Release Healer Man 0.1.46
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@@ -69,6 +69,9 @@ import {
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activeEncounterSpawnGroupSpawns,
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suppressCompletedDungeonPopulation,
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} from "../game/dungeonEncounterSpawns";
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import { useDungeonSimulationStore } from "../game/dungeonSimulationStore";
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import { DungeonSpectatorCamera } from "./DungeonSpectatorCamera";
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import { DungeonSimulationSceneBridge } from "./DungeonSimulationSceneBridge";
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function DungeonCameraRange({ far }: { readonly far: number }) {
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const camera = useThree((state) => state.camera);
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@@ -170,6 +173,8 @@ export function GameScene() {
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const paused = useGameStore((state) => state.paused);
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const mapOpen = useGameStore((state) => state.mapOpen);
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const companionOpen = useGameStore((state) => state.companionOpen);
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const simulationSessionMode = useDungeonSimulationStore((state) => state.sessionMode);
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const simulationRunState = useDungeonSimulationStore((state) => state.runState);
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const gameplayFrameRate = useCombatStore((state) => state.settings.gameplayFrameRate);
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const sharedOnline = useOnlineGroupStore((state) => state.activeActivity !== null);
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const onlineAuthority = useOnlineSessionStore((state) => state.snapshot?.authority ?? true);
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@@ -383,15 +388,19 @@ export function GameScene() {
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<Physics
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key={encounterWorldKey(activeDungeonId, sessionRevision)}
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gravity={[0, PLAYER_GRAVITY, 0]}
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paused={simulationBlocked}
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paused={simulationBlocked || (simulationSessionMode === "spectate-live" && simulationRunState !== "running")}
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timeStep={1 / 60}
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>
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<DungeonEnvironment onReady={markEnvironmentReady} />
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{worldReady && (
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<>
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<PlayerRig />
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<OnlinePlayerPopulation active={!simulationBlocked} />
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<PartyPopulation active={!simulationBlocked} simulate={!sharedOnline || onlineAuthority} />
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{simulationSessionMode === "play" ? <PlayerRig /> : <DungeonSpectatorCamera />}
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{simulationSessionMode === "play" && <OnlinePlayerPopulation active={!simulationBlocked} />}
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<PartyPopulation
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active={!simulationBlocked}
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simulate={simulationSessionMode !== "spectate-replay" && (!sharedOnline || onlineAuthority)}
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/>
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<DungeonSimulationSceneBridge />
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<GroundEffectTelegraphs />
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{gameMode === "dungeon" && (
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<DungeonWorldObjects definitions={dungeon.serverGameObjects} />
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