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phenom c3f8a69b51 Release Healer Man 0.1.41 2026-09-13 15:09:35 -04:00
phenom 197a64117c Release Healer Man 0.1.40 2026-09-13 13:21:27 -04:00
phenom ed0d2fea3d Release Healer Man 0.1.39 2026-09-13 11:07:56 -04:00
phenom b417b7c3c3 Release Healer Man 0.1.38 2026-09-12 23:55:24 -04:00
phenom 361734bc41 Release Healer Man 0.1.37 2026-09-12 21:14:41 -04:00
phenom 03a4e3f51c Release Healer Man 0.1.36 2026-09-12 19:16:01 -04:00
phenom 40d9f346d8 Release Healer Man 0.1.35 2026-09-12 16:02:15 -04:00
phenom 46c272f889 Release Healer Man 0.1.34 2026-09-12 15:14:56 -04:00
phenom 05b25c4341 Release Healer Man 0.1.33 2026-09-12 14:25:23 -04:00
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@@ -2212,3 +2212,907 @@ Vite's existing large-chunk advisory remains informational.
Effects without source mappings retain fallback. This is representative
desktop browser QA, not exhaustive spell-by-spell fidelity or a physical
Android/GPU performance test. No hosted release was published.
## 2026-09-12 - Stockades party routing and indoor lighting
- Fixed quantized navigation preparation: normalized integer positions now
expand to floats before the GLB node transform is baked. Previously the
Stockades world coordinates clamped into roughly [-1, 1], leaving the live
party unable to attach to its graph even when an offline route test passed.
- Added three reviewed bidirectional links across the 1.537m Recast seams at
the entrance/central stairs and the central/north and central/south stairs.
The shipping 3,538-triangle graph connects the entrance and all five boss
approaches while discarding the remaining small decorative islands.
- Added navigation-only review state and compiler-preserved runtime overrides.
Stockades navigation is green; its wider encounter, wipe/reset, checkpoint,
and completion validation remains unvalidated.
- Leader and follower formation paths now use the graph when a breadcrumb
rejoin is blocked. Fallback comfort goals and recalls attach to the reviewed
surface, preventing an off-boundary stair target from causing a false stuck
loop. Combat approach connectors respect each member's personalized range.
- Replaced the generic dark expansion palette only for Stockades with warmer,
stronger ambient/hemisphere fill and a warm directional light. No dungeon
textures or source meshes were changed, and other dungeon palettes remain
unchanged pending individual visual review.
- Live desktop browser check at 1280 x 720 used offline level-15 Priest
Rolecheck as healer with Blood DK tank Morvane, Combat Rogue Vale, Unholy DK
Thorne, and Frost Mage Ilyra. Fresh Defend mode showed PARTY 5/5, Recall on the
entrance stairs recovered without a route warning, and Attack resumed with
visible party movement down the stairs. The tank advanced into combat and
took Defias Basic Attack/Kick/Backhand aggro; Backstab and Icy Touch events
appeared while the player remained at the entrance.
- Inline task screenshots captured the warm, readable stonework/stairs and
equipped party silhouettes in Defend and Recall-to-Attack states. The final
runtime produced no new navigation errors; the existing deprecated physics
initialization warning remains. Temporary diagnostic logging was removed.
- Automated validation: all 223 Vitest files passed, 1,373 tests passed, and
six existing tests remained skipped. Regressions cover the actual quantized
Stockades GLB through the shipping asset-preparation path, normalized integer
transforms, formation projection, entrance-to-boss routing, and tank melee
approach. This is an entrance/combat smoke pass, not a complete dungeon clear
or physical Android test.
- Production TypeScript/Vite build, texture/performance audits, bundle
verification, and the final release candidate check passed. Existing
bundle-size/import advisories remain. No hosted release was published.
- The optional all-dungeon functionality audit was stopped after an extended
run without output; its existing report files were not changed. Stockades
navigation evidence comes from the actual shipping-asset regressions and
the live smoke pass above, not a new fleet-wide functionality certification.
## 2026-09-12 - Stockades stair-ramp follow-up
- Follow-up player feedback reported companions still sticking near stairs.
Actual collision profiles contain approximately 0.44-0.59m risers, above
the party sweep's 0.32m lower-leg clearance. Collision-backed regressions
reproduce uphill rejection on the original shipping collision GLB.
- Added three reviewed package-space traversal proxies for the entrance and
both prison-wing stair flights. Collision tread/riser vertices within the
reviewed stair relief are reshaped onto smooth ramp planes; upper walls,
ceilings, other floors, and geometry outside those footprints remain intact.
Source visual/collision GLBs are unchanged. Only prepared walking collision
and party navigation use the overrides; the rendered stairs remain steps.
- Navigation receives the same ramp planes with 0.05m surface clearance and
six new triangles stitching the exact source boundary portals. This replaces
the three vertex-only connections with filled triangle corridors, allowing
mid-stair replans and recalls to project onto the interior walking surface.
The reviewed graph now has 3,544 source triangles and 31 components, retaining
entrance-to-all-five-boss routes and discarding minor decorative islands.
- Live QA caught a second issue: terrain queries included the player's
kinematic capsule. A failing collision-backed regression confirmed false
route blockage through a nearby player. Party direct, route, and grounding
queries now exclude dynamic/kinematic actor bodies and sensors; crowd spacing
remains a separate party-separation concern. Static walls still block paths.
- Automated tests exercise shipping normalized/quantized GLBs through runtime
preparation, downhill/uphill party capsule checks on all three flights at
center and lateral offsets, repeated mid-stair replans, all boss routes with
live wall checks, tank melee approach with real collision validation, and
player capsule traversal down/back up all three ramps without jumping.
- Final desktop browser smoke pass at 1280 x 720 used offline level-15 Priest
Rolecheck and the same Blood DK/Combat Rogue/Unholy DK/Frost Mage party.
Attack began without ROUTE BLOCKED, companions changed position down the
entrance staircase, the tank moved out of the entrance view and took aggro,
and Backstab/Icy Touch/Plague Strike combat events appeared. Experience rose
from 6,576 to 11,098 as the party defeated trash with the player stationary.
Recall brought companions back to the entrance stairs. The unattended tank
eventually died during continued combat; this was not a healed full clear.
- Inline task screenshots captured the unchanged visible steps, equipped
character bodies, warm lighting, and party movement. Both wing flights have
collision-backed automated coverage; live end-to-end wing traversal, a full
dungeon clear, wipe/checkpoint behavior, and physical Android QA remain open.
- Validation: all 224 Vitest files passed, 1,380 tests passed, and six existing
tests remained skipped. Production TypeScript/Vite compilation passed using
the project's 8GB heap setting; texture/performance audits, static bundle
compression, and release-bundle verification passed. Existing build-size
advisories and deprecated physics initialization warnings remain. No hosted
release was published.
## 2026-09-12 - Non-blocking players and combat actors
- Removed party soft separation and crowd-triggered combat repositioning.
Companions may overlap or cross one another without push-apart corrections
changing their routes. Normal follow formations and role-specific attack
ranges remain; a tank already in melee range does not move just because an
ally occupies the same position.
- Added a shared actor collision layer that interacts only with physical
terrain. The player capsule uses this layer. Player controller movement,
ground probes, camera sweeps, party direct/route validation, party grounding,
and combat ground-position queries use terrain-only filters. Actor body type
cannot turn an actor into a floor or movement obstruction. Party members,
remote players, mobs, and bosses currently render without physical colliders;
any future actor capsule must use the shared actor layer.
- Walls, floors, ceilings, dungeon objects, and the Stockades walking ramps
retain their terrain collision. Target-selection meshes, combat visibility,
damage, and attack-range checks were not removed.
- Ten new Rapier regressions cover overlapping actors with no contacts or
displacement, movement through fixed/kinematic/dynamic actors (including an
overlapped starting position), continued wall/floor collision, and ignoring
actors in ground, party-route, and camera queries. A terrain-layer control
confirms real actor/terrain contacts are still detected. Stockades shipping-
asset regressions now use the live player collision policy and still pass
down/up all three ramps without jumping.
- Browser smoke pass at 1280 x 720 used offline level-15 Priest Rolecheck with
Blood DK, Combat Rogue, Unholy DK, and Frost Mage companions. Inline roster
and dungeon screenshots show character bodies, weapons, unchanged visible
stairs, and the existing warm lighting. Attack moved companions down from
the entrance and out of its view without ROUTE BLOCKED; the tank took aggro
and melee/caster combat events continued. Experience rose from 11,098 to
13,359. Stop followed by Recall returned the party to the nearby player.
Selecting Morvane and casting Power Word: Shield applied the buff successfully.
- Live QA was an entrance/trash/recall smoke pass, not a full dungeon clear or
a manual traversal of both wings. Actor overlap and passage guarantees are
backed by the physics regressions; physical Android and multiplayer QA remain
open.
- Validation: all 225 Vitest files passed, 1,390 tests passed, and six existing
tests remained skipped. The final focused checks passed again after cleanup.
Production TypeScript/Vite build, texture/performance audits, static bundle
compression, and release-bundle verification passed. Existing chunk-size
advisories and deprecated physics initialization warnings remain. No hosted
release was published.
## 2026-09-12 - Individual companion navigation recovery
- Replaced the old distant, whole-party stuck Recall with an individual
navigation watchdog in a separately tested game module. Two seconds without
meaningful waypoint progress invalidates that companion's route; five seconds
requests a safe recovery landing. Failed replans do not restart the timer,
back-and-forth movement cancels forward progress, and dense waypoint chains
still count genuine movement around corners.
- Recovery prefers a recently visited party/player trail point near the group
on the same floor, then falls back to a validated player position. Actual
terrain checks require walkable ground, clear companion body space, and a
route back to the group. Blocked or invalid landings are not applied. Each
companion has an independent ten-second teleport cooldown.
- Intentional attack-range holds, casting/channeling, crowd control, Stop,
death, inactive simulation, and UI pauses do not accumulate stuck time.
Automatic recovery changes only the affected companion's position and routing
state; it does not heal, resurrect, reset threat, or teleport other companions.
Manual Recall keeps its existing whole-party behavior and party order.
- Added regressions for recovery timing, oscillation, replanning, independent
cooldowns and member isolation, exclusions, safe-trail/player selection, wall
and ceiling rejection, missing floors, and actor-independent landing checks.
Shipping Stockades navigation/collision assets validate recovery landings on
all three ramps and along approaches to all five boss objectives.
- Browser smoke pass at 1280 x 720 used offline Priest Rolecheck and Blood DK,
Combat Rogue, Unholy DK, and Frost Mage companions. Inline roster and dungeon
screenshots show unchanged character bodies, equipment, stairs, and warm
lighting. The first catalog load needed a retry. Attack moved companions down
from the entrance without ROUTE BLOCKED, and combat continued with the player
stationary. The unattended party eventually died; Stop remained selected
after Recall returned the fallen companions without resurrecting them.
- The intermittent side-room trap and its automatic recovery were not reproduced
live. Recovery triggers and terrain safety are backed by automated tests;
extended side-room playtesting, a healed full clear, and physical Android QA
remain open. This pass did not modify existing ramp or actor-collision policy.
- Validation: all 227 Vitest files passed, 1,416 tests passed, and six existing
tests remained skipped. The final 37 focused checks passed after correcting a
test-helper type annotation. Production TypeScript/Vite compilation, texture
and performance audits, static compression, and bundle verification passed.
Existing chunk-size advisories and deprecated physics initialization warnings
remain. No hosted release was published.
## 2026-09-12 - Wall-aware combat pursuit and individual mob recovery
- Hostile mob actions now require both attack range and terrain line of sight.
Losing either cancels a pending hostile cast so pursuit can resume; companion
hostile casts also cancel when sight is lost. Self buffs and friendly heals
cannot make an otherwise obstructed mob hold an attack position. Proximity
aggro also checks sight instead of pulling enemies through nearby walls.
- Static enemies, roaming packs, and summoned enemies share separately tested
imperative pursuit rules over the already-loaded dungeon navigation surface.
Blocked direct approaches use approved routes through doorways. Routes may
finish at a reachable attack position only when that position is both in
range and visible; off-surface connectors still require body clearance.
- Two seconds without meaningful waypoint progress requests a replan. After
five seconds, a stuck mob within ten meters of its target may recover to a
validated nearby landing on the same floor and within its home leash. Ground,
body clearance, route connectivity, attack range, and sight must all pass.
This teleport preserves health and threat and has a ten-second cooldown.
- Distant, wrong-floor, out-of-leash, or unsafe near-target recovery requests
instead reset only that mob's combat state and restore its health. A validated
home landing is preferred; otherwise it evades and navigates home without a
blind teleport. Ten seconds of evade prevents immediate proximity, damage,
or taunt re-engagement. Dead enemies are never resurrected. Casting, control,
pauses, inactive simulation, and non-authoritative online clients do not
accumulate navigation failures or trigger automatic recovery.
- Regression coverage includes range-plus-sight attack/cast gating, immediate
cast cancellation, doorway detours, recovery timing and safety, reset/member
isolation, cooldown bypass protection, and near-teleport health/threat
preservation. Shipping Stockades meshes independently verify real wall
occlusion in both directions and clear sight across all three stair ramps.
Pursuing mobs traverse each actual ramp uphill and downhill without false
teleport/reset recovery. Existing party and player ramp checks still pass.
- Browser smoke pass at 1280 x 720 used offline level-16 Priest Rolecheck and
Blood DK, Combat Rogue, Unholy DK, and Frost Mage companions. Power Word:
Shield applied to Morvane; Attack moved companions down from the entrance
and out of its view without ROUTE BLOCKED, and Defias melee/cast events and
tank damage followed. Stop plus Recall returned all four living companions
to the nearby player while retaining Stop. Inline screenshots show character
bodies, equipment, unchanged visible steps, and the existing warm lighting.
The browser console had no errors and the existing physics initialization
deprecation warning only.
- Live QA was a short entrance/combat/recall smoke test, not a healed full clear
or a manually reproduced side-room wall trap. Wall-blocked pursuit and mob
recovery triggers are backed by automated tests; extended side-room combat,
physical Android, and live multiplayer QA remain open. Existing lighting,
ramp assets, and non-blocking actor collision policy were not changed.
- Validation: all 229 Vitest files passed, 1,444 tests passed, and six existing
tests remained skipped. Final production TypeScript/Vite compilation, texture
and performance audits, static compression, and bundle verification passed.
Existing chunk-size advisories remain. No hosted release was published.
## 2026-09-12 - HoTs and regeneration cannot heal corpses
- Reproduced the reported death-with-HoT state through lethal damage followed
by overdue Rejuvenation ticks; the original implementation restored health
while retaining the death animation. Separate failures confirmed passive
spirit/equipment regeneration, ground healing, triggered healing procs, and
a lingering damage tick's level-up refill could also restore corpse health.
- Kept the fix in combat simulation rather than scene movement. Ordinary
player healing in mutable combat work now uses a shared living-target guard;
passive regeneration preserves zero health. Timed effects validate their
target before ticks and procs, discard HoTs on dead targets even before the
next tick, and retain HoTs on living allies when their caster dies. Newly
applied actor HoTs also reject dead targets. Ground healing skips corpses
while continuing to heal living teammates. Experience may still be awarded
after death, but its level-up refill no longer implicitly resurrects.
- Explicit player and actor-based party resurrection remain available and
synchronize restored actor health/alive state. Party resurrection also
clears the death animation using the existing ability-cancel event. Normal
checkpoint respawn still restores health and clears lingering effects.
The existing player movement gate remains unchanged and blocks zero health.
- Fifteen new regressions cover the original self-HoT failure, actual Priest
Renew, overdue/future ticks, explicit companion-to-player HoTs and their
healing logs, dead allies, regeneration, ground healing, proc healing,
post-death level rewards, living-target healing, resurrection, and respawn.
The final focused combat/death/support checks passed 101 tests; the full
suite passed all 230 files and 1,459 tests with six existing skips.
- No live corpse-movement replay or physical Android check was performed in
this pass. Evidence is combat-state regression coverage, not a new visual
claim. Character rendering, camera/input, dungeon assets, lighting, and
navigation policy were not modified. No hosted release was published.
## 2026-09-12 - Selectable resurrection checkpoints and fallen NPC recovery
- Normal dungeons now offer the entrance plus every defeated boss as named
resurrection destinations. Choices use authored boss locations, not corpse
coordinates, and unlock from actual defeated actors or durable encounter
objective completion. Alive/script-despawned bosses and invalid destination
IDs cannot grant a checkpoint. Boss-wipe resets retain completed checkpoints;
a fresh dungeon run clears its progress.
- The player defeat prompt includes a destination chooser. Respawning at the
entrance or a cleared boss retains defeated enemies and run progress while
resetting the current pull and restoring the party through the existing
respawn lifecycle. Legacy callers without a choice retain saved-spawn behavior.
- A contextual `Rez dead members` button and matching destination chooser appear
below the party frames whenever an NPC teammate is dead. Only fallen NPCs are
revived, at full health, into their formation slots at the selected checkpoint.
Living NPCs, the player's health/location, current enemies, and party orders
are not reset. Lingering timed effects on revived NPCs are removed without
removing living allies' HoTs. Manastorm charges and remote human resurrection
behavior are unchanged; non-authority online clients cannot mutate NPC revival.
- Living, engaged bosses disable the NPC chooser/button with an explanation;
the same restriction is checked again when the action executes. Trash combat
does not block it. Individual return tasks use approved navigation toward the
player's current location, including while the party is on Stop, then resume
the current order. Returning members do not cast/taunt from the checkpoint or
skew the engaged squad's target-selection center. Existing validated stuck
recovery remains available. Recall, death, actor unmount, and run reset cancel
pending return tasks. Scene relocation clears the corpse animation explicitly.
- Live localhost Stockades screenshots at 1280x720 showed the panel with a dead
Morvane tank, an enabled entrance chooser/button during trash combat, and the
tank restored to 1707 health at the entrance after clicking while Stop remained
selected. The button disappeared when no NPC was dead; living Thorne continued
taking damage rather than receiving a party-wide refill. At 384x844 both native
chooser and button remained within the viewport, about 176px wide and 44px high.
The narrow screenshot capture was backend-scaled, so DOM bounds supplemented
the visual check. Normal viewport sizing was restored and the temporary tab
and development server were closed.
- Twenty-nine new regressions cover checkpoint unlocking/retention, invalid and
locked choices, player checkpoint respawn, boss/trash restrictions, selective
NPC revival/effect cleanup, authority/Manastorm isolation, Stop/rejoin behavior,
wall-aware return navigation, registry lifecycle, and UI visibility/placement.
The shipping Stockades navigation/collision test also simulates all four NPC
formation slots walking from the entrance and every boss checkpoint back to
the entrance through approved corridors, without requiring stuck recovery.
Final Vitest validation passed all 234 files and 1,488 tests, with six existing
skips. No live boss-kill destination-selection, distant-player return replay,
multiplayer session, or physical Android check is claimed in this pass.
- Browser logs contained no errors; Rapier initialization and KTX2-loader warnings
occurred during development hot reloads. Character assets, camera/input,
dungeon geometry, and lighting were not edited. Final production TypeScript/Vite
compilation, static compression, and release-bundle verification passed; texture
and environment-performance audits also passed during prebuild. Existing build
chunk advisories remain. No hosted release was published.
## Optional DPS meter — September 12, 2026
- Added a compact party DPS meter with current/last-fight damage, class-colored
rankings, and a shared fight timer. It consumes the lossless combat event
stream and counts effective damage, including pets/summons under their owner.
Completed fights remain visible until the next pull; encounter resets clear
the meter. Hiding it does not stop recording. Local menu/background pauses
do not dilute DPS.
- Automatic placement uses the PC lower-left corner and the Thor companion
display. The UI editor supports visibility, dragging/keyboard nudges, width,
and screen selection. These settings participate in saved layouts, all six
template slots, and export/import, including migration of older UI files.
Dedicated companion snapshots carry meter data and draft placement; lower
display movement commands update the authoritative editor draft.
- Live localhost Stockades checks at 1280x720 showed increasing party damage
and readable bars in the PC lower-left corner. Resizing from 230 to 240 pixels
worked; dragging moved the handle from approximately (9, 509) to (269, 400).
Saving visibility off hid the meter, and reopening the editor retained that
setting while damage continued accumulating. Default position/width and
visibility were restored after this check.
- In Thor preview, the meter appeared only inside the 620x540 companion surface.
Populated bars remained clear of the party strip, vital controls, and action
bar. With the main editor open, dragging on the bottom screen moved its handle
from approximately (526, 322) to (661, 369) within companion bounds. Those
preview movement edits were canceled. Screenshots are saved in
`artifacts/dps-meter/pc-default.png`, `thor-default.png`, and
`thor-editor-moved.png`. Full-page capture scaled incorrectly in the browser
backend, so the Thor screenshots use the scrolled normal viewport.
- All 47 targeted tests passed across seven files, including damage accounting,
ownership, reset/pause behavior, UI migration/persistence, and dedicated
companion publication/unsubscription. The production build and release
checks passed. Browser error logs were empty. Physical Thor hardware and a
multiplayer session were not exercised; the new per-party totals consume
this client's combat stream. No hosted release was published.
## Player-only revival during ongoing party combat — September 12, 2026
- In normal offline dungeons, a defeated player with living companions and an
engaged, living enemy can revive at the entrance or an unlocked boss checkpoint
without resetting the pull or relocating/restoring companions. The player-only
path advances the relocation revision, not the party or encounter reset signals.
Recall remains an explicit, optional command. Full-wipe recovery is unchanged;
Manastorm's shared-charge resurrection remains separate.
- Player recovery restores health/resources, clears corpse animation, casts,
control, shields, harmful player auras, and player-targeted periodic effects.
It preserves NPC/enemy actor snapshots, positions, health, targets, casts,
periodic effects on other actors, and ongoing cooldowns. The existing checkpoint
chooser is retained; its defeat-prompt copy explains that companions keep fighting.
- Nine dedicated regressions cover trash/boss combat, selected checkpoints,
unchanged companion/enemy snapshots and Recall revisions, continued simulation,
periodic-effect isolation, full-wipe fallback, canonical actor health, and invalid
requests. A prompt-rendering regression checks the optional-Recall explanation.
Final Vitest validation passed 239 files and 1,511 tests, with six existing skips.
Test fixtures use a fixed combat clock and respect surviving crowd-control timers.
- Localhost Stockades smoke testing at 1280x720 showed the rendered dungeon,
party frames, unchanged Recall control, and an active party fight with increasing
damage and declining tank health. Session screenshots captured the entrance and
combat HUD. Startup navigation initially timed out and recovered after reload;
browser error logs were empty after recovery. A live player-death/mid-fight
checkpoint-revival replay was not achieved, so spatial proof of that exact
sequence is not claimed. Multiplayer and physical Thor hardware were not tested.
- Production TypeScript/Vite compilation, static compression, release-bundle
verification, and prebuild texture/performance audits passed. Existing chunk
advisories remain. No hosted release was published. Character rendering,
camera/input, dungeon geometry, lighting, and unrelated in-progress party damage
changes were not edited for this request.
## RoM dungeon entry and level-up crash — September 12, 2026
- Reproduced in the local PC browser with an offline RoM Human Priest. Stockades
loaded at level 1, then the first level-up unmounted the entire app. The console
recorded `Unsupported party specialization: rom-champion:Primary` from
`partyStore.syncLevel` through `PartyBridge`. Initial party creation already
skipped WoW talents for RoM classes; level synchronization did not. The same
call also runs during entry when the saved character level replaces the
previous combat level.
- Level synchronization now retains empty, frozen talent ranks for RoM
companions, matching party creation. Other classes still receive their
existing talent plans. Two regressions failed with the original exception
before the fix, then passed. They cover all ten RoM companion classes, all
three player roles, levels 1/2/10/70 and downward synchronization, stable
identities, fallen companions, and living health/resource ratios.
- After reload, the same saved level 2 Priest entered Stockades successfully,
fought with the RoM party, and reached level 3 without losing the scene. The
same character then entered Forsaken Abbey and progressed from level 3 to 6.
At the 74-second check after Attack, the scene and HUD remained present,
combat continued, and the renderer reported about 60 FPS. No new browser
errors or context-loss messages appeared. Rapier initialization and multiple
active KTX2-loader warnings occurred during these development sessions.
- Screenshots and timestamped browser evidence are in
`artifacts/rom-dungeon-level-sync/`. Screenshot capture retained the browser
backend's existing scaling issue; DOM progression and renderer counters
supplemented the rendered dungeon/body/equipment checks. This was an offline
PC smoke test, not full dungeon completion, multiplayer, or physical Android
validation. The temporary desktop viewport was restored and test tab closed.
- All 54 focused party, talent-plan, and RoM combat tests passed. The production
TypeScript/Vite build, prebuild texture/performance audits, compression, and
release-bundle verification passed with existing chunk advisories. The final
release-candidate check includes untracked changes. No hosted release was
published. Existing combat, death/respawn, AI, and HUD work was preserved.
## NPC party damage — September 12, 2026
- Reproduced Garrick, Arms, and Fury dealing zero damage in level 5/20
sustained fights: Rage starts at zero, companion Rage regeneration is
disabled, and the ability loop had no regular weapon swings. Priests,
hunters, and warlocks also dealt zero because they repeatedly refreshed
their DoTs before the first tick could fire.
- Added independent weapon swings for melee companions and hunters, with
Rage earned from successful hits. Swings respect range, visibility, line
of sight, facing, control, casting, rejoining, and party orders. Maintained
DoTs and debuffs now allow other abilities to run between applications;
utility taunts/interrupts/control require a useful combat context.
- Self-centered area attacks now validate their radius and hit around the
caster. Companion direct and periodic amounts use the existing spell
scaling calculation, including spell base damage and equipment bonuses.
- The new audit runs 30-second fights for all 26 WoW party templates at
levels 1, 3, 5, 20, and 80. Every template produces positive damage from
actual abilities, beyond weapon swings, with resources within bounds.
Separate regressions cover zero-Rage short pulls, swings during the GCD,
Stop, Thunder Clap targeting, and zero-coefficient spell base damage.
- In an offline PC Stockades run, the saved level 3 Priest commanded Attack
without player attacks. Garrick dealt 6 damage in the first three seconds
and 80 damage by approximately 20 seconds; Kael dealt 147, Korra 220, and
Ash 146 at that check. The party defeated enemies and the player reached
level 4. The saved party's Garrick is a Tauren; the class/role fix also
applies to Dwarf Garrick. This was a PC combat smoke test, not physical
Thor, multiplayer, or a full dungeon completion test.
- `artifacts/npc-damage/stockades-warrior-damage.png` shows the rendered
dungeon, player body/equipment, and active DPS rows for both warriors.
A paused accessibility snapshot records totals. No browser errors were
reported. The temporary browser tab was closed after verification.
- All 310 focused combat, party, death/respawn, and DPS tests passed. The
production build, texture/performance audits, compression, bundle
verification, and release candidate check passed. Existing concurrent
party-level synchronization, death/respawn, catalog, and server changes
were preserved.
## Dungeon release stages and issue reports — September 12, 2026
- The complete 84-dungeon browser now sorts Full Release, Beta, then Alpha,
alphabetically within each stage. Stormwind Stockade is the only Beta;
the other 83 entries are Alpha. WoW/RoM category tabs remain available.
- Dungeon pause menus can submit a nonempty issue comment of up to 500
characters to the shared SQLite report database. Connected guest players
can submit reports too. New reports are stamped Submitted by the server;
comments remain in the form after a failed network request.
- View Reports on the main menu shows all reports, including Closed, by
default. Status and Dungeon filters combine, and Clear filters restores
the complete list. GM accounts can select Submitted, In-Progress,
Testing Fixes, or Closed, use Close report, and reopen closed reports.
The server rejects non-GM updates and stale revisions.
- Dungeon rows with Submitted, In-Progress, or Testing Fixes reports have
an orange border and a top-right open-report count. Closing the final
open report removes both treatments. Counts refresh when opening the
browser, returning to the app, and every 30 seconds while visible.
- A headless Edge browser exercised an actual Stockades entry, its pause
report form, a 500-character submission, whitespace rejection, failed
submission/retry, the shared player report list, all GM status changes,
combined filters, and badge removal. Keyboard Back and controller filter
navigation/GM status changes passed. No browser page errors occurred.
- Visually inspected the form, orange dungeon badge, player report list,
and GM report screens at 1280×800 and 390×844. Long comments wrap and the
mobile report screen has no horizontal overflow. Evidence and the test
result are in `playtest-artifacts/dungeon-reports/`. This validates the
reporting flow; it is not an exhaustive dungeon completion or physical
Android/Thor playtest.
- All 43 focused report, catalog, store, shell, and display tests passed
(five existing shelved-mode tests skipped), along with all 61 server tests.
The 32 party AI/store/sustained-damage checks also passed after preserving
immutable cast metadata across companion channel updates to resolve three
concurrent combat type-check errors. A separate, in-progress expanded
class-damage audit failed its level-1 CoA player case for Witch Doctor
and Sun Cleric; those combat behaviors are outside the reporting change.
- The final production TypeScript/Vite build, prebuild texture/performance
audits, compression, and release-bundle verification passed with existing
chunk advisories. `npm run release:check` passed after a transient Windows
Git crash, including untracked files. No hosted release was published.
## CoA and RoM class damage audit — September 12, 2026
- Ran 342 sustained, 30-second combat scenarios: all 21 CoA classes as player
characters and synthetic NPC slots at levels 1, 2, 4, 9, 20, and 80; all 10
RoM classes in both runtimes at levels 1, 20, and 70; and the actual shipped
RoM companion templates with their assigned roles and starting resources at
those three levels. All scenarios passed. CoA expeditions currently use WoW
companion templates, so the synthetic CoA slots exercise class execution
without implying that a CoA companion roster has been added.
- Found and fixed companion spacing based only on WoW class names. RoM and
CoA casters now use their class metadata and learned offensive spell ranges;
short-range attacks remain reachable. A thrown summon such as Caltrops does
not force an early Witch Hunter away from its melee attacks. Hunter aliases
also use ranged weapon stats and projectile presentations for ranged swings.
- Fixed Dawn Blade's melee classification: a five-yard hunter-archetype attack
previously counted as ranged and could not initiate the player's weapon
swings needed to generate Rage. The companion AI now rejects unlearned CoA
tree entries and resolves the rank actually learned.
- Fixed channel execution in both runtimes. Normal amounts are distributed
across five pulses, while guaranteed periodic trigger payloads fire per
pulse. Radiant Flame's imported periodic damage now happens during the
channel. Focused tests verify five damaging pulses and no duplicate amount
on completion. Conditional proc payloads are not treated as guaranteed hits.
- Corrected the RoM vocation import to use the player's `FixArgTableID = 1`
record, as selected in the source client's level-up calculation. The previous
adjacent table made Champion and Warlock stats grow exponentially; a level-20
Champion weapon hit reached a raw 704 billion damage in the initial audit.
The corrected Champion instead sustained attacks and damaging abilities for
the full test. Source record sentinels and all ten classes' growth bounds are
covered by regression checks; this is a source-table correction, not a balance
multiplier adjustment.
- Corrected tooltip fallback damage on retaliation auras. Drakkari Barrier
stays friendly and deals its authored damage through its damage-taken proc.
The imported first offensive unlocks are Witch Doctor 9, Sun Cleric 4, and
Primalist 2. The player audit requires offensive ability damage once unlocked;
these classes have no learned offensive cast at level 1. Their NPC weapon
attacks deal damage at level 1. This supersedes the preliminary player
failures mentioned in the reporting notes above.
- Live PC check: created the isolated offline test character Romaudit, entered
Forsaken Abbey as a healer, and issued Attack. At 26 seconds the meter showed
Ilyen (Mage) 492 damage, Morgha (Warlock) 370, Veya (Rogue) 217, and Bronn
(Champion tank) 148. All four NPCs dealt damage; visible enemy effects also
confirmed Heavy Bash, Electrocution, Weakening Weave Curse, and Shadowstab.
No player healing was applied during this bounded damage check, and the tank
eventually died. This was not a dungeon-completion test.
- Visually verified the loaded roster body/staff and in-dungeon player
body/staff. The DPS meter remained readable at the PC bottom-left default.
The first attempt used the downloadable shelved preview without its content
server; the final captures use the full bundled development asset set and
recorded no browser errors. No physical Ayn Thor device was tested here.
- Evidence: `artifacts/class-damage-audit/report.json`,
`level-20-damage.csv`, `rom-roster.png`, `rom-dungeon-start.png`,
`rom-party-damage.png`, and `rom-browser-errors.json`. Training-target totals
demonstrate execution and sustained damage; they are not class-balance
rankings or exhaustive coverage of every talent build and dual-class pair.
- All 434 focused combat, party, CoA, RoM, DPS-meter, stat, and avatar tests
passed, along with the native vocation-import regression. The production
TypeScript/Vite build and release-bundle verification passed. The final
release candidate check includes the new tests and generated catalogs.
## RoM dungeon enemy durability — September 13, 2026
- Reproduced Barren Caves' low health with a RoM Priest and the four shipped
companions. Tested 108 combinations: 12 party seeds at levels 1, 2, 4, 8, 9,
20, 40, 70, and 80. The old fallback had 94 health at level 1 and 1,832 at
level 80; kills took 0–1.9 seconds from the first damaging NPC hit.
- Normal RoM dungeons now use a party-health baseline of
`1000 + 100 * enemyLevel + 8 * enemyLevel * enemyLevel`, with authored
creature/boss multipliers applied separately. This is explicit Healer Man
balancing because native RoM creature health tables are not packaged.
Barren Caves' Anglo retains his 7.5 multiplier and one-level advantage.
- Loaded RoM creatures receive the new health when the character levels up.
Re-registration preserves wounds as a health percentage and keeps corpses
dead. Enemy attack damage also rebases on a level change instead of retaining
its original low-level value. Regression checks cover these transitions.
- With the new health, the 108 isolated party-damage pulls lasted 3–17.5
seconds. A separate pull exercised actual enemy attacks and Priest healing
before the enemy died, with all companions surviving. These are opening
pulls with baseline equipment, rather than an audit of every geared build.
- Live PC check at 1280×720: created the offline Human Priest Barrenaudit and
entered Barren Caves as Healer. A level-1 Cave Sand Bug had 1,108 health.
At 10 seconds it still had 374 health, with 734 party damage on the meter.
The completed first fight showed 14 seconds and 1,108 total damage:
Morgha 370, Ilyen 369, Maerwen 289, and Cael 80. Urgent Heal then restored
Maerwen to 407/407 while the next pull was active. No browser errors were
captured during that bounded combat check.
- Concurrent navigation edits triggered development hot reloads around the
playtest; the captures above were taken during uninterrupted combat. This
check did not complete the dungeon or use physical Ayn Thor hardware.
Restored the original Hudtest roster selection, closed the test tab, and
stopped the temporary development servers.
- Evidence: `artifacts/rom-dungeon-health/report.json`,
`barren-caves-health.png`, `barren-caves-combat.png`, `barren-caves-healed.png`,
`live-combat-dom.txt`, and `browser-errors.json`.
- Validation: all 407 focused combat, party, CoA, RoM, DPS-meter, stat, and
dungeon-scaling tests passed across 52 files. The final production
TypeScript/Vite build and release-bundle verification passed.
## 2026-09-13 - WoW dungeon lighting and stair fleet pass
- Applied environment-specific readable lighting to all 54 WoW dungeon entries,
using the reviewed Stockades ambient/hemisphere fill as the baseline. Stone,
cavern, fire, arcane, crypt, and outdoor profiles preserve distinct coloration.
Stockades' existing presentation/three ramps and RuneWaker lighting are unchanged.
- Scanned every shipped WoW collision package, including authored Wailing
Caverns' actual source assets. Added 347 verified walking proxies across 22
other dungeons and eight filled navigation portal bridges in Uldaman. Rendered
steps and source visual/collision/navigation GLBs remain unchanged.
- Added package-identity gates and a compiler-independent shared runtime adapter.
Collision preparation spatially indexes flights; rejected candidates cannot
supply geometry needed by accepted proxies. Existing navigation validation,
content, encounter, and availability gates were not promoted to green.
- Shipping-asset regressions independently pass all 347 new proxies through
prepared collision and the live NPC segment validator uphill/downhill at the
center and two interior lateral lanes. Exact portal matching and all existing
Stockades player/NPC/wall tests pass.
- The game-playtest visual viewer uses shipped meshes and runtime lighting and
material policies without touching saved character/party state. At 1280x720,
Uldaman's old/new-fill comparison showed clearer stonework; Wailing Caverns
retained green, readable rock; Mechanar retained cool arcane interiors;
Scholomance's visible entrance steps/masonry remained intact and readable.
Blood Furnace's dark source textures remained visible at its wall-facing
entrance viewpoint. Durnholde's visual load completed without console errors.
- Zul'Farrak entrance/boss views and Durnholde's exterior boss view showed
geometry/terrain/viewpoint gaps, recorded for separate investigation. This is
not exhaustive staircase certification: curved/short/heavily-decimated flights,
rejected candidates, outer stair edges/landing lips, complete dungeon routes,
full clears, and physical Android QA still require individual review.
- Evidence/coverage: `dungeon-pipeline/WOW_ENVIRONMENT_REVIEW.md`,
`src/game/generated/wowDungeonStairs.generated.json`, and screenshots in
`artifacts/wow-dungeon-environment/`. No hosted release was published.
- Validation: 247 Vitest files passed, 1,599 tests passed, six existing tests
skipped. Production TypeScript/Vite build, texture/performance audits, bundle
compression/verification, and release candidate check passed. Existing physics
initialization and bundle-size/import advisories remain.
## 2026-09-13 - Dungeon completion results and run leaderboards
- Fixed missing RuneWaker completion bookkeeping for the 21 dungeons with
configured bosses. Barren Caves now awards Anglo's objective on his actual
death and announces the completed run. Bossless placeholder entries do not
fabricate a completion.
- Run timing starts when the dungeon is playable, survives wipes, pauses, and
saved resumes, and freezes at the final-boss objective. Older checkpoints
without a recorded start time still announce completion but remain unranked.
- The results dialog shows the final-boss time, final-clear and full-clear
placement, party classes/levels, and defeated bosses. Stay and loot, reopening
results, and Return to main menu were verified through the live UI. Returning
clears the completed checkpoint.
- Replaced the dungeon picker's minimap with persistent completion-time
leaderboards. Final Boss clears includes all qualifying runs; Full dungeon
clears requires every available boss for the selected difficulty. Expanded
entries show each party member and boss status. Normal/heroic rankings are
separate; disconnected results use an explicitly labeled device leaderboard.
- An actual combat integration check fought Barren Caves' level-2 Anglo with
9,240 health using NPC ability selection, enemy attacks, and Priest healing.
NPCs dealt 9,239 damage after a one-damage player tag; healing totaled 441.
The final death awarded completion at 84.1 seconds with all companions alive.
- Manual browser combat confirmed NPC damage and healing on Barren Caves
trash. The live results check restored the integration fight's completed
checkpoint through an isolated local QA account: 01:24.1 ranked #1 of three
seeded local-server entries in both filters. This was not a manual browser
full clear and no production leaderboard entries were published.
- PC results and expanded final/full leaderboard layouts were visually
reviewed at 1280x720. The built-in Thor preview displayed the leaderboard,
filters, and role-selection control within its 960x540 main surface. Compact
480x360 DOM bounds kept the dialog footer inside the viewport; the in-app
browser's viewport-override screenshot scaled incorrectly, so that capture
does not establish compact visual quality. Physical Thor hardware was not used.
- Evidence: `artifacts/dungeon-runs/combat-completion.json`, `results-world.png`,
`leaderboard-final-expanded.png`, `leaderboard-full-expanded.png`, and
`leaderboard-thor.png`. The bounded final browser check captured no errors.
- Validation: 70 completion, checkpoint, encounter, catalog, client, and UI
tests plus the real-combat integration test passed. The 432-test focused
combat/party/class/health/input regression suite and 18 server tests passed.
Production build, final TypeScript check, and release candidate check passed.
## 2026-09-13 - RoM character nameplate class labels
- RoM overhead nameplates and AI party frames now show the active class alone,
or primary/secondary class names joined with `/`, without race or `Primary`.
- An isolated local fixture using the real scene, party frames, and shared
character preview verified `Warrior`, `Priest`, and `Priest/Warrior` labels.
The two-class dungeon screenshot showed the label above the rendered body
and equipped staff silhouettes. The roster preview also retained its body
and equipment. The fixture used in-memory identities without saving a roster.
- Evidence: `artifacts/rom-nameplates/dungeon-dual-class.png` and
`artifacts/rom-nameplates/roster-preview.png`.
- Validation: 70 avatar, party-store, and mob-nameplate tests passed. Production
build, asset audits, compression/bundle verification, and release check passed.
## 2026-09-13 - Dungeon boss durability and difficulty leaderboards
- Campaign bosses now use a level-scaled health floor above their original
health when needed. Final bosses receive an additional 1.8 multiplier on
that floor. Larger authored health values remain effective.
- The dungeon browser offers a 1-10 boss difficulty slider, native keyboard
adjustment, and controller decrement/increment buttons. Difficulty 1 is
Easy; each step adds 25% health and 15% damage to bosses. The selected source
Normal/Heroic variant also applies to entry. Trash retains its existing stats.
- Boss difficulty is fixed at entry, preserved through saves and renderer
restarts, and passed from the online group leader to followers. Changing
difficulty starts a new run; completed checkpoints also start fresh.
- Device and world leaderboards isolate each difficulty's final/full-clear
records, ranks, and pages. Existing records migrate to a separate legacy
bracket. Migration and repeat submissions were verified against SQLite;
HTTP tests verify difficulty selection and reject invalid values.
- Deterministic Ragefire simulations tested 12 RoM party compositions at levels
1, 8, 20, 40, and 80 against the shared runtime scaling function. All ordinary
boss samples exceeded 25 seconds and final-boss samples exceeded 45 seconds.
Additional damage-role Mage samples passed those bounds; at level 8 the
ordinary boss took 29.8 seconds and the final boss took 55 seconds. Timings
remain dependent on party composition, player actions, and equipment.
- A final-boss fight with enemy attacks and Priest healing verified repeated
attacks, incoming damage, healing, and party survival before the boss died.
Balance evidence: `artifacts/boss-difficulty/ragefire-balance.json`.
- Desktop screenshots at 1280x720 verified the Easy and difficulty-10 layouts,
stat preview, and matching leaderboard labels. Pointer and keyboard changes
were exercised. At 390x844 the slider remained operable and its DOM width
stayed within the viewport, but the in-app browser's viewport-override
screenshots scaled incorrectly, as in the earlier compact playtest. Those
captures do not establish mobile visual quality. The viewport was restored.
- Validation: 169 focused game/client/UI tests and 20 server tests passed.
The production build, asset audits, bundle verification, and release check
passed. Existing RoM nameplate changes were retained.
## 2026-09-13 - Original WoW dungeon atlas
- Added 107 unique original map images across 51 standard WoW dungeons using
the supplied patch-enUS-M archive and existing client archives. A duplicated
Trial of the Champion floor record is deduplicated before packaging. The
source MPQs and Mapster addon were read without modification; no Lua addon
code is installed into HealerMan.
- Coordinate inverses were checked against 10,342 matching source spawns and
the event-driven Trial of the Champion source entrance. Maximum discrepancy
is 0.189 yards in authored Wailing Caverns rounding; other imported maps
have substantially smaller discrepancies. All 107 image checksums match
their local immutable content objects.
- The production preview at localhost:5174 loaded Wailing Caverns and showed
original artwork with the player/camera direction, entrance, numbered
encounters, and a 45.7%, 60.5% entrance-position readout. The map was visually
reviewed at 1280x720, with the rendered dungeon visible behind it. Pressing
M opened it; toggling patrol routes then pressing M closed it despite the
checkbox retaining focus. Reopening restores the clean default overlay.
- Evidence: `artifacts/wow-maps/wailing-caverns-atlas.png`. No production-preview
errors were captured in the bounded console check. Earlier development HMR
errors from concurrent equipment edits were not treated as production errors.
Testing used the existing offline Hudtest QA character, not a live account.
- Multi-floor rendering, floor controls, rebound shortcuts, repeat/capture
guards, PNG dimensions/checksums, axis projection, shifted/rotated scene
transforms, and RuneWaker survey fallback are covered by automated tests.
Every dungeon was not individually traversed in the browser. Auto floor
selection is horizontal best fit, not WMO-group/height detection; overlapping
stacked rooms require manual floor selection. Mobile hardware was not tested.
- Tinkertech Showdown, Frozen Reach, and Forgotten Mine have no matching
artwork records and retain their survey maps. RuneWaker maps are unchanged.
Failed artwork loads also retain a correctly reprojected survey fallback.
- Validation: 50 focused map/UI/input tests and three BLP/tile-layout tests
passed. The production build, texture/performance audits, and compressed
release-bundle verification passed. Local downloadable packs were published;
no online deployment was performed.
## 2026-09-13 - Boss card collection and leveling loot
- Boss deaths roll a guaranteed Normal card plus independent Rare (1/10),
Epic (1/50), and Legendary (1/100) bonuses. The collection catalogue covers
330 distinct WoW/RoM bosses and 1,320 rarity variants using existing models.
Repeated appearances share counts and list every source dungeon.
- Copies and the latest claim per boss spawn persist per character through the
roster/cloud-save path. Shared-world hydration grants the authority's rolls
to followers and ignores duplicate/reconnected and older reward snapshots.
- Equipment drops and bonus equipment are suppressed below player level 80;
existing inventory and authored non-equipment drops are preserved. Level-80
equipment loot remains enabled. Bosses without equipment tables award cards.
- The production browser at 1280x720 verified the main-menu entry, all four
Lady Anacondra model portraits, dungeon location, odds, search, All/Earned,
dungeon/rarity grouping, and in-dungeon pause-menu access. Roster and dungeon
screenshots show player/party bodies and starter weapon/shield silhouettes.
- At 390x844 the collection switched to two columns, with no horizontal page
overflow and dialog bounds within the viewport. The in-app browser again
scaled the viewport-override screenshot incorrectly; that capture does not
establish mobile visual quality. The viewport was restored.
- Deterministic tests cover exact odds boundaries, counts, persistence,
no-loot-table bosses, loot restrictions, and online replay. Live browser QA
did not perform a boss clear; earned-copy display was checked with seeded
render tests. Evidence: `artifacts/boss-cards/collection-desktop.png`,
`collection-mobile.png`, `roster.png`, and `dungeon.png`.
## WoW and CoA default boss difficulty review — September 13, 2026
- Reviewed all 10 WoW and 21 CoA classes: 61 canonical class-role builds at
levels 8, 20, 40, and 80 with three deterministic companion compositions.
The 1,464 durability simulations used live boss scaling, starter heirlooms,
legal level-appropriate talents, live companion AI, and the existing baseline
player rotation. CoA characters currently use WoW companions.
- Fixed Death Pact and other instant-kill effects bypassing boss health in the
player, triggered-spell, and companion paths. Fixed repeated proc activations
across branches, duplicate execution of expanded CoA payloads, invented
damage on proc auras and Waterfall, and critical-damage talent bonuses
affecting ordinary hits. Regenerated the CoA runtime catalog and shards.
- Raised the shared health floor by 40% to cover the remaining CoA burst.
Every class uses the same boss stats at the same level and difficulty.
Fastest sampled kills were 26.2 seconds for an ordinary boss and 48.6 for
the final boss. All duration assertions passed. The refreshed RoM regression
also passed; its level-eight damage-role Mage sample took 41.8/74.9 seconds.
- Durability samples disabled enemy attacks and stopped at 60 seconds to
isolate damage. Most WoW and CoA samples still had a living boss at the cap;
these are lower bounds, not proof of typical 25-30/45-second kill times.
Default class throughput is still uneven, especially for WoW parties.
- An additional 26 final-boss attack samples exercised healer builds at levels
8 and 80. Paladin, Priest, Shaman, and Tinker kept their parties alive in both.
Druid and several CoA samples lost companions; Bloodmage also lost the player
at 80. This basic policy can refresh HoTs too early or choose self-healing
hybrids, so these outcomes need a dedicated healer rotation/playtest pass
before treating them as class throughput limits. No live boss clear was
performed in this numerical review.
- Validation: 122 combat/catalog checks, 91 class-damage/avatar checks, eight
RoM boss regressions, TypeScript, and the production build passed. All six
large-matrix assertions passed, but its progress reporter timed out during
CPU-heavy loops. Added worker yields and reran the affected level-40 test;
it exited cleanly without the reporter error.
- Evidence: `artifacts/boss-difficulty/wow-coa-balance.json` and
`artifacts/boss-difficulty/wow-coa-review.md`. Coverage is a canonical build
per role with starter gear, rather than every specialization or later gear
combination. `npm run release:check` is required for handoff.
## CoA healer rotation pass — September 13, 2026
- Corrected base-mana percentage costs, Tinker's secondary mana maximum,
imported heal power/AP/spirit scaling, self-healing riders, and party heal
recipients. Removed invented instant heals from conditional procs and
invented hostile damage from healing/mitigation tooltip text. Regenerated
the CoA runtime catalog and all class shards.
- Companion support AI maintains existing HoTs, covers other injured allies,
and avoids redundant shields. The benchmark player policy now prefers
effective emergency/area healing, avoids wasteful self-healing, positions
ground heals on the injured ally, and funds rage heals through weapon attacks
and actual resource generators. Normal gameplay still uses player input.
- Tested nine canonical CoA healer builds at levels 8, 20, 40, and 80 against
final-boss attacks for 60 seconds with three deterministic WoW companion
compositions each: 108 samples. Every player survived and every sample
delivered effective ally healing. Entire-party survival was 24/27 at eight,
25/27 at twenty, and 27/27 at both forty and eighty.
- The remaining low-level losses are Primalist companions. Its imported Geode
Barrage lacks the server-scripted stone/rage payload; that mechanic still
needs implementation. Survival at the time cap does not establish a boss
clear, indefinite mana sustainability, or complete CoA mechanic parity.
- Reran the full WoW/CoA durability and healer-attack suite: all six assertions
passed without reporter errors. Fastest sampled ordinary/final kills remain
26.2/48.6 seconds. WoW Druid's comparable eight/eighty attack samples now keep
the party alive with the revised HoT policy.
- Validation: 167 combat/catalog/runtime regressions, four healer matrix
assertions, 47 avatar checks, TypeScript, the production build, and release
bundle validation passed. The final release hygiene check covers untracked
regression tests as well as tracked edits.
- Live production-preview smoke check at 1280x720 used an offline Human Witch
Doctor (Brewing). Roster and Wailing Caverns entrance captures show the
player and companion bodies and starter weapon/shield silhouettes. This
visual check did not perform a live boss clear or validate manual rotations.
Evidence: `artifacts/boss-difficulty/coa-healer-smoke/roster.png` and
`artifacts/boss-difficulty/coa-healer-smoke/dungeon.png`.
- Numerical evidence and remaining limitations:
`artifacts/boss-difficulty/coa-healer-balance.json`,
`artifacts/boss-difficulty/wow-coa-balance.json`, and
`artifacts/boss-difficulty/coa-healer-review.md`.
## Primalist rage generation follow-up — September 13, 2026
- Restored Geode Barrage's three physical stone pulses at cast completion,
+500ms, and +1000ms, using the ranked parent amount, 23% nature/spell power,
and 9% attack power. Each pulse dealing effective damage grants its caster
5 rage, for 15 from a full Barrage. Removed the unscheduled hidden placeholder
proc so another periodic event cannot substitute for or duplicate the stones.
- The 5-rage stone amount is HealerMan's normalization using the related
imported Geode spell 804002 payload. Barrage's imported DBC does not expose
an exact rage amount; this does not establish exact server-script parity.
Dead targets and fully absorbed stones grant no rage. Player and companion
grants cap at the source pool maximum and synchronize the actor's pools.
- Seismic Crash grants 20 rage once per cast and executes its initial damage
pulse. Seismic Spike grants 4 per target actually damaged. Primalist energize
effects retain their power type and convert internal rage units to displayed
points: Primal Rush and passive Protective Roar grant 20 rather than 200.
Protective Roar retains beneficial party recipients when its payload fires.
- Scoped imported power-unit conversion to Primalist. A global conversion
caused a Bloodmage survival regression; other classes retain their existing
script-payload interpretation pending their own power-record review.
- The benchmark policy considers all usable rage generators, including Crash
and Barrage, before rage heals. Normal gameplay still uses player input.
All 108 attacking-final-boss CoA healer samples now keep the entire party
alive, including the five previously failing low-level Primalist samples.
The regression requires zero companion deaths at every tested level.
- Validation: 207 combat/catalog/runtime/avatar checks passed, including eight
focused Primalist checks for timing, coefficients, capped gains, absorbed and
dead targets, companion attribution, passive payloads, and Seismic gains.
All four strict healer matrix assertions passed. All six WoW/CoA boss suite
assertions passed across 1,464 durability runs and 26 attacking-boss samples;
fastest sampled ordinary/final kills remain 26.2/48.6 seconds. TypeScript,
the production build, release bundle validation, and release hygiene passed.
- Live production-preview smoke check at 1280x720 used an offline female
Tauren Primalist (Life). Roster and Wailing Caverns entrance captures show
a character body with a staff and companion bodies with weapon silhouettes.
The Tauren identity rendered a human-looking fallback; the optional content
service was unavailable in this static preview. These captures establish
body/equipment visibility, not correct Tauren appearance. Entrance trash
reached level two with the full party alive. Barrage remained locked until
level six, so pulse/rage behavior was checked by deterministic runtime tests,
rather than a live manual Barrage cast. No live boss clear was performed.
- Evidence: `artifacts/boss-difficulty/primalist-smoke/roster.png`,
`artifacts/boss-difficulty/primalist-smoke/dungeon.png`,
`artifacts/boss-difficulty/coa-healer-balance.json`,
`artifacts/boss-difficulty/wow-coa-balance.json`, and
`artifacts/boss-difficulty/coa-healer-review.md`. Survival at the 60-second
cap does not establish a boss clear or indefinite resource sustainability.
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# WoW dungeon atlas
Press **M** in a loaded WoW dungeon to open its original game map. The atlas
shows a white player marker with camera direction, a green entrance, and gold
numbered encounter markers. Patrol routes are optional. The minimap and companion
map use the same artwork and coordinate projection.
Multi-floor dungeons have a floor selector. Auto chooses the smallest containing
map rectangle; it is a horizontal best fit, not the WoW client's WMO-group floor
detection. Select a floor manually when stacked rooms overlap. Coordinates outside
the selected floor are not clamped to a misleading marker at the map edge.
The current import includes 51 standard WoW dungeons and 107 unique map images. The
custom Tinkertech Showdown, Frozen Reach, and Forgotten Mine have no matching map
records in the supplied archives and retain their survey maps. RuneWaker maps are
unchanged. Missing images also fall back to the survey projection.
## Reimporting
Run `npm run dungeon:maps:import` from the HealerMan project root. An optional
archive argument replaces the default `../downloads/patch-enUS-M.MPQ`.
`WOW_CLIENT_ROOT` supplies the client archives for original Wrath map tiles;
`WOW_DUNGEON_WORK_ROOT` supplies runtime drafts for alignment checks. Defaults
are `../wow335a` and `../HealerMan-Storage/pipeline-work/dungeons`.
The importer reads the patch and client archives without modifying them. It
decodes BLP2 tiles into cropped 1002x668 PNGs, reads WorldMapArea/DungeonMap bounds,
and inverts the reviewed scene coordinate mapper, including shifted ADT packages
and rotated global WMOs. It verifies alignment against imported creature spawns
or the source entrance for an event-driven arena without static actors.
Wailing Caverns retains its authored coordinate convention.
Images live in `public/assets/game/dungeons/<id>/maps/`, so existing dungeon
content-pack rules include them. Runtime metadata is generated in
`src/game/generated/wowDungeonMaps.generated.json`; provenance and coverage are in
`dungeon-pipeline/WOW_DUNGEON_MAP_REPORT.json`. Changes to environment checksums or
coordinate conventions require reimporting. Mapster is a Lua WoW-client addon;
HealerMan does not execute or install it.
After reimporting, run `npm run content:publish` to update the local downloadable
content catalog and `npm run build` to refresh the bundled Wailing Caverns atlas.
Those commands prepare local artifacts; they do not deploy the online game.
## Verification
Run `npm test -- --run src/game/wowDungeonMap.test.ts src/ui/DungeonMapGraphic.test.ts src/ui/MapPanel.test.ts`
and `node --test scripts/lib/wow-map-image.test.mjs`. Visual evidence and observed
limitations are recorded in `PLAYTEST_NOTES.md`.
@@ -0,0 +1,388 @@
{
"source": "patch-enUS-M.MPQ",
"sourceSha256": "b69713077e19498d20efa5eeaefdba98850764db6bdc99e292bfbdf7b1c858d6",
"imported": [
{
"id": "shadowfang-keep",
"floors": 7,
"checkedSpawns": 109,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "stormwind-stockade",
"floors": 1,
"checkedSpawns": 93,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004000000000026205
},
{
"id": "deadmines",
"floors": 2,
"checkedSpawns": 179,
"checkedEntrances": 0,
"maxAlignmentError": 0.00005830951894693099
},
{
"id": "wailing-caverns",
"floors": 1,
"checkedSpawns": 251,
"checkedEntrances": 0,
"maxAlignmentError": 0.188595526192965
},
{
"id": "razorfen-kraul",
"floors": 1,
"checkedSpawns": 179,
"checkedEntrances": 0,
"maxAlignmentError": 0.00006573939954203296
},
{
"id": "blackfathom-deeps",
"floors": 3,
"checkedSpawns": 201,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "uldaman",
"floors": 2,
"checkedSpawns": 302,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "gnomeregan",
"floors": 4,
"checkedSpawns": 371,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "sunken-temple",
"floors": 3,
"checkedSpawns": 244,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "razorfen-downs",
"floors": 1,
"checkedSpawns": 192,
"checkedEntrances": 0,
"maxAlignmentError": 5.084354071042896e-13
},
{
"id": "scarlet-monastery",
"floors": 4,
"checkedSpawns": 310,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "zulfarrak",
"floors": 1,
"checkedSpawns": 251,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "blackrock-spire",
"floors": 7,
"checkedSpawns": 565,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "blackrock-depths",
"floors": 2,
"checkedSpawns": 1040,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "scholomance",
"floors": 4,
"checkedSpawns": 327,
"checkedEntrances": 0,
"maxAlignmentError": 0.00009095950916596921
},
{
"id": "stratholme",
"floors": 2,
"checkedSpawns": 430,
"checkedEntrances": 0,
"maxAlignmentError": 9.096057172999542e-13
},
{
"id": "maraudon",
"floors": 2,
"checkedSpawns": 525,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "ragefire-chasm",
"floors": 1,
"checkedSpawns": 127,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "dire-maul",
"floors": 6,
"checkedSpawns": 755,
"checkedEntrances": 0,
"maxAlignmentError": 0.00006403124240144967
},
{
"id": "shattered-halls",
"floors": 1,
"checkedSpawns": 198,
"checkedEntrances": 0,
"maxAlignmentError": 0.00006403124237426248
},
{
"id": "blood-furnace",
"floors": 1,
"checkedSpawns": 139,
"checkedEntrances": 0,
"maxAlignmentError": 0.00006403124237384636
},
{
"id": "hellfire-ramparts",
"floors": 1,
"checkedSpawns": 85,
"checkedEntrances": 0,
"maxAlignmentError": 0.00006753673068807912
},
{
"id": "steamvault",
"floors": 2,
"checkedSpawns": 127,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "underbog",
"floors": 1,
"checkedSpawns": 161,
"checkedEntrances": 0,
"maxAlignmentError": 0.0000617170964964256
},
{
"id": "slave-pens",
"floors": 1,
"checkedSpawns": 122,
"checkedEntrances": 0,
"maxAlignmentError": 0.0000640312423744012
},
{
"id": "arcatraz",
"floors": 3,
"checkedSpawns": 84,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "botanica",
"floors": 1,
"checkedSpawns": 171,
"checkedEntrances": 0,
"maxAlignmentError": 0.00006403124237384636
},
{
"id": "mechanar",
"floors": 2,
"checkedSpawns": 84,
"checkedEntrances": 0,
"maxAlignmentError": 0.000046699999999996744
},
{
"id": "shadow-labyrinth",
"floors": 1,
"checkedSpawns": 189,
"checkedEntrances": 0,
"maxAlignmentError": 0.00006403124237426248
},
{
"id": "sethekk-halls",
"floors": 2,
"checkedSpawns": 104,
"checkedEntrances": 0,
"maxAlignmentError": 0.00005324368507145524
},
{
"id": "mana-tombs",
"floors": 1,
"checkedSpawns": 119,
"checkedEntrances": 0,
"maxAlignmentError": 0.000056568542495137386
},
{
"id": "auchenai-crypts",
"floors": 2,
"checkedSpawns": 93,
"checkedEntrances": 0,
"maxAlignmentError": 0.00005415025392387915
},
{
"id": "magisters-terrace",
"floors": 2,
"checkedSpawns": 147,
"checkedEntrances": 0,
"maxAlignmentError": 0.00007071067811848996
},
{
"id": "black-morass",
"floors": 1,
"checkedSpawns": 134,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "escape-from-durnholde",
"floors": 1,
"checkedSpawns": 380,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "utgarde-keep",
"floors": 3,
"checkedSpawns": 112,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004700000000001925
},
{
"id": "utgarde-pinnacle",
"floors": 2,
"checkedSpawns": 83,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "the-nexus",
"floors": 1,
"checkedSpawns": 234,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "the-oculus",
"floors": 5,
"checkedSpawns": 112,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "culling-of-stratholme",
"floors": 2,
"checkedSpawns": 209,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "halls-of-stone",
"floors": 1,
"checkedSpawns": 76,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "draktharon-keep",
"floors": 2,
"checkedSpawns": 99,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "azjol-nerub",
"floors": 3,
"checkedSpawns": 70,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "halls-of-lightning",
"floors": 2,
"checkedSpawns": 112,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "gundrak",
"floors": 2,
"checkedSpawns": 85,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "violet-hold",
"floors": 2,
"checkedSpawns": 8,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "ahnkahet-old-kingdom",
"floors": 1,
"checkedSpawns": 133,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004999999999988347
},
{
"id": "forge-of-souls",
"floors": 1,
"checkedSpawns": 41,
"checkedEntrances": 0,
"maxAlignmentError": 0
},
{
"id": "trial-of-the-champion",
"floors": 1,
"checkedSpawns": 0,
"checkedEntrances": 1,
"maxAlignmentError": 0
},
{
"id": "pit-of-saron",
"floors": 1,
"checkedSpawns": 167,
"checkedEntrances": 0,
"maxAlignmentError": 0.00004000000000026205
},
{
"id": "halls-of-reflection",
"floors": 1,
"checkedSpawns": 13,
"checkedEntrances": 0,
"maxAlignmentError": 0
}
],
"skipped": [
{
"id": "tinkertech-showdown",
"reason": "No matching WorldMapArea record"
},
{
"id": "frozen-reach",
"reason": "No matching WorldMapArea record"
},
{
"id": "forgotten-mine",
"reason": "No matching WorldMapArea record"
}
],
"coordinateSources": [
"WorldMapArea.dbc",
"DungeonMap.dbc"
],
"layoutSource": "https://github.com/wowgaming/3.3.5-interface-files/blob/main/WorldMapFrame.xml",
"archives": [
"patch-enUS-M.MPQ",
"patch-enUS-3.MPQ",
"patch-enUS.MPQ",
"patch-enUS-2.MPQ"
]
}
+119
View File
@@ -0,0 +1,119 @@
# WoW dungeon lighting and stair review - 2026-09-13
## Implemented coverage
All 54 campaign WoW dungeons now receive environment-specific lighting using
Stockades' reviewed ambient/hemisphere fill as the baseline. Stone, cavern,
fire, arcane, crypt, and outdoor profiles preserve atmosphere without applying
the old dark expansion palettes. Stockades' existing presentation and three
reviewed stair proxies remain unchanged. RuneWaker environments are excluded.
The fleet scan produced 347 additional collision-verified walking proxies in
22 dungeons, and eight filled Recast boundary bridges in Uldaman. This makes
350 walking proxies including the three existing Stockades flights. Visual
stairs remain steps: source visual/collision/navigation GLBs were not modified.
The shared prepared collision is used by players, companions, and enemies.
| Dungeon | Additional walking proxies | Additional navigation bridges |
| --- | ---: | ---: |
| Shadowfang Keep | 41 | 0 |
| Blackfathom Deeps | 5 | 0 |
| Uldaman | 5 | 8 |
| Gnomeregan | 4 | 0 |
| Sunken Temple | 2 | 0 |
| Scarlet Monastery | 37 | 0 |
| Zul'Farrak | 1 | 0 |
| Scholomance | 36 | 0 |
| Stratholme | 12 | 0 |
| Blood Furnace | 1 | 0 |
| Shadow Labyrinth | 1 | 0 |
| Mana-Tombs | 3 | 0 |
| Auchenai Crypts | 5 | 0 |
| Magister's Terrace | 10 | 0 |
| Escape From Durnholde | 120 | 0 |
| Utgarde Keep | 8 | 0 |
| Utgarde Pinnacle | 32 | 0 |
| Culling of Stratholme | 11 | 0 |
| Halls of Stone | 2 | 0 |
| Halls of Lightning | 1 | 0 |
| Pit of Saron | 1 | 0 |
| Halls of Reflection | 9 | 0 |
The machine-readable `src/game/generated/wowDungeonStairs.generated.json`
records a scan for every WoW dungeon, including entries with no accepted new
proxy, collision package identities, candidate/rejection counts, and exact
navigation portals. Authored Wailing Caverns is scanned against its actual
source assets, rather than the campaign's separate canonical package.
## Safety and verification
- Require repeated short risers with consistent rise/run and overlapping width.
- Merge compatible continuous flights; independently verify short fallbacks
when a merged flight is unsafe.
- Rebuild after rejected proxies are removed, so accepted paths do not depend
on rejected geometry edits.
- Check real terrain support and capsule sweeps uphill/downhill along the center
and two interior lateral lanes at approximately 0.35m intervals.
- Fill only separate existing boundary portals wholly within a verified flight.
Do not invent off-mesh links across unrelated floors or walls.
- Gate generated coordinates by collision package URL/checksum identity, and
navigation identity where exact portal bridges are present.
- Keep existing validation/availability gates unchanged. Stair checks do not
certify boss routes, encounters, resets, checkpoints, or complete runs.
- Spatially index ramp footprints during preparation to avoid checking every
ramp against every vertex in large, multi-chunk environments.
The shipping-asset regression tests independently exercise all 347 new proxies
through `prepareCollision` and the live NPC direct-segment validator in both
directions and all three tested lanes. All generated portals match the actual
shipping navigation vertices. Existing Stockades player/NPC/wall regressions pass.
Full validation: 247 Vitest files passed, 1,599 tests passed, six existing tests
skipped. Production TypeScript/Vite build, texture/performance audits, bundle
compression/verification, and release candidate checking passed. Existing
physics initialization and bundle-size/import advisories remain.
## Visual evidence and remaining QA
The local visual viewer uses the runtime definitions/material policy, shipped
GLBs, Meshopt/KTX2 decoding, ACES tone mapping, and 1280x720 screenshots. It does
not modify saved characters or party state. Evidence is under
`artifacts/wow-dungeon-environment/` (ignored QA artifacts).
Uldaman's new/old-fill comparison shows clearer stone walls, columns, and floor
tiles. Wailing Caverns retains green coloration with readable rock formations.
Mechanar retains cool purple/blue interiors and unchanged visible steps.
Scholomance's entrance stairs and masonry remain visible with the crypt profile.
Blood Furnace's dark source textures remain atmospheric; the entrance viewpoint
faces a nearby wall, so this is not a full-room traversal review.
Zul'Farrak showed a geometry/viewpoint gap in the standalone entrance and boss
views. Do not treat its lighting profile or passing isolated proxy sweep as an
end-to-end visual/playability pass. Durnholde's large package completed loading
without console errors; its cavern entrance and outdoor fort masonry/trees were
readable, but the boss viewpoint also showed missing terrain/viewpoint coverage.
That environment needs a separate terrain/spawn review and live traversal check.
This is not an exhaustive certification that every staircase is repaired.
Conservative repeated-riser detection can miss curved flights, one/two-step
transitions, and heavily decimated source geometry. A rejected candidate may be
decorative, lack headroom/ground, or require an individually reviewed footprint.
An entry with no new proxy is not proof that it contains no stairs. Full-dungeon
actor traversal, entrance/exit lips, outer stair edges, manual review of rejected
or undetected flights, full clears, and physical Android QA remain open.
## Repeating the checks
Requires the project's Node 24 runtime for native TypeScript pipeline execution.
```text
npm run dungeon:wow:stairs:audit
npm run dungeon:wow:stairs:refresh
npm run dungeon:wow:stairs:audit -- scholomance --diagnostics
node scripts/dungeon-pipeline/audit-wow-stairs.ts wailing-caverns --update
npm test -- --run src/game/wowDungeonStairAssets.test.ts
```
The audit is read-only by default. Refresh writes the full generated catalog;
`--update` replaces only the named entry while retaining the other entries.
Campaign regeneration does not erase the runtime lighting/stair adapter.
@@ -39,11 +39,11 @@
"agentMaxSlope": 50
},
"review": {
"entrance": "required",
"entrance": "approved",
"bossOrder": "required",
"optionalEncounters": "required",
"presentation": "required",
"offMeshLinks": "required"
"presentation": "approved",
"offMeshLinks": "approved"
},
"exceptions": []
}
@@ -0,0 +1,91 @@
{
"schemaVersion": 1,
"dungeonId": "stormwind-stockade",
"navigationLinks": [
{
"id": "entrance-to-central-stairs",
"start": [-66.674328, -23.150503, 5.501851],
"end": [-67.664446, -23.755576, 4.493397],
"bidirectional": true,
"authoredReason": "Bridges the reviewed 1.537m Recast seam between the source entrance stairs and the central cell block."
},
{
"id": "central-to-north-wing-stairs",
"start": [-124.46789, -27.349338, 16.099782],
"end": [-125.476344, -27.95441, 17.0899],
"bidirectional": true,
"authoredReason": "Bridges the reviewed 1.537m Recast seam from the central cell block to the north wing stairs."
},
{
"id": "central-to-south-wing-stairs",
"start": [-124.46789, -27.349338, -14.703893],
"end": [-125.476344, -27.95441, -15.694011],
"bidirectional": true,
"authoredReason": "Bridges the reviewed 1.537m Recast seam from the central cell block to the south wing stairs."
}
],
"traversalRamps": [
{
"id": "entrance-stair-ramp",
"start": [-52.8, -18.16, 0.8],
"end": [-72.4, -25.609, 0.8],
"width": 10.8,
"navigationBridge": {
"linkId": "entrance-to-central-stairs",
"startPortal": [[-66.674328, -23.150503, -3.904271], [-66.674328, -23.150503, 5.501851]],
"endPortal": [[-67.664446, -23.755576, -2.895818], [-67.664446, -23.755576, 4.493397]]
}
},
{
"id": "north-wing-stair-ramp",
"start": [-129.17, -25.609, 11.7],
"end": [-129.17, -33.944, 32.85],
"width": 10.8,
"navigationBridge": {
"linkId": "central-to-north-wing-stairs",
"startPortal": [[-133.878601, -27.349338, 16.099782], [-124.46789, -27.349338, 16.099782]],
"endPortal": [[-132.668457, -27.95441, 17.0899], [-125.476344, -27.95441, 17.0899]]
}
},
{
"id": "south-wing-stair-ramp",
"start": [-129.17, -25.609, -10.3],
"end": [-129.17, -33.944, -31.45],
"width": 10.8,
"navigationBridge": {
"linkId": "central-to-south-wing-stairs",
"startPortal": [[-133.878601, -27.349338, -14.703893], [-124.46789, -27.349338, -14.703893]],
"endPortal": [[-132.668457, -27.95441, -15.694011], [-125.476344, -27.95441, -15.694011]]
}
}
],
"presentation": {
"background": "#171815",
"fog": {
"color": "#1b1c18",
"near": 44
},
"ambientLight": {
"color": "#d8c9aa",
"intensity": 0.58
},
"hemisphereLight": {
"skyColor": "#cfc3a5",
"groundColor": "#292820",
"intensity": 0.86
},
"directionalLight": {
"color": "#ffe0a8",
"intensity": 1.1,
"offset": [10, 18, -5]
}
},
"validation": {
"navigation": "green",
"report": "PLAYTEST_NOTES.md",
"warnings": [
"Three reviewed smooth stair collision proxies and filled navigation bridges connect the entrance, central block, and both prison wings; minor decorative navmesh islands remain intentionally discarded.",
"Stockades uses a dungeon-specific warm indoor lighting profile because the imported WMO has no baked lightmap or vertex-lighting channel."
]
}
}
+2 -2
View File
@@ -1,12 +1,12 @@
{
"name": "healer-man",
"version": "0.1.32",
"version": "0.1.41",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "healer-man",
"version": "0.1.32",
"version": "0.1.41",
"dependencies": {
"@capacitor/android": "8.4.1",
"@capacitor/core": "8.4.1",
+4 -1
View File
@@ -1,7 +1,7 @@
{
"name": "healer-man",
"private": true,
"version": "0.1.32",
"version": "0.1.41",
"type": "module",
"scripts": {
"dev": "vite --host 0.0.0.0",
@@ -45,6 +45,7 @@
"dungeon:epoch:sync": "node scripts/dungeon-pipeline/sync-epoch-dungeons.mjs",
"dungeon:source:azerothcore": "node scripts/dungeon-pipeline/import-azerothcore-world.mjs",
"dungeon:catalog": "node scripts/dungeon-pipeline/compile-campaign-catalog.mjs",
"dungeon:maps:import": "node scripts/dungeon-pipeline/import-wow-maps.mjs",
"dungeon:canonicalize-environments": "node scripts/dungeon-pipeline/relink-canonical-environments.mjs",
"dungeon:dedupe-creatures": "node scripts/dungeon-pipeline/dedupe-shared-creatures.mjs",
"dungeon:test-creature-animation-policy": "node --test scripts/dungeon-pipeline/runtime-creature-animations.test.mjs",
@@ -56,6 +57,8 @@
"dungeon:five-player:verify": "node scripts/dungeon-pipeline/verify-five-player-dungeon-imports.mjs",
"dungeon:wow:audit": "vite-node scripts/dungeon-pipeline/audit-wow-dungeon-content.mjs",
"dungeon:wow:functionality:audit": "vite-node scripts/dungeon-pipeline/audit-wow-dungeon-functionality.ts",
"dungeon:wow:stairs:audit": "node --max-old-space-size=8192 scripts/dungeon-pipeline/audit-wow-stairs.ts",
"dungeon:wow:stairs:refresh": "node --max-old-space-size=8192 scripts/dungeon-pipeline/audit-wow-stairs.ts --write",
"dungeon:wow:test": "vitest run src/game/wowDungeonContent.test.ts",
"dungeon:wow:export-tool:test": "node --test scripts/dungeon-pipeline/wow-export-tool.test.mjs",
"dungeon:ascension:recovery:validate": "node scripts/dungeon-pipeline/validate-ascension-custom-dungeon-recovery.mjs --skip-dbc",
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