updated the collision for jumps and terrain
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@@ -1269,3 +1269,27 @@ Vite's existing large-chunk advisory remains informational.
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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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# 2026-08-16 — Deadmines party terrain following and vertical animation tolerance
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- Entered The Deadmines as the saved Human Priest and selected **Attack**.
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The player crossed 43 m of uneven mine-floor and rail terrain; the tank and
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a damage companion remained visibly beside the player instead of waiting for
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the 12 m stuck-recall threshold. All four companion world labels remained in
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the live scene, and no automatic party recall was observed.
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- The character maintained ordinary ground locomotion over small collision
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height changes. Focused timing coverage confirms that terrain gaps shorter
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than 100 ms neither enter the falling state nor trigger a landing animation,
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while intentional jumps and sustained falls still present immediately/after
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the grace period and land once.
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- The saved roster preview rendered the complete Human body and starter staff;
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the in-dungeon view rendered the player silhouette, nearby companions, the
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Deadmines environment, and HUD.
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- Browser diagnostics contained no errors. The existing third-party
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initialization deprecation warning remained non-blocking.
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- Evidence: `playtest-artifacts/party-terrain-roster-2026-08-16.png`,
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`playtest-artifacts/deadmines-party-terrain-2026-08-16.png`, and
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`playtest-artifacts/deadmines-party-follow-view-2026-08-16.png`.
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- Verification: 38 focused party/pathing/jump/animation tests passed, all 28
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avatar tests passed, and `npm run build` completed successfully with 954
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modules transformed. The existing large-chunk advisory remains informational.
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