forked from phenom/healer-man
Release Healer Man 0.1.9
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@@ -1451,3 +1451,72 @@ Vite's existing large-chunk advisory remains informational.
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passed all 755 cases across 132 files (including the 28 avatar cases), and the
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TypeScript production build completed successfully with 983 modules
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transformed. The existing large-chunk advisory remains informational.
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# 2026-08-28 — configurable render caps and idle-loop efficiency
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- Opened the saved Human Priest roster after a fresh client reload. The full
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body and starter staff rendered correctly in the single character-preview
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canvas, which reported the persisted 30 FPS preview cap and manual frame loop.
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- Entered Wailing Caverns as healer and exercised the gameplay setting live.
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The performance probe settled at about 30.5 FPS for the 30 FPS option and 60
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FPS for the 60 FPS option; combat and fixed-step physics continued normally.
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- Pausing switched the dungeon canvas to demand rendering. Its performance
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counters remained byte-for-byte unchanged over 1.4 seconds, confirming that
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the local paused scene did not keep rendering in the background.
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- Returned gameplay rendering to the default 60 FPS and left the character
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preview at 30 FPS. Evidence reviewed during the browser run included the
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roster-preview and live dungeon screenshots. The final fresh session emitted
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no errors; the existing third-party initialization deprecation warning
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remained non-blocking.
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- Verification: the focused efficiency tests passed all 83 cases, all 28 avatar
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tests passed, the complete Vitest suite passed all 809 cases across 148 files,
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and the production build completed with 1,043 modules transformed. KTX2 and
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environment-performance audits remained green; the existing large-chunk
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advisory remains informational.
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# 2026-08-30 — authored weapon grips and ready stances
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- Reloaded the offline client and switched a Human female preview directly
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between Hunter, Warrior, and Priest. The bow, sword/shield, and staff changed
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immediately to their native HoldBow, Ready1H, and Ready2HL poses; no stale
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class pose or backward procedural axis remained.
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- Verified RuneWaker Human Warrior and Scout previews against their explicit
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hand/shield locator frames. The one-hand, shield, and bow silhouettes used the
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RuneWaker socket-axis adapter and remained proportionate to the character.
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Also checked the Ascension Human Ranger fallback with its bow visible in a
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supported ready pose.
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- The saved Human Priest roster preview showed the complete body and staff with
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both hands aligned to the shaft. In Wailing Caverns, the player and party
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equipment remained attached through live combat animation without a second
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local weapon swing or load-time placement jump.
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- Evidence: `playtest-artifacts/2026-08-30-weapon-grip/weapon-grip-roster.png`,
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`human-hunter-holdbow.png`, `human-warrior-ready1h.png`,
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`human-priest-ready2hl.png`, `runewaker-warrior-sockets.png`,
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`runewaker-scout-bow.png`, `ascension-ranger-bow.png`, and
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`weapon-grip-dungeon.png`.
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- Verification: all 41 avatar tests passed, the 37-test focused weapon/stance
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suite passed, and the production build completed with 1,047 modules
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transformed. Asset audits remained green with zero KTX2 fallbacks and zero
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environment-performance regressions; the existing large-chunk advisory
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remains informational.
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# 2026-08-30 — bounded combat VFX bursts and silent audio default
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- Created a fresh offline Human Priest and confirmed the in-game Options panel
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opened with **Master volume** at 0%. Gameplay and preview frame-rate controls,
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VFX quality, and per-actor VFX/audio controls remained available.
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- Entered Wailing Caverns as healer, sent the party into combat, and captured a
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live four-effect spell burst. High quality reported four active effect systems
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and zero combat point lights; additive particles, impacts, melee arcs, the HUD,
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and combat telegraphs remained visible.
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- The captured burst reported 60 FPS, a 16.7 ms average frame, a 16.8 ms slowest
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frame, 258 draw calls, and 353,526 triangles at 1.5 pixel ratio. A three-second
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combat sample reached five concurrent effects, stayed between 54.1 and 60 FPS,
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and returned to a 16.7 ms frame average.
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- A cold Vite dynamic import failed once while first opening character creation;
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reloading after compilation resolved it. The final dungeon run had no further
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errors; the existing third-party initialization deprecation warning remained.
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- Verification: the complete Vitest suite passed all 839 cases across 153 files,
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the production build completed with 1,047 modules transformed, KTX2 and
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environment-performance audits remained green, and the release-candidate
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check passed. The existing large-chunk advisory remains informational.
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