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Update Healer Man server
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@@ -4,6 +4,21 @@ This file is the durable record of runtime behavior, regressions, and the
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evidence required before calling a visual bug fixed. Update it whenever scene,
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camera, input, physics, mob-rendering, or asset-loading code changes.
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## 2026-09-26 RuneWaker dungeon minimap and M-key map
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- Created a fresh RoM Rogue, downloaded Forsaken Abbey, entered as damage, and
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waited for the boss preview to finish. The minimap displayed the extracted
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client map; moving backward changed the live player-marker coordinates.
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- Pressing M opened the full map with the same artwork, player heading, entrance,
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and eight numbered encounters. Pressing M again closed it. No browser page
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errors were reported.
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- Inspected `artifacts/playtest/runewaker-maps/forsaken-minimap.png` and
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`forsaken-full-map.png`. The map was readable and did not cover the normal
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playfield until opened. Navigation floorplans were checked by generated-image
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inspection and catalog tests, not by live dungeon entry.
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- Validation: 24 focused map/UI tests, TypeScript, production build, content
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publication, and release candidate check passed.
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## 2026-09-15 Reported Warder Stilgiss and Zereketh issues
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- Reproduced the two submitted production reports in isolated Boss Testing
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@@ -3932,3 +3947,57 @@ Vite's existing large-chunk advisory remains informational.
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icon with a small `3`; the browser assertion also checked the icon count.
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This exercise checked HUD grouping, while focused combat tests checked four
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separate channel damage pulses. Source audio was not assessed by listening.
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## Raksha Temple collision performance (2026-09-26)
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- A production-build offline playtest in headless Edge measured about 0.6 FPS
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after Raksha Temple loaded. A CPU profile placed nearly all frame time in
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Rapier character movement and physics. Its collision GLBs use interleaved
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position buffers; passing the packed float array as XYZ vertices created
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malformed trimeshes.
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- After unpacking positions, the same 15-second sample recorded 600 frames at
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16.67 ms average frame time (60 FPS). The entrance's WDB collision lacks a
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walkable floor, so Raksha now uses its navigation mesh as physical ground.
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The final browser pass retained 60 FPS, showed the party at 5/5 instead of
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`ROUTE BLOCKED`, and kept the player at the entrance. An eight-second forward
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movement sample explored 2 m and still held 60 FPS. Screenshots:
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`playtest-artifacts/raksha-final-ground.png` and
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`playtest-artifacts/raksha-moved.png`. The scene remains very dark;
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this pass verified frame rate and floor support, not lighting quality.
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## Scholomance rendering and population performance (2026-09-26)
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- In a production-build offline run in headless Edge, Scholomance's entrance
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averaged 31.78 ms per frame (about 31 FPS) over 15 seconds. A CPU profile
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was dominated by Three.js render traversal and matrix updates, while the
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visual asset audit counted 5,140 raw draw calls and 3,175 mesh nodes.
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WebGL instrumentation saw about 867 draw calls per rendered frame before
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the visual batching change.
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- Scholomance had 191 static mob spawns within its former 95 m activation
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radius at the entrance, across stacked indoor floors. Its 48 m radius and
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global opaque instancing reduced the 15-second average to about 20.1 ms
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per frame (about 50 FPS). Holding forward for 12 seconds explored 30 m;
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the subsequent sample remained near 20.1 ms per frame with the party at
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5/5. Entrance and movement screenshots showed intact geometry and no page
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errors: `playtest-artifacts/scholomance-after.png` and
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`playtest-artifacts/scholomance-moved.png`.
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## Bite-Sized Dungeon Race (2026-09-26)
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- `scripts/playtest-dungeon-race.cjs` used headless Edge with a fresh offline
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character. Practice entered a Bite-Sized dungeon with five player-party seats,
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displayed the top clock and NPC progress, and kept the game scene active
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after a forced NPC win showed the “You lose” toast. The NPC roster contained
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five members. Desktop and 960×540 Thor-size captures are in
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`playtest-artifacts/dungeon-race/`.
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- `scripts/playtest-dungeon-race-online.cjs` created two online accounts in
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separate browser contexts. Both entered the same human match, dungeon, and
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seed with each other as opponents. A third account queued alone and received
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a five-member NPC team after the five-second fallback. Both scripts reported
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no browser page errors.
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- The practice screenshot check used a time jump to trigger the loss toast,
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then injected a defeated boss-card fixture into the active combat store. The
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normal automatic loot action added one Bazil Thredd card after the loss and
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showed its reward window (`05-card-after-loss-fixture.png`). It did not
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traverse and defeat the final boss through live combat. Server tests verify
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that a losing clear is accepted for the dungeon time board.
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