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Populated bars remained clear of the party strip, vital controls, and action
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bar. With the main editor open, dragging on the bottom screen moved its handle
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from approximately (526, 322) to (661, 369) within companion bounds. Those
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preview movement edits were canceled. Screenshots are saved in
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`artifacts/dps-meter/pc-default.png`, `thor-default.png`, and
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`thor-editor-moved.png`. Full-page capture scaled incorrectly in the browser
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backend, so the Thor screenshots use the scrolled normal viewport.
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- All 47 targeted tests passed across seven files, including damage accounting,
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ownership, reset/pause behavior, UI migration/persistence, and dedicated
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companion publication/unsubscription. The production build and release
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checks passed. Browser error logs were empty. Physical Thor hardware and a
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multiplayer session were not exercised; the new per-party totals consume
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this client's combat stream. No hosted release was published.
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