Release Healer Man 0.1.21
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@@ -694,15 +694,15 @@
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},
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"review": {
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"environment": "authoritative-wdb-largest-model-selected",
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"collision": "primary-ros-plus-source-anchor-support-review-required",
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"collision": "full-wdb-static-ros-provisional-review-required",
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"entrance": "source-script",
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"bossAnchors": "source-population",
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"wdbPlacements": "unique-primary-model"
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"wdbPlacements": "all-static-ros-source-transform"
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},
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"exceptions": [
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"Secondary WDB doodads/effects remain in the audit; this pass exports the primary ROS hierarchy.",
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"All valid static WDB ROS placements are assembled; filename-only dynamic candidates remain static until script evidence maps their behavior.",
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"Collision initially includes decorative primary-ROS geometry.",
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"Original GR2 actor animations are recovered where source graphs and validation permit; scripted encounter mechanics remain evidence-driven per-instance work.",
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"Source-anchor support pads preserve combat and entrance coordinates where modular WDB sections or primary-ROS collision leave navmesh gaps; full secondary placement assembly remains a visual follow-up."
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"The full WDB static assembly replaces the former source-anchor support pads; entrance and combat anchors still require live collision/navigation review."
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]
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}
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@@ -1059,20 +1059,22 @@
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"agentRadius": 0.36,
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"agentMaxClimb": 0.5,
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"agentMaxSlope": 50,
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"tileSize": 64,
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"tileSize": 512,
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"partition": "monotone",
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"forceTiled": true,
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"retainTileIntermediates": false
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},
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"review": {
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"environment": "authoritative-wdb-largest-model-selected",
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"collision": "primary-ros-plus-source-anchor-support-review-required",
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"collision": "full-wdb-static-ros-provisional-review-required",
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"entrance": "source-script",
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"bossAnchors": "source-population",
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"wdbPlacements": "unique-primary-model"
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"wdbPlacements": "all-static-ros-source-transform"
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},
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"exceptions": [
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"Secondary WDB doodads/effects remain in the audit; this pass exports the primary ROS hierarchy.",
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"All valid static WDB ROS placements are assembled; filename-only dynamic candidates remain static until script evidence maps their behavior.",
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"Collision initially includes decorative primary-ROS geometry.",
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"Original GR2 actor animations are recovered where source graphs and validation permit; scripted encounter mechanics remain evidence-driven per-instance work.",
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"Source-anchor support pads preserve combat and entrance coordinates where modular WDB sections or primary-ROS collision leave navmesh gaps; full secondary placement assembly remains a visual follow-up."
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"The full static WDB collision requires a tiled monotone Recast build because the solo watershed contour triangulator rejects this source geometry."
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]
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}
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@@ -2719,20 +2719,22 @@
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"agentRadius": 0.36,
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"agentMaxClimb": 0.5,
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"agentMaxSlope": 50,
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"tileSize": 64,
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"tileSize": 512,
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"partition": "monotone",
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"forceTiled": true,
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"retainTileIntermediates": false
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},
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"review": {
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"environment": "authoritative-wdb-largest-model-selected",
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"collision": "primary-ros-plus-source-anchor-support-review-required",
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"collision": "full-wdb-static-ros-provisional-review-required",
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"entrance": "source-script",
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"bossAnchors": "source-population",
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"wdbPlacements": "unique-primary-model"
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"wdbPlacements": "all-static-ros-source-transform"
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},
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"exceptions": [
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"Secondary WDB doodads/effects remain in the audit; this pass exports the primary ROS hierarchy.",
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"All valid static WDB ROS placements are assembled; filename-only dynamic candidates remain static until script evidence maps their behavior.",
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"Collision initially includes decorative primary-ROS geometry.",
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"Original GR2 actor animations are recovered where source graphs and validation permit; scripted encounter mechanics remain evidence-driven per-instance work.",
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"Source-anchor support pads preserve combat and entrance coordinates where modular WDB sections or primary-ROS collision leave navmesh gaps; full secondary placement assembly remains a visual follow-up."
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"The full WDB static assembly replaces the former source-anchor support pads; source-backed switch and drawbridge behavior is represented by encounter world objects pending original object-mesh animation mapping."
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]
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}
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