updating buff and debuff icons. separated COA classes from WoW classes on the character creation screen
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@@ -4,6 +4,71 @@ 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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## 2026-08-16 responsive jump and natural teammate movement - COMPLETE
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- Added the grounded single-jump path for Space and controller L3, including a
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`7.2 m/s` launch, `100 ms` coyote time, `120 ms` input buffering, landing
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lockout, upward-normal ground filtering, and blocked-input cancellation.
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Player physics and the latest grounded navigation anchor are now reported
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separately, so party breadcrumbs and recalls do not follow an airborne
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player position.
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- Player locomotion now presents rising, falling, and landing phases. The live
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WoW human used its native jump pose while preserving the visible body and
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equipped weapon; RuneWaker and fallback clip selection is covered by the
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focused animation suite.
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- Party members now derive stable movement personalities from member ID and
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living-party rank. The runtime applies personalized trail distance, lateral
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offset, comfort slack, speed, slow sway, stop/start hysteresis, combat
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bearing, preferred range, and ally separation only when the candidate path
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passes collision and floor-continuity checks. Breadcrumb centerline routing,
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Stop, stuck recovery, role decisions, and blocked-route reporting remain the
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fallback behavior.
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- Focused verification passed 17 files / 117 tests:
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`playerJump`, `inputManager`, `inputMath`, `store`, `combatAnimation`,
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`partyMovement`, `partyNavigation`, `partyPathing`, `partyRuntime`, and the
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complete `src/avatar` suite. The first full-suite attempts exposed a
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pre-existing load-sensitive `30 s` timeout in the heavyweight RuneWaker
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animation audit; the isolated test passed in `6.5 s`. Its two asset-audit
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cases now use `60 s`, matching their actual full-suite workload more closely.
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- Final `npm test`: **114 files / 656 tests passed**. Final `npm run build`:
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**passed**, including TypeScript, 954 transformed Vite modules, and the KTX2
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audit of 11,839 compressed textures with zero fallbacks.
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- Production preview was exercised at `http://127.0.0.1:4174/`. At desktop
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`1440 x 900`, Space produced a visible jump from rest and while moving; the
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running capture shows the native raised-arm jump pose. Space pressed while
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paused did not launch on resume. Five rapid Space presses during one airborne
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cycle returned to a normal grounded pose rather than producing a double jump.
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The entrance smoke route covered its sloped floor and low cavern roof without
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visible clipping or a hidden avatar.
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- In Defend, the companions settled at visibly different longitudinal and
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lateral offsets. In Attack, tank, ranged, and melee actors held distinct
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bearings; Brynn peeled to the right while the other roles retained separate
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safe positions. Party health and combat activity continued updating. Stop and
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Recall were then issued from the Thor companion display and the authoritative
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command state updated correctly.
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- The browser Thor preview displayed both the `960 x 540` main surface and
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`620 x 540` companion surface. Entering as healer from the companion display,
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Attack/Stop/Recall dispatch, Space jumping on the main display, and
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right-mouse input with no pointer lock all worked. Runtime inspection found
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one visible canvas, no loading screen, and no scene-error overlay.
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- Console capture contains no errors. It contains two occurrences of the
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project's existing third-party initialization deprecation warning, one per
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desktop/Thor runtime load. The Vite preview host separately logged the known
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optional `/content/manifest.json` proxy refusal because the auxiliary content
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server on port 4173 was not running; the packaged dungeon still loaded and
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played normally.
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- Evidence is under `playtest-artifacts/2026-08-16-jump-party/`:
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`desktop-running-jump-preview.png`, `desktop-varied-follow-preview.png`,
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`desktop-varied-combat-preview.png`, `desktop-pause-jump-blocked-preview.png`,
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`thor-jump-preview.png`, `thor-varied-combat-preview.png`,
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`thor-repeated-jump-landing-preview.png`, and `preview-console.txt`.
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- Coverage limits: no physical controller was connected, so L3 edge behavior
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and removal of L3 clear-target are automated-test verified rather than
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hardware verified. The entrance smoke route did not provide a deterministic
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walk-off ledge or narrow doorway fixture; exact coyote timing and lateral
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centerline fallback remain covered by their pure/navigation tests rather than
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claimed as live edge-case evidence.
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## 2026-08-01 all-dungeon v5 animation acceptance pass - COMPLETE
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- The Blackhorn Silencer and Giant Assassin failures demonstrated that valid
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@@ -1182,3 +1247,25 @@ Vite's existing large-chunk advisory remains informational.
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- Evidence reviewed during the browser run: login, roster-preview, Downloads,
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and in-dungeon screenshots. Browser console contained no errors; one existing
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third-party initialization deprecation warning was present.
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# 2026-08-16 — CoA character-creation category
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- Opened the offline roster and entered character creation in the live Vite
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client. The header rendered distinct **WoW**, **RoM**, and **CoA** tabs without
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clipping.
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- The WoW tab showed only the eight standard WoW classes available to Human;
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no custom CoA class appeared.
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- The CoA tab reused the Azeroth race roster and showed the 16 custom CoA
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classes available to Human, defaulting to Barbarian. The character body and
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starter weapon silhouette remained visible while switching categories.
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- In the production preview, the saved Human Priest rendered in the roster with
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her full body and starter staff silhouette, then entered Wailing Caverns with
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her body, staff, party, dungeon environment, and HUD visible.
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- Browser diagnostics contained no errors.
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- Evidence: `playtest-artifacts/character-create-wow-category-2026-08-16.png`
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`playtest-artifacts/character-create-coa-category-2026-08-16.png`,
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`playtest-artifacts/character-category-roster-2026-08-16.png`, and
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`playtest-artifacts/character-category-dungeon-2026-08-16.png`.
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- Verification: 71 focused catalog/store/repository/dungeon/ability/party tests
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passed, all 28 avatar tests passed, and `npm run build` completed
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successfully.
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