# Healer Man playtest notes This file is the durable record of runtime behavior, regressions, and the evidence required before calling a visual bug fixed. Update it whenever scene, camera, input, physics, mob-rendering, or asset-loading code changes. ## 2026-08-01 all-dungeon v5 animation acceptance pass - COMPLETE - The Blackhorn Silencer and Giant Assassin failures demonstrated that valid files, finite tracks, expected clip names, and green Khronos validation do not prove a correct skeleton pose. The v4 exporter repair changed the reflected-Z quaternion conversion from `(x, y, -z, w)` to `(-x, -y, z, w)`. The v5 cache identity retains that repair and invalidates the actor cache for complete cast semantics: all exported cast-family clips must be preserved and reachable by the runtime selector. - The authoritative scope is 30 dungeon packages, 436 entity templates, 268 base actor configurations, and 322 runtime-referenced namespaced shipping variants. The audit and visual-review unit is the 322 variant paths, not the 268 base configurations. Expected configuration is 321 native variants plus one pose-only Mantarick mapping (Hall of Survivors template `102452`, asset `judgement-light-pose`). - `demon-stronghold-125` and `zurhidon-stronghold-124` are authoritative empty copy zones and require explicit zero-row review entries. Sardo Castle's Rune Warning Device (template `105758`, asset `rune-device-red`) is a native, stationary actor whose missing locomotion clip is an approved source-faithful exception; its other native animation families still require review. - Required machine checks, run from `D:\Projects\HealerMan`, start with: ```powershell npm run runewaker:audit:animation-inventory npm run runewaker:audit:runtime-clips npm run runewaker:audit:animation-readiness npm run runewaker:audit:animations ``` The exact PowerShell that derives all 322 GLB inputs from `runtime-clip-coverage.json`, runs Blender, generates contact sheets and review pages, and compiles the human disposition is documented in `scripts/runewaker-pipeline/POSE_AUDIT.md`. - Blender numerically samples the bind pose plus the first, middle, and final frame of every action. This can miss a defect between samples and cannot prove semantics, timing, impact alignment, particles, audio, or encounter mechanics. Every variant contact sheet therefore requires human review; suspicious actors require `--render-mode all`, and every dungeon still requires an in-browser combat pass covering idle, applicable locomotion, configured attacks/casts, wound, death, transitions, and console/WebGL errors. - **Rebuild result:** All 29 generic population recipes rebuilt green. Forsaken Abbey's separate nine-actor package completed Khronos validation with zero errors and zero warnings across all nine GLBs. - **Inventory/runtime result:** The final inventory is green at 30 dungeons, 436 entity templates, 268 base actor configurations, and 322 runtime-referenced variants with zero blockers. Runtime semantic near misses are zero. The only required-family exceptions are the documented pose-only Mantarick and the native stationary Rune Warning Device with no locomotion. - **Pose result:** `artifacts/animation-audit/post-v5/summary.json` evaluated 44,305 poses for all 322 variants: 282 numeric passes, 40 accepted-warning candidates, zero errors, zero failures, and 634 flagged samples. Those values exactly match the visually reviewed v4 batch totals, so the v5 cast-semantics rebuild introduced no aggregate numeric pose regression. - **Offline browser result:** The packaged/offline catalog displayed all 30 RuneWaker dungeons as Ready. Pasper's Shrine and Hall of Survivors both loaded their environments. The console contained only an unrelated library deprecation warning; no asset, skeleton, animation, WebGL, or dungeon-load error was observed. - **Test boundary:** All 19 focused RuneWaker animation tests pass. Repo-wide build/test gates remain blocked by the unrelated unfinished RoM class catalog and missing Manastorm fixtures; those failures are not attributed to the v5 animation work. ## 2026-08-01 Pasper goatman quaternion-basis repair - Reproduced the severe animated-pose deformation on Giant Assassin (template `101039`), Giant Assassin Captain (`101045`), and Blackhorn Silencer (`101053`). The first two use `model/character/creature/goatman/act_fog_ferocity_03.ros`; the Silencer uses `model/character/creature/goatman/act_fog_loster_03.ros`. - The source-to-HealerMan position conversion reflects Z. The exporter had incorrectly mapped rotations as `(x, y, -z, w)`. Applying the basis transform `R' = S R S`, with `S = diag(1, 1, -1)`, requires `(-x, -y, z, w)`. The corrected conversion is shared by skeleton bind transforms and every sampled animation frame. - Rebuilt Pasper's nine actors and validated all nine shipping GLBs with zero Khronos errors and zero warnings. Then rebuilt all 29 generic dungeon actor packages plus the separately handled Forsaken Abbey package; every package completed its actor and Khronos validation stage green. - Blender pose evidence is under `artifacts/animation-diagnostics/fog-ferocity-03-runtime-clips` and `artifacts/animation-diagnostics/fog-loster-03-runtime-clips`. The exact runtime-selected one-handed idle, run, `1h_attack01`, and `1h_attack02` clips retain coherent bodies, limbs, armor, and weapons at their first, middle, and final samples. The corresponding pre-fix directories preserve the malformed poses for comparison. - Pasper's Shrine loaded in the local browser and the party entered combat. The browser console contained no model-load, skeleton, or animation exceptions. The automated camera remained at the entrance while the ordered party moved ahead, so no browser screenshot of these specific goatmen is claimed; the actor-specific Blender renders are the visual regression evidence. - Added `blender/render-animated-actor.py` and documented the required visual pose gate. Clip presence, semantic-family coverage, finite tracks, and Khronos-clean files are not sufficient evidence of correct skeletal motion. ## 2026-07-31 Pasper's Shrine original skeletal-animation pilot - Replaced the nine static Pasper combat packages with skinned GLBs generated from their original GR2 skeletons and ACT-referenced RAS controls. - The actors expose 20-24 clips each. Generated entity data marks all 12 Pasper templates as native; combat selection covers attack variations, cast, wound, and death in addition to stand/idle, walk, and run. - Khronos validation passed all nine shipping GLBs with zero errors and zero warnings. The focused animation/runtime/pipeline suites passed 19 tests. The final full run passed 513 of 518 tests; its five unrelated failing assertions cover missing Manastorm conversion inputs plus established Forsaken/Kalin availability state, and the unrelated Manastorm compound-import suite still has its pre-existing parser error. The production TypeScript/Vite build passed. - The local Vite entry started at http://127.0.0.1:5173/. The in-app browser controller timed out during connection and after a clean reset, before a tab or screenshot could be obtained. No live visual result is claimed in this entry; an interactive Pasper combat pass remains the final visual gate. - Reproduction and remaining-dungeon rollout instructions: scripts/runewaker-pipeline/ORIGINAL_ANIMATION_IMPORT.md. ## 2026-07-31 RuneWaker all-dungeon animation audit - Three parallel read-only audits covered all 30 packaged RuneWaker instances. - All 239 actor GLBs parsed successfully and contain zero native clips/skins. - All 312 static-model entity definitions now select full procedural animation; 132 dynamic-display entities use explicit procedural proxy bodies. - Automated coverage opens every referenced GLB, resolves all 4,094 spawn references, and exercises finite idle, movement, attack/cast, wound, and terminal death transforms. - The audit exposed and fixed the generalized generator's missing procedural mode and the runtime wrapper's missing wound-revision handoff. - Focused command: npm run runewaker:audit:animations. - Live Vite boot succeeded at http://127.0.0.1:4173/. The Codex in-app browser connection timed out twice before a tab could be selected, so no new WebGL screenshots were captured in this pass. Do not treat the automated results as screenshot evidence. - Detailed matrix: scripts/runewaker-pipeline/RUNEWAKER_ANIMATION_AUDIT.md. ## Evidence rules - `npm test`, `npm run build`, Android compilation, and APK signing prove logic or packaging only. They do **not** prove that the Three.js Canvas renders a dungeon before or after pointer lock. - A pointer-lock fix is not verified without matching screenshots from the running game plus browser console/runtime checks. - `assetStatus === "ready"` is not enough. `ProductionDungeon` latches that status after an initial frame; a later camera or frame-loop failure can still leave the HUD over the Canvas clear color. - The Canvas clear color is `#07110d`. A nearly uniform dark-green playfield with a normal DOM HUD means the app shell is alive but the 3D view is not producing visible geometry. - Record what was actually observed. Mark unavailable platforms and missing screenshots as unverified rather than inferring success from another test. ## Source and staging safety - Installed game root: `C:\Users\phenom\Documents\Healer-Man` - Current writable mirror: `C:\Users\phenom\Documents\wow335a\dungeon-export-work\HealerMan\gameplay-ui-staging` - Treat `.healer-man-staging` and `dungeon-export-work\HealerMan\runtime-staging` as stale historical mirrors. They contain older pointer-input/camera files and must not be bulk-copied over the game. - Before the pointer-lock transition patch on 2026-07-21, installed `PlayerRig.tsx` matched the gameplay UI mirror at SHA-256 `B918B24031DD7031F1EEBA75879E8291EABDE9AAB8A08223B9B392A105B4692A`. Installed `inputManager.ts` matched the pre-patch mirror at SHA-256 `16D77BF075BD1355A23F81D019B8D34C7427026B113DBD257B4A7BE6FE53BF1F`. - After the transition patch, the installed and staged hashes match: `PlayerRig.tsx` is `A2CD3D3951D99ECE05D99ACB3CAE53C412B075B01106DBAC0E37EC48B8AFC843` and `inputManager.ts` is `355A4AD7DE12AF777B4829428B32181F9511A8DF021102932036DAA643C3C716`. - Compare source and destination hashes before and after every elevated copy. Copy only the files intentionally changed. The installed root currently has no Git history to rescue an accidental stale overwrite. ## Pointer-lock invariants that must remain intact 1. `GameScene.tsx` requests pointer lock on the Canvas itself. 2. `inputManager.ts` rejects non-finite mouse movement, clamps each event and frame, clears the buffer on focus changes, and suppresses the complete 180 ms cursor-recentering burst after pointer lock begins. 3. `PlayerRig.tsx` repairs non-finite yaw, pitch, player translation, cast distance, and camera boom state before they reach Three.js or Rapier. 4. `ThirdPersonCamera` uses the default `useFrame` priority. A positive priority takes ownership of React Three Fiber's render loop; without an explicit `gl.render(scene, camera)` call it produces the exact clear-color-plus-HUD failure. 5. Errors thrown from a `useFrame` callback are not reliably surfaced by the DOM `SceneErrorBoundary`. Browser `pageerror` and console capture are part of the playtest, especially after adding new frame callbacks. ## Deterministic PC setup Run the latest source, not an old Vite process or stale `dist` directory: ```powershell npm run dev -- --host 127.0.0.1 --port 4173 --strictPort ``` Open `http://127.0.0.1:4173/` at `1440 x 900`. For a repeatable offline character, run this in DevTools before reloading: ```js const now = Date.now(); localStorage.setItem("healer-man.profile-database.v1", JSON.stringify({ version: 1, accounts: [], rosters: { "offline-roster": [{ id: "character-playtest", ownerId: "offline-roster", name: "Remedy", raceId: "human", classId: "priest", gender: "female", appearance: { skinColor: 0, face: 0, hairStyle: 0, hairColor: 0, feature: 0 }, level: 10, experience: 0, talentRanks: {}, location: "Wailing Caverns Entrance", createdAt: now, lastPlayedAt: now, }], }, })); sessionStorage.setItem("healer-man.session.v1", JSON.stringify({ kind: "offline", ownerId: "offline-roster", displayName: "Offline", })); location.reload(); ``` ## Required pointer-lock visual checklist Store evidence under `playtest-artifacts/2026-07-21/` for this regression. 1. Select Remedy, click **Enter world**, and wait until `.loading-screen` is gone and `.scene-shell canvas` is visible. 2. Confirm textured dungeon geometry is visible, not only `#07110d`. 3. Record pre-lock state: `assetStatus` is `ready`, `pointerLocked` is `false`, and `playerPosition` plus `cameraYaw` are finite. 4. Capture the full window as `pointer-lock-before.png` and the Canvas crop as `pointer-lock-before-canvas.png`. 5. Click the center of `.scene-shell`. Confirm `document.pointerLockElement === document.querySelector(".scene-shell canvas")`. 6. Wait two animation frames and at least 500 ms. Confirm `pointerLocked` is `true`, player/camera values remain finite, the WebGL context exists, and `gl.isContextLost()` is `false`. 7. Capture the same views as `pointer-lock-after.png` and `pointer-lock-after-canvas.png`. 8. Move the mouse, then hold `W` for about 250 ms. Capture `pointer-lock-after-input.png`. This is required because a bad recenter event can fail on the first post-lock input rather than on the click itself. 9. Press Escape, open and close a menu, reacquire pointer lock, and confirm the dungeon remains visible. 10. Save console output as `pointer-lock-console.txt`. The pass condition is no `console.error`, `pageerror`, `pointerlockerror`, or `webglcontextlost` during the transition. Visual pass criteria: all three full-window images show textured dungeon geometry behind the HUD; the two post-lock images show a reticle; no loading or scene-error overlay is present; the view changes after input without becoming uniform dark green. After the development-server pass, repeat against a fresh production build: ```powershell npm run build npm run preview -- --host 127.0.0.1 --port 4174 --strictPort ``` Use filenames ending in `-preview` for the production screenshots. ## Known evidence as of 2026-07-21 ### Working or previously observed working - Login/offline roster, character selection, and entering Wailing Caverns have been observed working by the user. - Before this regression, the user could see and navigate the dungeon and give camera-clipping, pop-in, wall-material, mob, and performance feedback. This proves that the extracted dungeon and runtime can render on this PC. - The current source contains pointer-delta sanitization tests and finite camera recovery guards. - After the transition patch, `npm test` reported 109/109 tests passing and `npm run build` completed successfully. An Android APK had been produced by the preceding build, but has not yet been rebuilt from this patch. - `scripts/probe-entrance.mjs` reported finite entrance camera geometry and a visible shell hit. That static probe does not exercise React, pointer lock, or the live frame loop. ### Not working or not yet verified - User report: after entering Wailing Caverns, clicking the game to take focus changes the 3D view to dark green while the HUD remains visible. - No current before/after screenshots have yet demonstrated that the latest source survives pointer lock. Until the required screenshots exist, this regression remains open regardless of tests/build status. - Browser console and WebGL context-loss evidence for the failing transition has not yet been captured. - The production preview answered HTTP 200 at `http://127.0.0.1:4174/`, but the visual-test browser was not attached to this session. No screenshot was captured, so the patch must not be called visually verified yet. - The pointer-lock regression has not been visually rechecked in production preview, the Android WebView, or the AYN Thor top display. ## Regression log ### HM-2026-07-21-POINTERLOCK-CLEARCOLOR - PATCHED, VISUAL VERIFICATION REQUIRED **Reported:** 2026-07-21 **Symptom:** The dungeon is visible after character selection. Clicking the game window to take focus leaves a dark-green Canvas with the UI still visible. **Expected:** Pointer lock activates mouse look and the textured dungeon remains visible and navigable. **Important history:** Two earlier failure classes can create this symptom: - A positive `useFrame` render priority can disable React Three Fiber's automatic render call. - A stale or malformed pointer-lock movement event can poison orbit/camera state with non-finite values. The prior input guard discarded only one transition event. Browsers can emit a burst of recentering events, so later stale deltas could still rotate the camera away from the rendered cavern. The patch discards the full 180 ms transition burst and reads `pointerLocked` imperatively in the player frame, avoiding a Rapier subtree reconciliation at lock acquisition. This is the leading cause, but it remains a hypothesis until the required screenshots and runtime evidence are captured. Recent mob/combat work also added more high-frequency `useFrame` paths; an exception or WebGL context loss can create the same visible symptom. **Patch files:** `src/game/inputManager.ts`, `src/game/inputManager.test.ts`, `src/scene/PlayerRig.tsx`. **Automated evidence:** 17 test files and 109 tests passed. The TypeScript/Vite production build completed with 655 modules transformed. These results validate the patch logic and bundle, not the rendered pointer-lock transition. **Visual evidence status:** blocked on an attached visual-test browser. The local production preview is running and ready for the checklist above; no screenshots exist yet. **Fix evidence required:** `pointer-lock-before.png`, `pointer-lock-after.png`, `pointer-lock-after-input.png`, their Canvas crops, `pointer-lock-console.txt`, finite runtime state, and a live WebGL context. Add the exact root cause, changed files, commands, and screenshot hashes here once verified. ### HM-2026-07-22-CAVERN-WHITE-CONTEXT - PATCHED, PC DEV/PRODUCTION VISUAL PASS **Reported:** 2026-07-22, PC development runtime **Symptom:** Wailing Caverns renders correctly, then the screen turns white. **Expected:** The textured cavern, player, mobs, and HUD remain visible after the first rendered frame and while pointer lock is active. **Source diagnosis:** No application DOM layer, loading state, error state, or Canvas clear color is white. The development root was wrapped in React `StrictMode`; the installed R3F Canvas teardown schedules a forced WebGL context loss after 500 ms, making the development-only effect replay a strong timing match. No live context-loss event was captured, so this remains the leading code-path diagnosis rather than visual proof. Two independent scene lifecycle gaps were also confirmed: player physics could start while the dungeon collider was still suspended, and the prior ready signal used the renderer-global frame count rather than a post-mount dungeon frame. **Patch:** The game root now mounts once in development. `GameScene` listens for WebGL context loss/restoration, releases pointer lock, pauses simulation, and displays a dark DOM recovery surface instead of leaving a blank Canvas. Three's automatic restoration preserves the current Rapier world. If automatic recovery fails, the explicit restart returns to the entrance and remounts at DPR 1 with antialiasing and shadows disabled. The player and mob assets continue preloading behind the loading surface, but the entire physics world and mob simulation remain paused until the current dungeon/collider instance has completed a rendered frame. This prevents a fall-through race without causing a late GPU-upload burst at the first visible cavern frame. **Files changed:** `src/main.tsx`, `src/scene/GameScene.tsx`, `src/scene/DungeonEnvironment.tsx`, `src/scene/ProductionDungeon.tsx`, and `src/styles.css`. **Automated evidence:** 23 test files and 136 tests passed. The TypeScript/Vite production build completed with 662 modules transformed. The entrance probe reported finite camera geometry, a 6.099 m camera-to-target distance, and no camera-to-target collision. The creature audit validated all 16 GLBs. The live development server returned HTTP 200 for the page and updated scene module and served both the recovery UI and readiness gate. **Visual evidence status (updated 2026-07-22):** Edge/Chromium was attached at 1440x900 through Playwright. A fresh offline character entered the development runtime and the rebuilt production preview; both showed textured Wailing Caverns after a 12-second load/stability wait and remained rendered throughout party-command and pause-menu checks. The post-entry captures had no `pageerror` or console error. The original post-load white frame was not reproduced. Native pointer lock, Android WebView, and the AYN Thor displays remain separate unverified surfaces and must not be inferred from this pass. ### HM-2026-07-26-AVATAR-EQUIPMENT-RIGHT-DRAG - FIXED, PC VISUAL PASS **Reported:** Playable character models and weapon/gear presentation had stopped appearing as expected. Desktop right-mouse camera look also triggered the browser's jarring Pointer Lock capture transition. **Root cause:** The July 25 authentic-equipment integration left `starterWeapons.tsx` and its tests in place but disconnected `StarterWeaponAttachments` and `ApproximateStarterEquipment` from the shared `CharacterModel`. As a result, valid character rigs rendered bare in the roster and dungeon. Authentic item GLBs were also loaded inside the character's top-level Suspense/error boundary, so one slow or broken optional gear model could temporarily replace its entire wearer. Character-manifest loading used one all-or-nothing `Promise.all`, allowing one optional race pack failure to prevent every otherwise-valid race from resolving. The camera transition was intentional browser behavior caused by `GameScene.tsx` calling `requestPointerLock()` on every right-button press. The browser controls that transition; it cannot be styled away. **Fix:** The shared character renderer once again portals class-appropriate starter weapons into the animated hand bones and supplies approximate gear on loading/error fallbacks. Authentic client item models replace starter gear only for their occupied hand. Each optional item model now owns an independent Suspense and `AvatarErrorBoundary`, with the matching starter item as its local fallback, so it cannot hide the body or unrelated gear. Character packs load independently and merge whichever valid manifests are available. Desktop camera look now uses bounded ordinary cursor deltas only while the right button is held. It ends on release, lost pointer capture, blur, overlay opening, or teardown. The normal gameplay path contains no `requestPointerLock()` call, so no browser mouse-capture transition is invoked. Without Pointer Lock, camera rotation naturally stops at the physical browser window edge; the player can release, reposition the cursor, and continue. **Regression protection:** Root `AGENTS.md` now makes the character/equipment boundaries and popup-free right-drag behavior mandatory. New tests pin the shared renderer integration, independent manifest failure behavior, occupied hand replacement, per-item loading/error isolation, and unlocked right-drag deltas. Existing asset audits still verify every playable rig, hand bone, native equipment GLB, and texture. **Automated evidence:** Focused avatar/input/store/respawn coverage passed 11 files and 53 tests. The complete suite passed 81 files and 504 tests. TypeScript and Vite production build passed with 750 modules transformed. Because this workspace is iCloud-synced, Vite now retains old hashed output instead of recursively emptying `dist`; this avoids iCloud restoring an asset during cleanup and causing `ENOTEMPTY`. **Visual evidence:** The live 1440x720 PC development runtime showed the female Human Priest body and staff in the roster, then the player plus four distinct party character bodies and equipped silhouettes in textured Wailing Caverns. An ordinary right-click produced no Pointer Lock prompt or scene transition, and no application console error, avatar warning, or WebGL context loss was captured. The one console warning was the existing third-party initialization deprecation. Evidence: - `playtest-artifacts/2026-07-26-model-input/roster-character-staff.png` - `playtest-artifacts/2026-07-26-model-input/dungeon-equipped-party.png` - `playtest-artifacts/2026-07-26-model-input/right-click-no-popup.png` The browser-control surface can issue an atomic right-click but cannot hold the right button while moving. Continuous drag rotation is therefore covered by the input integration test; final feel across long drags remains a short manual PC check. ## Entry template ```text ID / status: Date and platform: Source/build identifier: Observed symptom: Root cause: Files changed: Commands and results: Screenshots and hashes: Console/runtime evidence: Remaining unverified platforms: ``` ## Gameplay implementation log ### HM-2026-07-21-COMBAT-PARTY-TALENTS - IN PROGRESS **Requested:** Replace generic talent text with the local 3.3.5 talent text and make learned talents affect gameplay; make Psychic Scream fear nearby enemies for eight seconds; respawn a defeated player at the dungeon entrance; link pack aggro; add one tank and three DPS companions; and play attack/death animations for creatures. **Authoritative local-data finding:** The extracted `Spell.dbc` contains the talent names and descriptions. The generator was reading the standard string field offsets, but this client uses a custom 239-field schema with six fields inserted before the localized string blocks. The missing names were a parser bug, not missing client assets. **Combat-pool finding:** The current health, mana, XP, and combat-power curves are explicitly prototype curves. Mana classes currently use a 100-point percentage-style pool; these numbers are not exact 3.3.5 character-sheet values. The client export was checked for base HP/MP tables, but those server-side character-stat tables are not present in the resolved MPQ view. Replacing the prototype pools accurately will require the matching 3.3.5 server database (class-level and race/class-level stats), plus the eventual gear/stat model; they must not be presented as authentic yet. **Staged and focused-tested so far:** Psychic Scream uses an eight-yard radius and eight-second fear; hostile control starts combat; pulling any authored `pack:member` wakes its surviving packmates; and death exits pointer lock and resets the encounter/player position to the entrance. Full installed-project tests, build, screenshots, and animation/party verification remain required before this entry can be marked complete. **Creature-animation finding:** All 16 browser creature GLBs had previously been reduced to Stand and Walk by `prepareAnimatedCreatures.mjs`; the source files were not generally missing. Eleven source creature exports also contain exact `AttackUnarmed (ID 16 variation 0)` and `Death (ID 1 variation 0)` clips, which are now restored in the staged browser assets. The five composite humanoids (`druid-of-the-fang`, `lady-anacondra`, `lord-cobrahn`, `lord-pythas`, and `lord-serpentis`) were themselves exported with animation IDs 0 and 4 only, so they use bounded procedural attack and one-shot terminal death poses. **Animation/fear staged behavior:** Attack clips resolve while an engaged mob is in its attacking phase. Death has priority, plays once, clamps on its last frame, preserves the corpse's combat position, and stops both mixer and proxy root updates once settled. Active fear suppresses attack visuals and steers the mob away from the player on the dungeon plane; stun/root still lock movement, slows still apply, and the flee position is clamped to the mob's home leash. The existing 95-unit population activation gate remains in place. **Animation automated evidence:** The Three.js GLTF loader audit parsed all 16 staged GLBs and found 11 exact combat-clip models plus five explicit fallbacks. The staging TypeScript app/node configurations passed `--noEmit`; the complete Vitest suite passed 22 files and 131 tests using the staging-safe config loader. This is logic/asset evidence only. Installed-project build, combat screenshots, and live attack/death/fear observation remain required. **Talent-data result:** The corrected custom-schema parser regenerated all 829 talent nodes and 2,243 rank spells from this client's DBC files. Visible names and rank descriptions contain no generic fallbacks or unresolved tooltip tokens. The talent panel shows both the learned rank and the next rank; the SpellRadius table resolves values such as Circle of Healing's 15-yard radius. All exact raw rank-effect metadata remains available to runtime systems. **Talent-runtime coverage boundary:** 460 of 829 nodes currently yield at least one common scalar modifier (damage, healing, mitigation, pools, regeneration, cost, crit/haste, cast/cooldown, attributes, armor, range, duration, or threat). This is partial coverage, not proof that every conditional clause or proc is simulated. The other 369 nodes require triggered-spell, aura/proc, summon, weapon-event, form, or active-ability systems. There are 151 one-rank active/spell-granting rows. Faithful generic activation also needs DBC cost, cast-time, range, and trigger payload generation plus friendly/party/dual targeting metadata; the baseline action set now distinguishes hostile, friendly, and self targets. **Implemented scalar behavior:** Learned scalar modifiers are cached and now feed max health/resource (including Stamina/Intellect), regeneration, costs, direct and periodic damage/healing, shields, incoming mitigation, cast time, cooldowns/groups, haste/GCD, range/AoE, and status/shield duration. Focused tests prove concrete rank changes for Improved Frostbolt, Improved Fire Blast, Twin Disciplines, Divinity, Convection, and Fel Vitality (21/21 passed). Conditional/proc/stance clauses are not statefully triggered yet; crit uses a deterministic expected-value benefit; armor is approximated; threat, flat-point cost reductions, added periodic ticks, and learned active spells remain outside this scalar layer. **Party staged behavior:** A stable character-seeded roster now creates exactly four AI companions: one Protection Warrior, Blood Death Knight, or Protection Paladin tank and three unique non-tank DPS specs. All four attack an engaged enemy. While alive, the tank redirects 70% of incoming health damage and can be downed. PC frames are clickable; Thor frames are touch-selectable; D-pad Up/Down cycles living allies. Baseline direct heals and healing-over-time spells now route to a selected living ally, with the player as the no-selection fallback. **Screenshot status (superseded 2026-07-22):** The first browser query exposed no in-app backend, but an installed Edge executable was later attached through Playwright. Current party/world evidence is recorded in the entry below. Native pointer-lock, Android, and Thor checks remain outstanding. **Installed-project verification:** The integrated project passed 23 test files and 136 tests. The creature audit loaded all 16 GLBs (11 real combat-clip sets, five procedural fallbacks). TypeScript and Vite production build passed with 662 modules transformed, and the live preview returned HTTP 200 for the new bundle. Vite reports existing large-chunk warnings; this is a startup/bundle optimization item, not a failed build. **Thor/Android artifact from the preceding combat build:** `npm run android:apk` completed after a fresh Capacitor sync and 98 Gradle tasks. Artifact: `android/app/build/outputs/apk/debug/healer-man-0.1.0-debug.apk`, 108,315,663 bytes, SHA-256 `77B2BB53BD21FAA799F5BE15FE722399FB03B33983512BE8647694C9B5C5845B`. This artifact predates the party-world command changes below. ### HM-2026-07-22-PARTY-WORLD-COMMANDS - IMPLEMENTED, PC VISUAL PASS **Requested:** Make the four roster allies visible in the world; add Attack, Defend, and Stop orders; make Attack advance toward the next boss while clearing adds, Defend respond only to engaged enemies, and Stop hold the current world positions; add pause-menu party management with current and future talents; keep every ally at the player's level. **Implementation:** Party command and boss-objective state now lives in the low-frequency party store. Four procedural world actors keep their positions in a render-loop registry, follow formation in Defend, freeze in Stop, approach active targets at melee/ranged distance, and use the shipped Wailing Caverns navigation GLB plus deterministic A* routing in Attack. A soft player tether keeps the existing player-centric mob activation/leash system coherent; Stop is exempt so it remains a literal hold order. Navigation loading is isolated behind its own Suspense and error boundary, so an optional route-helper failure cannot blank or suspend the dungeon Canvas. **Interface:** The PC HUD exposes Attack/Defend/Stop with F1/F2/F3 shortcuts and pressed state. The pause hub opens Party Management, where the four allies, roles, live health/status, current legal talent ranks, and next three automatic level choices are visible. The Thor companion snapshot and tactical panel expose the same commands and named boss objective. World nameplates are hidden while a menu is open, fixed at a small screen size, and stacked beneath the HUD. **Automated evidence:** The full suite passed 28 files and 155 tests. New focused coverage includes command acquisition/holding/range, deterministic roster level sync, world-position registry and movement helpers, navigation welding/A*, all 22 supported specialization plans at every level 1-80, F-key mapping, and dual-screen command dispatch. The final TypeScript/Vite build transformed 669 modules and emitted the 1,329.06 kB navigation GLB. The existing large-chunk warning remains informational. **Visual evidence:** At 1440x900 in the live development runtime, all four companions and the command bar were visible over textured Wailing Caverns. Attack moved the group into the entrance encounter and party/player health plus mob health changed without `pageerror` or console errors. Stop appeared as the selected HUD order, and all four members showed `HOLDING` in Party Management. The level-1 panel showed future level-10/11/12 choices; the seeded level-10 production panel showed the current rank and level-11/12/13 choices. A first capture exposed oversized nameplates leaking over the modal; the nameplates were then reduced, placed below the HUD, hidden while paused, and the corrected dev and production panels were recaptured cleanly. Fresh production entry remained textured after 12 seconds with a Canvas present and zero post-entry console or page errors. **Remaining verification boundary:** The entrance encounter and menu flow were visually exercised, but a complete manual walk through every boss route was not. Late-dungeon navigation islands, native pointer lock, Android/Thor rendering, and the full boss-by-boss Attack traversal remain manual follow-up coverage. ### HM-2026-07-22-FRIENDLY-TARGETING - IMPLEMENTED, PC INTERACTION PASS **Requested:** Let the player mouse-click party members in the world or party frames and use healing/support abilities on the selected teammate. **Implementation:** Living world companions now have generous transparent capsule hit targets. Their click handler stops both R3F and native DOM bubbling, so selecting an ally does not also capture the mouse. Hostile and friendly selection are mutually exclusive across world clicks, keyboard/controller cycling, clear-target input, and the Thor companion channel. Party selection is idempotent and clears automatically if the member is downed or removed. Holy Light, Flash Heal, Healing Wave, and Rejuvenation now use 40-yard friendly targeting. With no ally selected they intentionally target the player. Casts snapshot the chosen recipient, revalidate that member's life, runtime presence, and range on completion, and never put party IDs into hostile-target state. Direct heals and per-recipient HoTs update party health without changing the self-healing behavior of hostile hybrid attacks such as Death Strike. **Interface:** A selected teammate gets the existing gold world/party-frame selection treatment plus a green target frame with live health. Friendly action slots carry an `ALLY` badge and accessible target wording. **Evidence:** At 1440x900 in Edge/Playwright, clicking Garrick's party frame selected him and left pointer lock off. Flash Heal displayed its cast bar, restored Garrick from 157/217 to 217/217, and spent mana. Clicking Ash's actual 3D body switched both the target frame and selected party frame to Ash while pointer lock remained off. The textured dungeon Canvas and all four companions remained visible; no page error or white-screen regression occurred. The full suite passed 28 files and 169 tests with a 15-second allowance for the existing performance-heavy talent-plan audit. TypeScript and the production Vite build passed with 669 modules transformed. ### HM-2026-07-22-PARTY-AVATARS - IMPLEMENTED, PC VISUAL PASS **Requested:** Replace the four lightweight companion pawns with actual characters that have races, genders, and randomized appearances. **Implementation:** Every generated party member now owns a flat, serializable `raceId`, `gender`, and five-value appearance record. Identity uses a dedicated per-member PRNG stream keyed by the persistent player-character ID, party slot, class, and specialization. It is varied between player characters but stable across rerenders, level synchronization, combat resets, and re-entry. The race selection respects the project's packed race/class catalog. Party actors now use the same `CharacterModel` pipeline as the player: shipped race/gender GLBs, skeleton-safe clones, composed skin/face/hair/feature textures, Death Knight eye treatment, and Stand/Run animation. Each ally retains its own Suspense/error boundary and procedural fallback, so one bad avatar cannot blank the dungeon Canvas. Measured metrics for all 20 race/gender rigs drive each nameplate, target ring, and transparent click capsule; this covers the 1.17 m female Gnome through the 3.19 m male Troll. Party frames, target UI, pause-menu management, and the Thor snapshot now expose race/gender identity. **Asset evidence:** A direct loader audit covered all 20 character GLBs and 5,072 referenced model/texture URLs with zero missing files. Every rig had finite geometry and animation tracks, matching appearance counts, required material tokens, and valid Stand/Walk/Run clips. **Visual evidence:** At 1440x900 in Edge/Playwright, the initial seeded party rendered distinct Draenei, Night Elf, and Dwarf characters with visible body, skin, hair, and feature differences. A second deterministic extreme party rendered a male Troll, male Draenei, male Human, and female Gnome together. There were no avatar loader warnings, page errors, WebGL context-loss reports, or white-screen recurrence. Clicking the real Troll mesh selected Seraphin, updated the green friendly target frame, and left pointer lock off. Party Management displayed all four race/gender identities and preserved talent data. **Automated evidence:** TypeScript passed. The full suite passed 28 files and 171 tests, including deterministic identity, valid appearance ranges, reset stability, combat routing, and dual-screen propagation. **Remaining boundary:** The shipped playable rigs currently provide the base body/underwear, facial customization, and locomotion clips, but not equipped armor/weapons or skeletal attack/death clips. The existing transform-based attack/down motion remains. Android/Thor GPU performance with five animated character rigs remains a separate native-device verification pass. ### HM-2026-07-22-CONTROLLER-ACTION-BINDINGS - IMPLEMENTED, AUTOMATED/NATIVE PASS **Requested:** Replace the four-slot action bar with a complete controller layout: Triangle/Circle/Cross/Square in their physical diamond, R1/R2, D-pad Left/Right, L1 and L2 modifier layers, and a player-configurable binding menu. **Implementation:** The combat runtime now owns 24 stable action bindings: eight physical controls across Base, L1, and L2. Browser gamepads, the Android controller bridge, and keyboard 1-8 with Shift/Alt all resolve through the same semantic binding model. Modifier press/release ordering prevents a fast L1/L2 transition from casting on a stale layer; native triggers use fallback axes plus press/release hysteresis. Android system Back is distinct from Circle, so it pauses gameplay or backs out of menus without firing a Circle ability. **Interface:** Only the active eight-slot layer is shown over the playfield. The four face buttons form the controller diamond, with separate shoulder and horizontal D-pad groups. The pause menu's Ability Controls panel exposes the same diagram, spatial D-pad navigation, current-assignment focus, empty or duplicate bindings, safe reset confirmations, and immediate per-character persistence. Friendly abilities continue to target the selected ally or self; D-pad Up/Down cycles living party members plus the player. The PC and Thor companion surfaces share the active layer and semantic binding commands. **Automated/native evidence:** The full suite passed 33 files and 212 tests. Coverage includes all 24 defaults, partial/corrupt save normalization, per-character isolation, custom chord casting, modifier transition ordering, native duplicate suppression, system/menu Back routing, self targeting, and dual-screen dispatch. TypeScript and the production Vite build passed with 672 modules transformed. Android `:app:compileDebugJavaWithJavac --no-daemon` completed all 43 tasks successfully; only the existing SDK XML/flatDir warnings remained. A fresh production preview on an isolated local port returned HTTP 200 for both `/` and `/?layout=thor-preview`, then the preview process was stopped. **Current content boundary:** Every class currently exposes four runtime abilities. Defaults therefore fill Cross, Square, Triangle, and Circle while R1, R2, D-pad Left/Right, L1, and L2 slots begin empty. Players can reuse those four abilities anywhere now; distinct assignments for all 24 slots require the separate future expansion of the class ability catalogs and unlock progression. No screenshot-based visual pass was possible in this session because no connected in-app browser backend was available; responsive and accessibility layout received static review, and fresh production entry was HTTP-smoke-tested. ### HM-2026-07-22-INPUT-HANDEDNESS - FIXED, AUTOMATED PASS **Reported:** Keyboard A/D strafing and horizontal pointer-lock mouse look moved in the opposite direction from the rendered third-person camera. **Cause and fix:** Raw keyboard, mouse, and gamepad inputs already used standard positive-right values. The shared +Z camera-relative transform supplied the opposite screen-right vector, and positive horizontal look was added to yaw even though this camera convention turns right by decreasing yaw. The movement basis now uses the rendered camera's actual right vector, and a shared yaw helper applies positive mouse/right-stick look in the matching direction. Vertical look is unchanged. The correction also fixes left-stick strafing and right-stick horizontal look. **Evidence:** Focused input coverage passed 15 tests. New regressions verify A/D at zero and nonzero camera yaw plus both horizontal look directions. The full suite passed 33 files and 214 tests, and the production build passed with 672 modules transformed. A manual pointer-lock feel check remains device-side because no connected browser backend was available in this session. ### HM-2026-07-22-SPELL-ICONS-STARTER-WEAPONS - IMPLEMENTED, PC VISUAL PASS **Requested:** Use each spell's real client icon, equip the player and every party member with a starting weapon, and replace the companions' repeated whole-body thrusting with an attack that reads as an actual strike. **Spell-icon result:** All 40 runtime abilities were joined through their `dbcSpellId` to the local 3.3.5.12340 `Spell.dbc` and `SpellIcon.dbc` data. The existing basenames were exact, including several non-obvious stock mappings, but every URL pointed at a nonexistent `/assets/ui/spells/*.webp` directory. The 39 distinct authoritative BLPs are now decoded into shipped 64x64 PNGs, and the catalog serves those files. `scripts/export-spell-icons.mjs` provides a dependency-free reproducible exporter for DXT1, DXT3, and DXT5 BLP2 sources. The catalog audit pins all 40 DBC-id mappings and fails when an icon is absent or empty. **Equipment result:** No standalone weapon models or playable-character attack clips were present in the browser asset pack; every race/gender rig contains only Stand, Walk, and Run. A shared procedural equipment layer now supplies swords, maces, staves, daggers, bows, and shields. Warriors use sword/shield, Paladins and Shamans use mace/shield, Rogues dual-wield daggers, Hunters use a bow, Death Knights use a runeblade, and cloth/Druid classes use staves. Weapon scale is estimated in avatar-local space. Attachment discovers hands from the named finger pivots instead of numeric bone IDs, which differ by skeleton; the same class loadout is also rendered on the procedural loading/error fallback. **Attack-motion result:** Party `nextActionAt` changes now create one stable presentation pulse per real hit. Tanks no longer animate continuously merely because their status is `guarding`, and the party wrapper no longer pitches or bobs during attacks. Each pulse layers a short windup/strike/recovery onto the right shoulder after the locomotion mixer, while the equipped weapon layer adds bounded main-hand/off-hand or bow motion and returns exactly to rest. The player receives the same one-shot presentation after a successful completed ability. Combat simulation timing remains outside the render components. **Automated evidence:** The focused icon/equipment/attack/party suites passed 4 files and 25 tests. The equipment audit reconstructs every one of the 20 shipped playable GLBs and resolves both hands. The complete suite passed 35 files and 224 tests with the established 15-second allowance for the heavy level-1-through-80 party-talent audit. TypeScript passed. A clean Vite production build transformed 674 modules; the existing large-chunk warnings remain informational. **Visual evidence:** At 1440x900 in Edge/Chromium, the roster preview showed the Priest's staff attached to her hand. Fresh dungeon entry showed textured Wailing Caverns, equipped player/party silhouettes, and the real Smite, Shadow Word: Pain, Flash Heal, and Psychic Scream art on the controller action bar. The successful captures are `playtest-artifacts/2026-07-22-weapons/roster-staff.png` and `playtest-artifacts/2026-07-22-weapons/dungeon-equipped-party.png`; neither shows a loading/error surface or the prior white-screen failure. The follow-up 1280x720 Edge/Playwright pass issued the real F1 Attack shortcut and captured 25 frames from the pre-command state through two defeated entrance adds. The sequence shows discrete arm/weapon actions on damage events, upright rest poses between pulses, and no repeated pelvis pitch. Weapons remain bound to moving hands throughout the advance. Evidence is in `playtest-artifacts/2026-07-22-weapons/attack-contact-sheet.jpg` and the individual `attack-frame-*.jpg` files. No page error, scene-error overlay, white-screen recurrence, or WebGL context loss appeared. The log contains one generic 404 plus software-WebGL and initialization deprecation warnings; none prevented the dungeon, party, spell art, equipment, or combat from rendering. **Remaining visual boundary:** A tank can briefly cross very close to the player camera while the party leaves formation, making its shield dominate the view for several frames. That is a companion separation/formation issue, not a return of the old attack thrust. Native pointer lock, Android/Thor scale and performance, and every race/class equipment silhouette remain separate device-side checks. Re-exported authentic item models and native attack/cast clips would be a future visual-quality upgrade over the current procedural starter gear. ### HM-2026-07-22-MAIN-MENU-DUNGEON-BROWSER - IMPLEMENTED, AUTOMATED PASS **Requested:** Add a main menu after character selection with Dungeons, Manastorms, Roguelike RPG, Trials, Options, and Player Profile. Only Dungeons needs to work initially and must open a dungeon list. **Result:** Confirming a roster character now opens a dedicated mode hub without initializing or resetting gameplay. Dungeons opens a separate browser backed by a manifest-derived catalog. Wailing Caverns is the sole available entry because it is the only complete runtime currently shipped; selecting it activates the character, resets at the entrance, and mounts the 3D game. The other five requested mode cards are visible, disabled, and marked Coming soon. Back navigation follows dungeon browser to main menu to character roster, and the in-game pause exit now returns to the main menu. Narrow PC layouts retain a visible Continue button instead of hiding the only pointer-accessible action. **Controller and companion behavior:** A/Enter confirms, directional input navigates, and B/Escape backs out on both new top-screen views. The companion display has explicit main-menu and dungeon states, so these shell phases never fall through to a stale tactical HUD. Its roster Continue, dungeon launch, change-character, and return-to-main-menu commands mirror the authoritative top-screen transitions. **Evidence:** Focused shell/catalog/dual-display coverage passed 3 files and 16 tests. The complete suite passed 36 files and 232 tests. TypeScript and the production Vite build passed with 677 modules transformed; existing large chunk warnings remain informational. The local development entry returned HTTP 200. Screenshot automation could not connect to the in-app browser backend in this Windows sandbox, so responsive desktop/compact layouts received static review rather than a claimed visual pass. ### HM-2026-08-01-RUNEWAKER-ALL-DUNGEONS - ACTIVE FIDELITY PASS **Reported:** Every RuneWaker dungeon unexpectedly displayed Coming Soon, and the imported actors did not consistently retain their original skeletons, animations, appearances, or attacks. **Catalog result:** The generated WoW availability refresh had replaced the whole availability document and removed every RuneWaker key. Availability generation now preserves non-campaign keys, and packaged RuneWaker definitions fall back to their validated offline metadata when a key is absent. The live dungeon browser showed all 30 RuneWaker packages as Ready. Evidence: `artifacts/playtests/rom-dungeon-catalog-ready.png`. **Native animation result:** The RuneWaker exporter now selects the largest body GR2 hierarchy instead of a one-bone effects hierarchy, samples the ACT/RAS motion set at 30 Hz, and maps skin weights from original OBJ positions to the vertices Blender reordered or duplicated at seams. A complete audit accounts for every recipe-referenced actor and rejects invalid GLBs or missing required animation families. Dynamic paperdoll appearances are exported as exact image-specific assembled actors instead of generic proxy bodies; the portable appearance snapshot is checked into the build inputs so normal/offline builds never connect to SQL. For this historical rollout, the contract was expressed at the base-actor level as 267 native actors, one documented pose-only actor, and no combat proxy actors. The newer authoritative acceptance scope is the 322 namespaced shipping variants recorded in the in-progress entry above. Runtime population bindings were 435 native, one pose-only, and zero proxy. The former eight actorless “bosses” were source FX/door controllers (six invisible soul-ball effects and two dungeon doors), not missing creature models; they are now deferred mechanics objects rather than fake combat objectives. **Combat-data result:** The portable RuneWaker spell catalog contains the source assignments used by all dungeon population recipes. The generator only executes positively classified direct-HP-damage families; buffs, summons, heals, hooks, and unknown effects remain evidence rather than guessed gameplay. The current cross-dungeon audit counts 388 source-backed executable attacks and zero evidence-only spells entering runtime combat. Every entity still retains a HealerMan basic fallback, so this is not yet a claim of formula-exact boss state machines. **Browser result:** Forsaken Abbey loaded from packaged files, rendered its native population, and entered party combat with damage and XP progression; captures are `artifacts/playtests/forsaken-abbey-native-population.png` and `artifacts/playtests/forsaken-abbey-combat.png`. Pasper's Shrine initially stopped at Blackhorn Nisorn because the source position was 5.25 meters outside the retained navigation surface. Objective routing now projects a combat approach point within the same six-meter rule used by the audit. The party advanced, fought, took damage, and gained XP without console errors. Evidence: `artifacts/playtests/paspers-shrine-route-fixed-combat.png`; the original failure is retained as `artifacts/playtests/paspers-shrine-route-blocked.png`. **Open fidelity boundary:** The source audit still reports disconnected ordered boss routes in several packages and evidence for doors, phases, summons, patrols, timers, interactions, and loot that has not been translated into tested encounter state machines. Those items must remain explicit blockers or review work; they must not be represented as a complete original game until implemented and playtested instance by instance. **Final production/offline verification:** The production build completed with all 93 packaged paperdoll actor copies present in `dist`. The temporary `HealerMan_RW_Objects_Paperdoll` forensic database was dropped and the manual `MSSQL$HEALERMAN_RW` service was stopped before the browser check. From the packaged production preview, offline login opened the RoM catalog with 30 available, 30 Ready, and zero Coming Soon entries; Forsaken Abbey then launched into the 3D runtime with its population present. Evidence: `artifacts/playtests/rom-dungeon-catalog-production-final.png` and `artifacts/playtests/forsaken-abbey-production-final.png`. No browser error was reported during dungeon launch. The log retained two earlier WebGL context-lost messages from page transitions and one non-blocking initialization deprecation warning. **Historical automated scope:** TypeScript and the production build passed for that rollout. Its RuneWaker animation audit reported 267 native base actors, one pose-only base actor, and no configured combat proxies; required idle, movement, attack, wound, and death animation-family gates were satisfied under the earlier gate. It is superseded by the completed v5 all-variant verdict above. The gameplay audit covered 30 dungeons, 8,199 source placement rows, 4,086 runtime static spawns, 436 runtime entities, 61 boss objectives, and 824 executable attacks (436 basic fallbacks plus 388 source-backed attacks). The full test run passed 87 files and 522 tests; its remaining three failures are pre-existing Manastorm fixture/parser failures outside this RuneWaker work. The previously stale Forsaken Abbey test was fixed and passes separately. **Remaining source-fidelity work:** Thirty-one paperdoll appearances still need their original dye-mask colors composited, although their geometry, base textures, skeletons, skinning, and clips are authentic. Twenty-one optional source RAS references are absent or non-GR2, while every required combat family still passes. The navigation audit records 19 unreachable distance-derived objective legs across eight packages; there are no preserved source-authored orders, so unsafe permanent off-mesh links were not invented. Original coefficient formulas and the evidenced door, phase, summon, patrol, timer, interaction, loot, and modular-room state machines remain the next per-instance implementation pass. ### HM-2026-08-01-ARROW-CAMERA-LOOK - PC KEYBOARD CAMERA PASS **Requested:** On PC in the browser, make the arrow keys turn the camera when playing with mouse and keyboard instead of a controller. **Result:** WASD remains the keyboard movement cluster. Left/right arrows now apply continuous camera yaw, and up/down arrows apply continuous camera pitch. The pause controls and live HUD hint now describe arrows as camera input rather than movement input. Controller left-stick movement and right-stick camera look remain unchanged. **Live browser evidence:** Wailing Caverns was launched from the offline roster. Repeated right-arrow input changed the minimap heading from 244 degrees to 242 degrees; repeated left-arrow input then changed it to 247 degrees. Up/down arrow passes visibly changed the vertical camera angle. The exploration counter stayed at 0 m throughout, confirming arrow input did not move the player, and the heading stayed at 247 degrees after a 600 ms release check. The updated camera hint rendered in the dungeon and the browser console contained no errors. **Pointer-lock boundary:** The in-app playtest browser does not expose the Pointer Lock API, so `document.pointerLockElement` is undefined there and a live null assertion or held-right-button automation is not possible on that surface. No capture prompt appeared. The unchanged right-drag path remains covered by `inputManager.test.ts`, including ordinary drag deltas and a null pointer-lock assertion. **Automated evidence:** `src/game/inputManager.test.ts` and `src/game/inputMath.test.ts` pass 19 tests. TypeScript and the production Vite build pass with 914 modules transformed; the existing large-chunk warnings remain informational. ### HM-2026-08-01-RUNEWAKER-PLAYERS - RACES, CLASSES, AND DUAL CLASS **Result:** The WoW/RoM content split is live across character creation, persistence, roster summaries, party generation, Class Hall, the spellbook, and combat. RoM ships Human, Elf, and male-only Dwarf plus the ten released classes. Level 10 permanently fixes a race-eligible secondary; Class Hall swaps the ordered primary/secondary orientation and its independent action bar. Shared XP, automatic ranks, primary stats plus 10% secondary stats, role and resource changes, equipment compatibility, and directional elite unlocks are covered by the application tests. Existing WoW profiles migrate to storage v2 without losing their progression or bindings. **Generator/audit:** `npm run runewaker:players:refresh` completed from the RuneWaker source tables, strings, elite Lua, image metadata, and `interface.fdb`. The portable catalog records source SHA-256 hashes and contains 269 ordinary skill families plus 660 elite milestones across all 66 valid ordered pairs. All 929 visible skills have an executable or explicit non-combat contract; zero are unresolved. All 929 icon references resolve to 918 unique native PNGs. The independently loadable `runewaker-v1` manifest contains five native rigs (Human male/female, Elf male/female, Dwarf male), starter attachments, and native idle/walk/run/attack/cast clip families. Khronos validation reported zero errors and zero warnings for all five GLBs. **Live controller/browser QA:** From the production preview, keyboard/controller menu navigation moved from the default WoW Human race to the RoM category and confirmed it with Enter. The draft reset to Taborean Human and exposed the correct six-class pool. Dwarf creation enforced male gender and exposed Warrior, Rogue, Mage, Priest, Warlock, and Champion. A native Dwarf Champion rendered in creator and roster. The level-1 Class Hall showed its level-10 lock; level-10 selection, irreversible confirmation, swapping, and both orientations are covered by automated controller/persistence tests. The same RoM character could select both the 54-dungeon WoW category and the 30-dungeon RoM category. Wailing Caverns and Forsaken Abbey both launched with the native character, a rage pool, RuneWaker spell icons, and a same-category RoM party. The tactical menu now says **Skills**, and its RoM view reported Primary `2 / 18`, Secondary General `0 / 0`, Elite `0 / 0`, and automatic rank progression for the pre-secondary level-1 Champion. Browser diagnostics contained no errors. Expected renderer teardown messages and one non-blocking initialization deprecation warning remain. **Evidence:** - `playtest-artifacts/2026-08-01-rom-dual-class/rom-roster-preview.png` - `playtest-artifacts/2026-08-01-rom-dual-class/rom-character-wow-dungeon-preview.png` - `playtest-artifacts/2026-08-01-rom-dual-class/rom-character-rom-dungeon-preview.png` - `scripts/runewaker-pipeline/snapshots/runewaker-player-skill-audit.json` **Final verification:** `npx tsc -b --pretty false` passed; Vitest passed all 95 files and all 549 tests; `npm run build` passed with 921 modules transformed. Vite's existing large-chunk advisory remains informational. ### HM-2026-08-01-DUNGEON-ASSET-EVICTION - GLTF AND GPU LIFECYCLE **Result:** Regular dungeon sessions now own their environment, collision, navigation, and creature GLB URLs. Switching dungeons or leaving the gameplay runtime clears those URLs from Drei's global `useGLTF` cache. Scene teardown also deterministically disposes dungeon-owned geometries, cloned materials, textures, creature skeletons, and bone textures, with identity-based deduplication so shared resources are released once. Playable-character and equipment assets remain cached because they are reused across every dungeon. **Live browser evidence:** A fresh production-preview renderer loaded Auchenai Crypts at 797.7 MB private / 856.6 MB working set. Returning to the main menu released the outgoing scene and settled at 555.8 MB / 615.1 MB. Blackrock Depths then loaded at 1,033.2 MB / 1,098.6 MB. Chromium initially retained that allocator reservation after the Blackrock teardown, but loading Auchenai again settled at 800.0 MB / 855.6 MB, effectively matching the first Auchenai load instead of stacking both dungeon footprints. Leaving Auchenai a second time settled at 592.5 MB / 651.5 MB. The environment, five-character party, HUD, and minimap rendered correctly throughout. Browser diagnostics contained no GLB, WebGL, or runtime errors; only the existing non-blocking initialization deprecation warning remained. **Verification:** The focused dungeon ownership, session-switch, invalid-switch, and shared-resource disposal tests passed all 11 cases. The full Vitest run passed 98 files and 556 tests. TypeScript, the 54-dungeon campaign audit, the five-player import verifier, and `npm run build` all passed; the production build transformed 923 modules. Vite's existing large-chunk advisory remains informational. ### HM-2026-08-01-ROM-ABILITY-PRESENTATION - NATIVE ICONS AND CLIPS **Result:** Runtime RoM abilities now consume the native icon path already recorded in `romPlayerCatalog.generated.json` instead of replacing every skill icon with its class emblem. RoM combat animation events now select native RuneWaker character clips for casting/continuous casting, friendly buffs, bow channel/release, melee weapon variations and specials, wounds, and death. WoW characters retain the existing AnimationData-ID selector. **Live browser evidence:** The saved Dwarf Champion rendered in the roster and entered Forsaken Abbey with its body and starter weapon silhouette visible. All eight live action slots resolved to distinct `/assets/ui/rom-spells/.png` assets (including Heavy Bash `589471.png` and Electrocution `589472.png`). The ability control was exercised against a selected Ooze; the game correctly reported that the target was out of melee range. Browser diagnostics contained no errors. Native clip reachability for release/cast/bow/melee/wound/death is therefore recorded by the focused automated selector test rather than claimed from the out-of-range screenshot. **Evidence:** - `artifacts/playtest/rom-roster-preview-2026-08-01.png` - `artifacts/playtest/rom-dungeon-heavy-bash-2026-08-01.png` **Verification:** `src/game/combatAnimation.test.ts` and `src/game/romPlayerCatalog.test.ts` passed all 11 tests; `npm test -- --run src/avatar` passed all 28 avatar tests; `npm run build` passed with 921 modules transformed. Vite's existing large-chunk advisory remains informational. ### HM-2026-08-01-WOW-CREATURE-ANIMATION-MEMORY - RUNTIME CLIP POLICY **Result:** Shipped WoW dungeon creature GLBs now contain only animation families requested by `MobPopulation`: stand, walk, run, and the highest-priority available attack, cast, wound, and death families. Every variation in each selected combat family is retained. The complete source GLBs remain untouched under `HealerMan-Storage/pipeline-work/dungeons`, and all five-player, Epoch, and Wailing Caverns packaging paths now apply the same policy to future exports. The migration optimized 1,111 current dungeon creature GLBs. Source inventory fell from 73,191 clips to 8,102 runtime clips. Runtime payload fell from 4,855,010,592 bytes to 2,963,934,636 bytes, saving 1,891,075,956 bytes (39%). The 146-clip Auchenai reference model retained nine gameplay clips and fell from 13,824,072 bytes to 7,650,004 bytes. Generated manifests record the source clip count, runtime count, policy version, checksum, and post-policy semantics. **Live browser evidence:** A fresh production-preview session opened the saved Human Priest and entered Auchenai Crypts as healer. The environment and all five character rigs rendered correctly. After moving inside the 95 m population activation radius, the browser resource inventory confirmed optimized creature displays 17932, 17924, and 17942 were loaded. Browser diagnostics contained no errors; the existing initialization deprecation warning remains non-blocking. After creature activation, the renderer settled at about 930 MB private / 989 MB working set and peaked at about 1.03 GB private / 1.09 GB working set. The earlier pre-change two-dungeon pass peaked around 1.15 GB private / 1.2 GB working set, so these measurements are directional rather than an identical scene sequence. **Verification:** The policy's four focused Node tests passed. The campaign-wide WoW content test passed all 54 dungeons, the five-player verifier remained green with only its three documented source blockers, mob/combat animation tests passed all 18 cases, and `npm run build` passed with 921 modules transformed. Vite's existing large-chunk advisory remains informational. # 2026-08-14 — local-first content delivery and compact Android client - Build under test: fresh full production `dist` served by `server/server.mjs` at `http://127.0.0.1:4173`. - Booted to the login screen and entered through **Play offline** without an account-server request. - Roster preview: the saved level 8 human female priest rendered her complete body, hair, and starter staff silhouette. The procedural/error fallback did not replace or hide the character. - Downloads screen: the two-column local-first layout rendered without clipping at the test viewport. Its local catalog request returned the expected 404 because no generated `content/` volume was mounted for this local smoke test; the screen retained the offline starter-content message. - Dungeon smoke: entered Wailing Caverns as healer. The production cavern, player body/equipment silhouette, four companion bodies, HUD, minimap, and action bar were visible. No missing-GLB proxy or scene error appeared. - Evidence reviewed during the browser run: login, roster-preview, Downloads, and in-dungeon screenshots. Browser console contained no errors; one existing third-party initialization deprecation warning was present.