Update Healer Man server

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phenom committed 2026-09-26 17:51:56 -04:00
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@@ -4,6 +4,21 @@ This file is the durable record of runtime behavior, regressions, and the
evidence required before calling a visual bug fixed. Update it whenever scene,
camera, input, physics, mob-rendering, or asset-loading code changes.
## 2026-09-26 RuneWaker dungeon minimap and M-key map
- Created a fresh RoM Rogue, downloaded Forsaken Abbey, entered as damage, and
waited for the boss preview to finish. The minimap displayed the extracted
client map; moving backward changed the live player-marker coordinates.
- Pressing M opened the full map with the same artwork, player heading, entrance,
and eight numbered encounters. Pressing M again closed it. No browser page
errors were reported.
- Inspected `artifacts/playtest/runewaker-maps/forsaken-minimap.png` and
`forsaken-full-map.png`. The map was readable and did not cover the normal
playfield until opened. Navigation floorplans were checked by generated-image
inspection and catalog tests, not by live dungeon entry.
- Validation: 24 focused map/UI tests, TypeScript, production build, content
publication, and release candidate check passed.
## 2026-09-15 Reported Warder Stilgiss and Zereketh issues
- Reproduced the two submitted production reports in isolated Boss Testing
@@ -3932,3 +3947,57 @@ Vite's existing large-chunk advisory remains informational.
icon with a small `3`; the browser assertion also checked the icon count.
This exercise checked HUD grouping, while focused combat tests checked four
separate channel damage pulses. Source audio was not assessed by listening.
## Raksha Temple collision performance (2026-09-26)
- A production-build offline playtest in headless Edge measured about 0.6 FPS
after Raksha Temple loaded. A CPU profile placed nearly all frame time in
Rapier character movement and physics. Its collision GLBs use interleaved
position buffers; passing the packed float array as XYZ vertices created
malformed trimeshes.
- After unpacking positions, the same 15-second sample recorded 600 frames at
16.67 ms average frame time (60 FPS). The entrance's WDB collision lacks a
walkable floor, so Raksha now uses its navigation mesh as physical ground.
The final browser pass retained 60 FPS, showed the party at 5/5 instead of
`ROUTE BLOCKED`, and kept the player at the entrance. An eight-second forward
movement sample explored 2 m and still held 60 FPS. Screenshots:
`playtest-artifacts/raksha-final-ground.png` and
`playtest-artifacts/raksha-moved.png`. The scene remains very dark;
this pass verified frame rate and floor support, not lighting quality.
## Scholomance rendering and population performance (2026-09-26)
- In a production-build offline run in headless Edge, Scholomance's entrance
averaged 31.78 ms per frame (about 31 FPS) over 15 seconds. A CPU profile
was dominated by Three.js render traversal and matrix updates, while the
visual asset audit counted 5,140 raw draw calls and 3,175 mesh nodes.
WebGL instrumentation saw about 867 draw calls per rendered frame before
the visual batching change.
- Scholomance had 191 static mob spawns within its former 95 m activation
radius at the entrance, across stacked indoor floors. Its 48 m radius and
global opaque instancing reduced the 15-second average to about 20.1 ms
per frame (about 50 FPS). Holding forward for 12 seconds explored 30 m;
the subsequent sample remained near 20.1 ms per frame with the party at
5/5. Entrance and movement screenshots showed intact geometry and no page
errors: `playtest-artifacts/scholomance-after.png` and
`playtest-artifacts/scholomance-moved.png`.
## Bite-Sized Dungeon Race (2026-09-26)
- `scripts/playtest-dungeon-race.cjs` used headless Edge with a fresh offline
character. Practice entered a Bite-Sized dungeon with five player-party seats,
displayed the top clock and NPC progress, and kept the game scene active
after a forced NPC win showed the “You lose” toast. The NPC roster contained
five members. Desktop and 960×540 Thor-size captures are in
`playtest-artifacts/dungeon-race/`.
- `scripts/playtest-dungeon-race-online.cjs` created two online accounts in
separate browser contexts. Both entered the same human match, dungeon, and
seed with each other as opponents. A third account queued alone and received
a five-member NPC team after the five-second fallback. Both scripts reported
no browser page errors.
- The practice screenshot check used a time jump to trigger the loss toast,
then injected a defeated boss-card fixture into the active combat store. The
normal automatic loot action added one Bazil Thredd card after the loss and
showed its reward window (`05-card-after-loss-fixture.png`). It did not
traverse and defeat the final boss through live combat. Server tests verify
that a losing clear is accepted for the dungeon time board.