Release Healer Man 0.1.9

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phenom committed 2026-08-30 14:16:56 -04:00
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@@ -1451,3 +1451,72 @@ Vite's existing large-chunk advisory remains informational.
passed all 755 cases across 132 files (including the 28 avatar cases), and the
TypeScript production build completed successfully with 983 modules
transformed. The existing large-chunk advisory remains informational.
# 2026-08-28 — configurable render caps and idle-loop efficiency
- Opened the saved Human Priest roster after a fresh client reload. The full
body and starter staff rendered correctly in the single character-preview
canvas, which reported the persisted 30 FPS preview cap and manual frame loop.
- Entered Wailing Caverns as healer and exercised the gameplay setting live.
The performance probe settled at about 30.5 FPS for the 30 FPS option and 60
FPS for the 60 FPS option; combat and fixed-step physics continued normally.
- Pausing switched the dungeon canvas to demand rendering. Its performance
counters remained byte-for-byte unchanged over 1.4 seconds, confirming that
the local paused scene did not keep rendering in the background.
- Returned gameplay rendering to the default 60 FPS and left the character
preview at 30 FPS. Evidence reviewed during the browser run included the
roster-preview and live dungeon screenshots. The final fresh session emitted
no errors; the existing third-party initialization deprecation warning
remained non-blocking.
- Verification: the focused efficiency tests passed all 83 cases, all 28 avatar
tests passed, the complete Vitest suite passed all 809 cases across 148 files,
and the production build completed with 1,043 modules transformed. KTX2 and
environment-performance audits remained green; the existing large-chunk
advisory remains informational.
# 2026-08-30 — authored weapon grips and ready stances
- Reloaded the offline client and switched a Human female preview directly
between Hunter, Warrior, and Priest. The bow, sword/shield, and staff changed
immediately to their native HoldBow, Ready1H, and Ready2HL poses; no stale
class pose or backward procedural axis remained.
- Verified RuneWaker Human Warrior and Scout previews against their explicit
hand/shield locator frames. The one-hand, shield, and bow silhouettes used the
RuneWaker socket-axis adapter and remained proportionate to the character.
Also checked the Ascension Human Ranger fallback with its bow visible in a
supported ready pose.
- The saved Human Priest roster preview showed the complete body and staff with
both hands aligned to the shaft. In Wailing Caverns, the player and party
equipment remained attached through live combat animation without a second
local weapon swing or load-time placement jump.
- Evidence: `playtest-artifacts/2026-08-30-weapon-grip/weapon-grip-roster.png`,
`human-hunter-holdbow.png`, `human-warrior-ready1h.png`,
`human-priest-ready2hl.png`, `runewaker-warrior-sockets.png`,
`runewaker-scout-bow.png`, `ascension-ranger-bow.png`, and
`weapon-grip-dungeon.png`.
- Verification: all 41 avatar tests passed, the 37-test focused weapon/stance
suite passed, and the production build completed with 1,047 modules
transformed. Asset audits remained green with zero KTX2 fallbacks and zero
environment-performance regressions; the existing large-chunk advisory
remains informational.
# 2026-08-30 — bounded combat VFX bursts and silent audio default
- Created a fresh offline Human Priest and confirmed the in-game Options panel
opened with **Master volume** at 0%. Gameplay and preview frame-rate controls,
VFX quality, and per-actor VFX/audio controls remained available.
- Entered Wailing Caverns as healer, sent the party into combat, and captured a
live four-effect spell burst. High quality reported four active effect systems
and zero combat point lights; additive particles, impacts, melee arcs, the HUD,
and combat telegraphs remained visible.
- The captured burst reported 60 FPS, a 16.7 ms average frame, a 16.8 ms slowest
frame, 258 draw calls, and 353,526 triangles at 1.5 pixel ratio. A three-second
combat sample reached five concurrent effects, stayed between 54.1 and 60 FPS,
and returned to a 16.7 ms frame average.
- A cold Vite dynamic import failed once while first opening character creation;
reloading after compilation resolved it. The final dungeon run had no further
errors; the existing third-party initialization deprecation warning remained.
- Verification: the complete Vitest suite passed all 839 cases across 153 files,
the production build completed with 1,047 modules transformed, KTX2 and
environment-performance audits remained green, and the release-candidate
check passed. The existing large-chunk advisory remains informational.