Files
healer-man/PLAYTEST_NOTES.md
T
2026-09-11 14:26:15 -04:00

2161 lines
135 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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.
## 2026-09-10 Personal UI templates and desktop action bars
- Opened Wailing Caverns through the normal offline roster, dungeon, and role
selection screens, then opened Pause > Edit UI & templates.
- Verified five bars containing 12 buttons each, including 2 x 6 and 3 x 4
arrangements. Default stacking accounts for each bar's height. The editor
can collapse or dock on either side so drag handles remain reachable.
- Clicked Renew and pressed Shift+Q in keybind edit mode. Reassigned Shift+Q
to bar 5/button 12 and verified the previous keybind cleared. Assigned Renew
to that button through the ability picker; after saving, Shift+Q cast it and
displayed its cooldown. No spell fired during key capture.
- Dragged the minimap, hid party frames, saved/renamed/overwrote PC slot 1,
loaded it, and round-tripped all layouts through export text and import.
The imported JSON retained the minimap position, hidden party, bar geometry,
ability assignment, key chord, and template name. Restoring a hidden widget
works, and Cancel discards that visibility edit.
- At a 390 x 844 viewport, the editor remained within the viewport and the
Save UI button was visible and 36 CSS pixels high. The in-app browser's
screenshot preview scales the page unusually at this override; DOM bounds
confirmed the editor was 310 CSS pixels wide. This was responsive browser
verification, not an Android hardware playtest.
- Evidence: `playtest-artifacts/ui-layout-desktop.png` and
`playtest-artifacts/ui-layout-phone-viewport.png`. Restored the offline UI
to defaults and removed the temporary template via import after testing.
- Automated coverage includes migration to six slots, owner isolation,
cloud upload/hydration into a separate device cache with a mocked endpoint,
malformed imports, key conflicts, and input precedence. No production
account credentials were used for the cloud round-trip test.
- `npm run build` and the focused 67-test suite passed. The development server
was restarted after an existing watcher hit EBUSY on generated web-bootstrap
assets during a concurrent build; no runtime UI error was logged in the
subsequent playtest.
## 2026-08-18 GM Manastorm administration - COMPLETE
- Server-authorized `Phenom` access, revisioned SQLite configuration, safe
all-Needs-tested defaults, public/offline caching, optimistic conflicts, and
denial/revision logging were exercised through the production HTTP surface.
- The GM hub exposed all 406 deduplicated boss records, readiness and runnable
state, pool filters, six global switches, dungeon entry, placement editing,
and GM tests. A fresh revision correctly reported zero Ready bosses.
- Live Wailing Caverns authoring captured and nudged the shared group anchor,
displayed derived party, boss, portal, and exact linked-mob data, and saved a
three-mob / two-kill Chaotic Link stage. The desktop Save control was moved
above the Tactical control after the playtest found their hit targets
overlapping; a normal semantic click then published the next revision.
- Promoting an imported encounter directly to Ready initially exposed missing
stage materialization at the server boundary. The readiness transition now
persists its complete inherited stage. Cross-mode duplicates also merge
their mode memberships, so a boss imported for both leveling and end-game is
represented once and remains eligible in both modes.
- Live pool acceptance promoted Lady Anacondra and Burning Felguard, entered a
level-1 public Manastorm, then marked the active Lady Anacondra record Not
ready from a parallel GM client. The existing run retained Lady Anacondra and
its two-stack Chaotic Link snapshot; after reload, the next run selected only
Burning Felguard. This verified new-run publication and active-run
immutability together.
- Desktop and Thor-preview passes rendered the DOM editor over the dungeon,
retained camera/game separation while the panel was open, and exposed the GM
pause-menu entry. Console inspection found no errors and only the existing
third-party initialization deprecation warning.
- Verification passed: server **7/7**, full Vitest **121 files / 699 tests**,
TypeScript, production build, and the KTX2 audit of 11,839 compressed textures
with zero fallbacks. The build retained the existing informational
large-chunk advisory.
- Evidence: `playtest-artifacts/2026-08-18-gm-manastorm-admin/desktop-admin-hub.png`,
`desktop-world-editor-final.png`, and `thor-world-editor.png`.
## 2026-08-17 authentic combat VFX and audio - COMPLETE
- Player, party, and enemy combat actions now publish transient presentation
phases without changing combat resolution. The scene consumes those events
through bounded pooled effects (High: 64 systems / 8,192 particles; Low: 24
systems / 2,048 particles with no effect lights), while Off skips visual
spawning. Actor-group switches clear live systems and voices immediately.
- The generated source catalog covers 6,383 runtime spell/skill IDs: 5,144
resolve to preserved WoW/Ascension/RuneWaker descriptors and the remaining
1,239 are explicit school/delivery fallbacks. All 38 referenced source sound
paths resolve to 32 deduplicated packaged clips (6,365,096 bytes); the audit
reports no missing packaged assets.
- Owner settings migrated to local profile database v3 and remain independent
of character gameplay settings. Options exposed High/Low/Off, independent
Player/Party/Enemy visual switches, and independent audio mute/volume rows.
The existing master volume also controls combat and Manastorm cues.
- Live Wailing Caverns verification entered through the offline roster as a
Human Priest healer. The entrance fight visibly presented party melee/ranged
effects and enemy actions. A High-quality Smite capture showed the player
cast system alongside party effects; Low-quality Lesser Heal showed the
reduced healing system; Off-quality Shadow Word: Pain showed combat state,
aura/combat text, and damage continuing without spawned VFX. Defaults were
restored to High after the pass.
- At a 390 x 844 mobile viewport, the Options dialog measured 362 px wide with
345 px of scroll content and no document overflow. Player frame, party list,
minimap, and action bar all remained inside the viewport. A discovered narrow
Options text/control overflow was fixed by allowing grid labels to shrink and
moving combat-audio controls onto a full-width narrow-screen row.
- Verification passed: combat-effects parser/coverage audit **4/4**, focused
persistence/event/cue/UI suites **68/68**, full Vitest **118 files / 674
tests**, TypeScript, production build, and Android web build. Both builds
retained the existing informational large-chunk advisory; the browser console
had no errors and one existing third-party initialization deprecation warning.
- Evidence: `playtest-artifacts/2026-08-17-combat-presentation/desktop-high-combat.png`,
`desktop-player-smite.png`, `desktop-low-heal.png`, `desktop-off-combat.png`,
`desktop-options.png`, `mobile-combat-controls.png`, and
`mobile-high-combat.png`.
- Coverage limit: browser automation exercised Web Audio creation, group
routing, mute, volume, and authentic clip loading but cannot judge perceived
loudness or spatial balance; that final acoustic judgment still requires a
listening pass on physical desktop/mobile speakers.
## 2026-08-17 dungeon proximity aggro and range overlay - COMPLETE
- Idle dungeon enemies now check the living player and party positions during
the low-frequency combat tick. Crossing a mob's radius engages its complete
linked pack through the normal threat path, anchors each member at its pull
position, and seeds initial threat on the nearest actor who crossed the line.
- Normal enemies default to a 16-unit aggro radius and bosses to 20 units;
creature definitions can override either value. Proximity uses full 3D
distance so vertically overlapping dungeon floors do not pull one another,
while the existing planar combat leash continues to support uneven terrain.
- Options now includes `Mob aggro ranges`, defaulting to Off and persisting with
the rest of the account gameplay settings. When enabled, idle dungeon mobs
render restrained orange world-space boundaries above uneven terrain. Rings
disappear once their mob engages and are never rendered in Manastorm.
- Focused verification passed: `src/game/combatStore.test.ts` and
`src/game/mobAi.test.ts`, **2 files / 60 tests**. `npx tsc -b --pretty false`
passed, and `npx vite build` passed with 960 transformed modules.
- Live browser verification entered Wailing Caverns as a healer through the
offline roster. With the party left in Defend and no player attack issued,
the entrance pack automatically acquired and damaged Garrick. The Options
dialog showed the new setting Off by default; matched scene captures then
confirmed visible range rings when On and their removal when toggled Off.
- The browser console contained no errors and one existing third-party
initialization deprecation warning. The local Vite host separately recorded
the known optional `/content/manifest.json` proxy refusal because the content
server on port 4173 was not running; packaged dungeon play was unaffected.
## 2026-08-17 Kresh cliff-pull aggro regression - COMPLETE
- Reproduced the reported reset with a deterministic combat-store regression:
Kresh registers at one end of his long patrol, moves to a later patrol point,
takes damage while the player is falling well above him, and advances combat
after the player reaches the lower grotto.
- Roaming mobs now anchor their leash at their runtime position when a new pull
starts instead of retaining the position where their model first mounted.
Aggro leash eligibility uses planar dungeon distance, matching the existing
mob-AI rule, while attack reach still includes vertical separation. A real
horizontal leash break continues to evade and restore the encounter.
- Focused verification passed: `src/game/combatStore.test.ts` and
`src/game/mobAi.test.ts`, **2 files / 58 tests**. `npm run build` also passed,
including TypeScript, 956 transformed Vite modules, and the KTX2 audit of
11,839 compressed textures with zero fallbacks.
- Production-preview smoke testing entered Wailing Caverns through the offline
roster, rendered the full dungeon/HUD/party view, issued the Attack order,
and observed live enemy damage on the tank. This checkout lacks the optional
local playable-character and creature model packs, so the documented
procedural fallbacks and their asset warnings were visible during this pass.
- Coverage limit: the exact cliff jump was validated by the deterministic
combat-state regression rather than by manually traversing from the entrance
to Kresh during the browser smoke test.
## 2026-08-16 responsive jump and natural teammate movement - COMPLETE
- Added the grounded single-jump path for Space and controller L3, including a
`7.2 m/s` launch, `100 ms` coyote time, `120 ms` input buffering, landing
lockout, upward-normal ground filtering, and blocked-input cancellation.
Player physics and the latest grounded navigation anchor are now reported
separately, so party breadcrumbs and recalls do not follow an airborne
player position.
- Player locomotion now presents rising, falling, and landing phases. The live
WoW human used its native jump pose while preserving the visible body and
equipped weapon; RuneWaker and fallback clip selection is covered by the
focused animation suite.
- Party members now derive stable movement personalities from member ID and
living-party rank. The runtime applies personalized trail distance, lateral
offset, comfort slack, speed, slow sway, stop/start hysteresis, combat
bearing, preferred range, and ally separation only when the candidate path
passes collision and floor-continuity checks. Breadcrumb centerline routing,
Stop, stuck recovery, role decisions, and blocked-route reporting remain the
fallback behavior.
- Focused verification passed 17 files / 117 tests:
`playerJump`, `inputManager`, `inputMath`, `store`, `combatAnimation`,
`partyMovement`, `partyNavigation`, `partyPathing`, `partyRuntime`, and the
complete `src/avatar` suite. The first full-suite attempts exposed a
pre-existing load-sensitive `30 s` timeout in the heavyweight RuneWaker
animation audit; the isolated test passed in `6.5 s`. Its two asset-audit
cases now use `60 s`, matching their actual full-suite workload more closely.
- Final `npm test`: **114 files / 656 tests passed**. Final `npm run build`:
**passed**, including TypeScript, 954 transformed Vite modules, and the KTX2
audit of 11,839 compressed textures with zero fallbacks.
- Production preview was exercised at `http://127.0.0.1:4174/`. At desktop
`1440 x 900`, Space produced a visible jump from rest and while moving; the
running capture shows the native raised-arm jump pose. Space pressed while
paused did not launch on resume. Five rapid Space presses during one airborne
cycle returned to a normal grounded pose rather than producing a double jump.
The entrance smoke route covered its sloped floor and low cavern roof without
visible clipping or a hidden avatar.
- In Defend, the companions settled at visibly different longitudinal and
lateral offsets. In Attack, tank, ranged, and melee actors held distinct
bearings; Brynn peeled to the right while the other roles retained separate
safe positions. Party health and combat activity continued updating. Stop and
Recall were then issued from the Thor companion display and the authoritative
command state updated correctly.
- The browser Thor preview displayed both the `960 x 540` main surface and
`620 x 540` companion surface. Entering as healer from the companion display,
Attack/Stop/Recall dispatch, Space jumping on the main display, and
right-mouse input with no pointer lock all worked. Runtime inspection found
one visible canvas, no loading screen, and no scene-error overlay.
- Console capture contains no errors. It contains two occurrences of the
project's existing third-party initialization deprecation warning, one per
desktop/Thor runtime load. The Vite preview host separately logged the known
optional `/content/manifest.json` proxy refusal because the auxiliary content
server on port 4173 was not running; the packaged dungeon still loaded and
played normally.
- Evidence is under `playtest-artifacts/2026-08-16-jump-party/`:
`desktop-running-jump-preview.png`, `desktop-varied-follow-preview.png`,
`desktop-varied-combat-preview.png`, `desktop-pause-jump-blocked-preview.png`,
`thor-jump-preview.png`, `thor-varied-combat-preview.png`,
`thor-repeated-jump-landing-preview.png`, and `preview-console.txt`.
- Coverage limits: no physical controller was connected, so L3 edge behavior
and removal of L3 clear-target are automated-test verified rather than
hardware verified. The entrance smoke route did not provide a deterministic
walk-off ledge or narrow doorway fixture; exact coyote timing and lateral
centerline fallback remain covered by their pure/navigation tests rather than
claimed as live edge-case evidence.
## 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/<id>.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.
# 2026-08-16 — CoA character-creation category
- Opened the offline roster and entered character creation in the live Vite
client. The header rendered distinct **WoW**, **RoM**, and **CoA** tabs without
clipping.
- The WoW tab showed only the eight standard WoW classes available to Human;
no custom CoA class appeared.
- The CoA tab reused the Azeroth race roster and showed the 16 custom CoA
classes available to Human, defaulting to Barbarian. The character body and
starter weapon silhouette remained visible while switching categories.
- In the production preview, the saved Human Priest rendered in the roster with
her full body and starter staff silhouette, then entered Wailing Caverns with
her body, staff, party, dungeon environment, and HUD visible.
- Browser diagnostics contained no errors.
- Evidence: `playtest-artifacts/character-create-wow-category-2026-08-16.png`
`playtest-artifacts/character-create-coa-category-2026-08-16.png`,
`playtest-artifacts/character-category-roster-2026-08-16.png`, and
`playtest-artifacts/character-category-dungeon-2026-08-16.png`.
- Verification: 71 focused catalog/store/repository/dungeon/ability/party tests
passed, all 28 avatar tests passed, and `npm run build` completed
successfully.
# 2026-08-16 — Deadmines party terrain following and vertical animation tolerance
- Entered The Deadmines as the saved Human Priest and selected **Attack**.
The player crossed 43 m of uneven mine-floor and rail terrain; the tank and
a damage companion remained visibly beside the player instead of waiting for
the 12 m stuck-recall threshold. All four companion world labels remained in
the live scene, and no automatic party recall was observed.
- The character maintained ordinary ground locomotion over small collision
height changes. Focused timing coverage confirms that terrain gaps shorter
than 100 ms neither enter the falling state nor trigger a landing animation,
while intentional jumps and sustained falls still present immediately/after
the grace period and land once.
- The saved roster preview rendered the complete Human body and starter staff;
the in-dungeon view rendered the player silhouette, nearby companions, the
Deadmines environment, and HUD.
- Browser diagnostics contained no errors. The existing third-party
initialization deprecation warning remained non-blocking.
- Evidence: `playtest-artifacts/party-terrain-roster-2026-08-16.png`,
`playtest-artifacts/deadmines-party-terrain-2026-08-16.png`, and
`playtest-artifacts/deadmines-party-follow-view-2026-08-16.png`.
- Verification: 38 focused party/pathing/jump/animation tests passed, all 28
avatar tests passed, and `npm run build` completed successfully with 954
modules transformed. The existing large-chunk advisory remains informational.
# 2026-08-20 — shared online dungeon session with AI fill
- Ran two signed-in production clients against the local account server on
separate browser origins. **SharedLeader / Bulwarka** invited
**SharedMember / Mendara**; the accepted group roster showed both selected
characters and their Tank and Healer roles as ready.
- The leader launched Wailing Caverns with **Fill open slots with AI** enabled.
Both clients automatically entered the same activity, each rendered the
other player through the normal equipped `CharacterModel` path, and each
showed a live, targetable remote party frame. Three AI companions filled the
remaining slots, producing the expected five-member party on both clients.
- The reciprocal scene captures showed Bulwarka and Mendara at the same shared
dungeon position with matching environment, objective, AI roster, mob state,
and remote role labels. The leader client continued encounter simulation;
the member client received the synchronized mob and AI state without running
a second competing world simulation.
- From the member client, selected Bulwarka's online party frame and completed
a Lesser Heal cast. The member's mana/resource change propagated to the
leader client and both clients retained the same live remote health state.
Enemy combat and AI resource/health changes also continued to propagate while
the two clients remained connected.
- Evidence reviewed during the browser run: invitation/group roster DOM,
coordinated-launch DOM from both clients, reciprocal full-window dungeon
captures, and before/cast-complete remote-healing DOM snapshots. No missing
character-body or equipment fallback appeared in either dungeon capture.
- Verification: server/API tests passed all 11 cases, the complete Vitest suite
passed all 755 cases across 132 files (including the 28 avatar cases), and the
TypeScript production build completed successfully with 983 modules
transformed. The existing large-chunk advisory remains informational.
# 2026-08-28 — configurable render caps and idle-loop efficiency
- Opened the saved Human Priest roster after a fresh client reload. The full
body and starter staff rendered correctly in the single character-preview
canvas, which reported the persisted 30 FPS preview cap and manual frame loop.
- Entered Wailing Caverns as healer and exercised the gameplay setting live.
The performance probe settled at about 30.5 FPS for the 30 FPS option and 60
FPS for the 60 FPS option; combat and fixed-step physics continued normally.
- Pausing switched the dungeon canvas to demand rendering. Its performance
counters remained byte-for-byte unchanged over 1.4 seconds, confirming that
the local paused scene did not keep rendering in the background.
- Returned gameplay rendering to the default 60 FPS and left the character
preview at 30 FPS. Evidence reviewed during the browser run included the
roster-preview and live dungeon screenshots. The final fresh session emitted
no errors; the existing third-party initialization deprecation warning
remained non-blocking.
- Verification: the focused efficiency tests passed all 83 cases, all 28 avatar
tests passed, the complete Vitest suite passed all 809 cases across 148 files,
and the production build completed with 1,043 modules transformed. KTX2 and
environment-performance audits remained green; the existing large-chunk
advisory remains informational.
# 2026-08-30 — authored weapon grips and ready stances
- Reloaded the offline client and switched a Human female preview directly
between Hunter, Warrior, and Priest. The bow, sword/shield, and staff changed
immediately to their native HoldBow, Ready1H, and Ready2HL poses; no stale
class pose or backward procedural axis remained.
- Verified RuneWaker Human Warrior and Scout previews against their explicit
hand/shield locator frames. The one-hand, shield, and bow silhouettes used the
RuneWaker socket-axis adapter and remained proportionate to the character.
Also checked the Ascension Human Ranger fallback with its bow visible in a
supported ready pose.
- The saved Human Priest roster preview showed the complete body and staff with
both hands aligned to the shaft. In Wailing Caverns, the player and party
equipment remained attached through live combat animation without a second
local weapon swing or load-time placement jump.
- Evidence: `playtest-artifacts/2026-08-30-weapon-grip/weapon-grip-roster.png`,
`human-hunter-holdbow.png`, `human-warrior-ready1h.png`,
`human-priest-ready2hl.png`, `runewaker-warrior-sockets.png`,
`runewaker-scout-bow.png`, `ascension-ranger-bow.png`, and
`weapon-grip-dungeon.png`.
- Verification: all 41 avatar tests passed, the 37-test focused weapon/stance
suite passed, and the production build completed with 1,047 modules
transformed. Asset audits remained green with zero KTX2 fallbacks and zero
environment-performance regressions; the existing large-chunk advisory
remains informational.
# 2026-08-30 — bounded combat VFX bursts and silent audio default
- Created a fresh offline Human Priest and confirmed the in-game Options panel
opened with **Master volume** at 0%. Gameplay and preview frame-rate controls,
VFX quality, and per-actor VFX/audio controls remained available.
- Entered Wailing Caverns as healer, sent the party into combat, and captured a
live four-effect spell burst. High quality reported four active effect systems
and zero combat point lights; additive particles, impacts, melee arcs, the HUD,
and combat telegraphs remained visible.
- The captured burst reported 60 FPS, a 16.7 ms average frame, a 16.8 ms slowest
frame, 258 draw calls, and 353,526 triangles at 1.5 pixel ratio. A three-second
combat sample reached five concurrent effects, stayed between 54.1 and 60 FPS,
and returned to a 16.7 ms frame average.
- A cold Vite dynamic import failed once while first opening character creation;
reloading after compilation resolved it. The final dungeon run had no further
errors; the existing third-party initialization deprecation warning remained.
- Verification: the complete Vitest suite passed all 839 cases across 153 files,
the production build completed with 1,047 modules transformed, KTX2 and
environment-performance audits remained green, and the release-candidate
check passed. The existing large-chunk advisory remains informational.
# 2026-08-31 — Shadowfang Keep navigation freeze regression
- Reproduced the reported freeze with the saved Human Priest at the Shadowfang
Keep entrance. The visible scene fell to roughly 4–11 FPS with 91–225 ms
average frames and repeated 500+ ms slow frames, without a runtime exception.
- Traced the stall to synchronous construction of the provisional 545,171-
triangle party-navigation graph after the dungeon became visible. A direct
benchmark blocked the main thread for roughly 8 seconds and consumed about
800 MiB of heap; its subsequent entrance surface/path queries also failed.
- Added a navigation policy that keeps reviewed, budgeted graphs enabled while
unvalidated or over-50,000-triangle graphs use the existing local and
breadcrumb party-follow fallback. Shadowfang therefore avoids the unusable
graph, while Wailing Caverns retains its reviewed navigation.
- Re-entered Shadowfang from a clean reload and kept the live scene open beyond
the former graph-build window. Eight consecutive samples held 59–60 FPS at
about 16.7 ms per frame; the slowest final sampled frame was 25.8 ms. The party,
HUD, minimap, combat state, and full environment remained responsive and
visible in the reviewed screenshot. No new browser errors were emitted.
- Verification: all 20 focused navigation cases passed, the complete Vitest
suite passed all 844 cases across 154 files, the production build completed
with 1,048 modules transformed, KTX2 and environment-performance audits
remained green, and the release-candidate check passed. The existing
large-chunk advisory remains informational.
# 2026-08-31 — dungeon-fleet startup freeze audit
- Audited the complete registered fleet: 84 regular-dungeon navigation assets,
all 75 Manastorm package assets, and all 470 published Manastorm stages. Every
referenced navigation GLB exists and parses. Under the reviewed 50,000-
triangle policy, 31 regular and 41 Manastorm package graphs remain enabled;
the other 53 regular and 34 Manastorm packages use breadcrumb following.
- Added an actual-geometry triangle check before navigation allocations. This
prevents stale catalog metadata from bypassing the synchronous-build ceiling;
Wailing Caverns metadata was corrected from 32,077 to 45,732 triangles.
- Found nine zero-length imported patrol routes that could throw during scene
render: one in Scholomance, two in Botanica, two in Magister's Terrace, and
four in Escape from Durnholde. Catalog generation now preserves those actors
as static spawns, and runtime normalization provides the same defense for
future malformed imports. All remaining 752 regular patrols and every
effective Manastorm stage patrol have usable routes.
- Live entrance checks loaded Scholomance, Escape from Durnholde, and Forgotten
Mine without a scene error or startup freeze. Scholomance settled near 28.5
FPS at 946 draw calls; Durnholde near 29 FPS at 3,663 draw calls; Forgotten
Mine near 50 FPS at 1,502 draw calls after staged loading. These identify
remaining environment/population throughput work, but are separate from the
fixed startup-crash and synchronous-navigation failure modes.
- Verification: the complete Vitest suite passed all 850 cases across 155
files, the production build completed with 1,048 modules transformed, all
106 environment assets passed their performance audit with no regressions,
the KTX2 audit found no fallback textures, and the release-candidate check
passed. The existing large-chunk advisory remains informational.
# 2026-09-04 — optional content offload and basic Human fallback
- Built and served the production browser output from a clean localhost origin.
A fresh Undead female Priest preview rendered with the real bundled Human
female rig and default textures while retaining the Undead/Priest identity in
the roster. No optional character pack had been installed.
- Entered Wailing Caverns as healer from a separate clean browser origin. The
Undead player, Undead tank, and Goblin party member all rendered through the
matching basic Human fallbacks while their saved race, role, class, equipment,
and party labels remained intact. The dungeon stayed playable and emitted no
new error; only the existing third-party initialization deprecation warning
appeared.
- Exercised the browser Downloads lifecycle with a small local two-revision
content fixture. Missing character and original-media packs showed Download;
a verified install showed Remove; the changed revision showed Update and
Remove together; and applying Update returned the pack to offline-ready state.
- Reloaded after service-worker activation. The application and lazy JavaScript
chunks loaded normally, while the content worker continued to reserve managed
character, creature, equipment, game, and UI paths for bundled or verified
cached content. The initial broad `/assets/` interception found during this
playtest was corrected before the final run.
- In-dungeon Options showed Generated as the active default, kept Original
disabled until its optional spell-effects-and-sounds pack is downloaded, and
exposed a Download action for that pack.
- Evidence:
`playtest-artifacts/2026-09-04-optional-content/roster-undead-priest-basic-human-fallback.png`,
`dungeon-optional-models-basic-human-fallback.png`,
`browser-downloads-optional-packs.png`, and
`browser-downloads-update-and-remove.png`.
- Verification: all 43 avatar tests passed; the complete Vitest suite passed all
896 cases across 164 files; production browser and Android builds completed;
both binary inventories contained only the two Human rigs, starter equipment,
and Wailing Caverns content; and neither output contained optional character
packs, original combat media, or WAV files. KTX2 and environment-performance
audits remained green, and the release-candidate check passed. The existing
large-chunk advisory remains informational.
# 2026-09-05 — Power Word: Shield live character anchoring
- Installed the optional Original Spell Effects & Sounds pack through the
production Downloads screen, enabled it, and selected Original spell visuals.
- Entered Wailing Caverns as a Human Priest and cast Power Word: Shield on both
the party tank and the player while exercising party movement and combat. The
persistent original aura stayed at the rendered character root instead of
following the throttled gameplay-position snapshot, with no inherited camera
or character rotation.
- Reviewed live dungeon screenshots before and during the movement test. The
browser emitted no new errors; only the existing third-party initialization
deprecation warning remained.
- Verification: all 899 Vitest cases passed across 165 files, including three
new visual-anchor registry cases. The production build completed with 920
modules transformed, and asset audits remained green. The existing
large-chunk advisory remains informational.
# 2026-09-05 — modular RuneWaker boss mechanics
- Built a temporary local production content feed for Forsaken Abbey and the
first two Ystra Labyrinth boss rooms, then installed each pack through the
browser Downloads workflow with checksum verification.
- Loaded the source-backed Specter Guardian Creator encounter. Its mechanic
panel appeared below the minimap and buff/debuff strips with Guard Bomb,
Transport Magic, and Meteor Shower countdowns. A live Meteor Shower cast
showed its one-second cast warning over the boss.
- The first pass exposed that four countdown rows could crowd the boss's
pending 80%, 60%, 40%, and 20% phase triggers out of the panel. The timeline
now limits only countdown rows and always retains every pending health
threshold. The corrected production build displayed all eight rows without
covering the central playfield.
- Loaded Rune Guardian Leader in Ystra Labyrinth Boss Room 2. Its source-backed
Manastorms Duo Lv5 mechanic displayed a large purple circular floor warning
while the matching panel row counted down at 0.6 seconds. The area indicator,
cast timing, party damage, and effect/debuff presentation all advanced in the
live encounter.
- Browser logs contained no uncaught application errors. The existing
third-party initialization deprecation warning remained; WebGL context-lost
messages corresponded to intentional production rebuild reloads and opening
replacement test tabs.
- Verification: the full suite passed all 913 cases across 169 files, and the
corrected production build completed with 923 modules transformed. KTX2 and
environment-performance audits remained green, and the release-candidate
check passed.
# 2026-09-05 — specialization-aware heirlooms and endgame loot
- Activated the legacy level-10 Priest `Rolecheck`. The mandatory Class Hall
picker appeared before the main menu, offered Discipline, Holy, and Shadow,
and presented Cancel, Keep talents, and Reset talents after choosing Holy.
Keeping talents returned to the main menu with the specialization saved.
- Opened Wailing Caverns from Dungeon Finder. Role selection was restricted to
Healer, matching the saved Holy specialization; no Tank or DPS override was
available.
- Reviewed the roster preview and a live Wailing Caverns combat scene. The
player body, staff, and all four AI party bodies/equipment silhouettes were
visible and correctly anchored without obscuring the HUD or playfield.
- Opened Inventory & Equipment in the dungeon. The player had zero earned
items but every applicable slot resolved to a level-10 Priest healer
heirloom and reported average item level 10. Morvane, the Blood Death Knight
companion, showed a complete tank heirloom loadout with the intended
two-handed weapon layout and empty conflicting slots.
- Browser logs contained no uncaught application errors. Only the existing
third-party initialization deprecation warning appeared.
- Automated coverage validates every classic and CoA specialization, Feral
Bear/Cat separation, RoM-derived profiles, player and party scaling caps,
same-level catalog dominance at levels 1/40/79, real item-level-85 upgrade
availability for every gear archetype, two-hand replacement scoring,
fallback reappearance, percentage-preserving stat refreshes, specialization
persistence and talent reset behavior, and the item-level-255 save limit.
- Verification: the complete Vitest suite passed all 928 cases across 171
files, including all 43 avatar cases. All 15 server persistence/API tests
passed. The production build completed with 925 modules transformed, KTX2
and environment-performance audits remained green, and the release-candidate
check passed. The existing large-chunk advisory remains informational.
# 2026-09-07 — modular encounter completion and boss guide
- Entered Wailing Caverns through the live offline roster and verified the 3D
dungeon, party HUD, minimap, and buff/debuff strips remained readable. The
encounter timeline occupies the same top-right HUD column beneath those
elements, keeping timed casts and pending health thresholds out of the
central playfield.
- Opened the new Boss Guide from the in-dungeon pause menu. The three-column
field manual listed both WoW and RuneWaker dungeons, their bosses, source
provenance, triggers, timings, target/effect descriptions, warning geometry,
counterplay, and a concrete test procedure for every listed mechanic.
- Selected Archaedas in Uldaman and confirmed all four authored mechanics:
Awaken Earthen Custodian every 10 seconds, the two-second 18-metre Ground
Tremor warning circle, six Earthen Guardians at 70% health, and two Vault
Warders at 40% health. Bosses with no sourced special attack are explicitly
labelled with zero special mechanics instead of receiving invented behavior.
- The encounter authoring layer now drives serializable timers, health gates,
guards, actions, summon groups, chained signals, stateful world objects,
teleports, rewards, checkpoints, and online leader-authoritative interaction
validation. Harmful area mechanics use the same geometry for both the world
warning and hit resolution.
- Browser review found no visible layout or interaction regressions. The only
previously observed browser message remains Rapier's third-party
initialization deprecation warning.
- Source limitations and the exact remaining RuneWaker evidence, navigation,
formula, loot, animation, and asset-fidelity gaps are recorded in the linked
deterministic audit reports and authoring documentation rather than silently
approximated.
- Full-WDB environment packages for Raksha Temple and The Origin completed and
passed their GLB gates. Treasure Trove's 908-placement visual/collision stage
also completed, but its full-resolution 36-tile Recast bake did not terminate
after nearly two CPU-hours on the watershed path and more than four CPU-hours
on the monotone path. The fail-closed pipeline preserved the prior validated
shipping package; this remaining offline bake is documented in
`ENCOUNTER_AUTHORING.md` instead of lowering navigation resolution.
- Verification passed: the complete Vitest suite passed all 981 cases across
185 files; online authority passed all 4 server cases; RuneWaker gameplay,
encounter, environment, navigation, formula/loot, and animation audits passed;
and the production build completed with 955 modules transformed. The KTX2
audit covered 12,347 compressed textures with zero fallbacks, and the
environment-performance audit found no regressions. The existing large-chunk
advisory and Rapier initialization deprecation warning remain informational.
# 2026-09-08 — WoW dungeon production-functionality audit
- Audited all 54 WoW five-player catalog entries against live runtime contracts,
pinned AzerothCore population/object drafts, and instance-script source. The
composed-runtime content audit is green for 1,193 mobs, 273 bosses, 4,026
attacks, 2,572 specials, and 1,275 native models, but the stricter production-
fidelity gate remains blocked at 0/54.
- The audit found 3,943 source game-object spawns, including 2,321 actionable
doors, buttons, chests/resources, transports, traps, and related objects. Raw
database rows are no longer passed into the typed world-object renderer; all
54 live definitions now have zero malformed world-object records.
- The follow-up implementation sweep completed source review for all 54
instances. Fifty-one now have runtime-wired instance orchestration and the three
genuinely empty stock instance scripts are pinned as source-exact no-ops;
there are no unreviewed instance scripts left. Wailing Caverns remains the
only entry with a reviewed off-mesh link, and the three Ascension-specific
dungeons still lack authoritative server population data.
- Entered Wailing Caverns from the local browser roster as a Priest healer. The
3D environment, populated combat route, party, objective, minimap, and HUD all
loaded; the minimap strip showed one Power Word: Fortitude entry. No uncaught
client runtime errors appeared. Rapier's existing initialization deprecation
warning remained informational.
- The local content manager exposed all 54 WoW entries but only Wailing Caverns
was installed; the other 53 were marked download required. Those dungeons were
therefore checked by source/runtime-contract audit in this pass, not claimed
as completed visual traversal playtests.
- The follow-up world-object compiler converted all 3,943 source rows—including
all 2,321 actionable doors, chests/resources, switches, traps, and
transports—into stable typed definitions with transformed coordinates,
type-aware states, conservative dimensions, and source/template/spawn/type
provenance. Wailing Caverns receives its 57 generated records through the
authored-definition enrichment path as well.
- Client `GameObjectDisplayInfo` metadata resolves a visual display ID for
3,905 records, a native model path for 3,837, and exact bounds for 3,547. The
generated export manifest deduplicates those instances into 458 native legacy
assets, records 38 intentional no-display spell-focus objects, and isolates
the remaining nine missing-model display IDs and 68 no-bounds display IDs for
review.
- An initial live pass exposed colored procedural markers for adapted
chests/resources. Unreviewed source objects are now deliberately hidden,
non-blocking, and non-interactive so incomplete door scripts cannot soft-lock
a dungeon and placeholder art cannot leak into normal play. A second live
Wailing Caverns pass confirmed the clean 3D scene, party combat, HUD, minimap,
and single Fortitude entry. No uncaught client errors appeared; duplicate
KTX2-loader warnings occurred only across deliberate hot-reload cycles.
- The final runtime audit reports 54/54 reviewed dungeons. Fifty-one dungeons use
52 rule-bearing instance-controller definitions (Blackrock Spire has separate
lower- and upper-spire controllers), while three use verified source-exact
no-op scripts. Every catalog objective has a completion action, and the audit
found zero malformed-object, duplicate-id, or encounter-contract issues. All
51 rule-bearing dungeons retain explicit adaptation/gap notes; native object
models and full-route live traversal are not claimed complete.
- The source-combat follow-up gives every runtime-spawnable boss a sourced kit
unless the pinned source really is melee-only. The six deliberate exceptions
are Kresh, Deviate Faerie Dragon, Spirestone Battle Lord, Spirestone Butcher,
Crystal Fang, and Grubbis. Crystal Fang retains its source-exact 15% rare-spawn
behavior and death summon. Trial of the Champion, Utgarde Keep, Hellfire
Ramparts, Sethekk Halls, Mana-Tombs, and Slave Pens event bosses now use their
pinned spell IDs and timing windows; unsupported vehicle, proc, queue, shared-
health, phase, stack, and healing-reduction semantics are explicitly recorded
as adaptations instead of being silently invented.
- Wipe/reset validation exhaustively covered 673,664 reachable encounter states,
180 reset paths, every one of the 68 non-initial reset targets, and all 135
entity-timeout rules. Durable progression now fails closed on a missing entity,
legacy snapshots with unordered action history fail closed, and Frozen Reach's
Arktos is attempt-scoped so a wipe respawns him and can still advance the duo
encounter on the next pull. The two viable post-reset resume states in Scarlet
Cathedral and Halls of Stone are intentional, not soft locks.
- Same-process checkpoint restore and online follower hydration now accept their
trusted save/leader snapshots even when a retained local provider has a newer
reset revision; ordinary stale imports remain rejected. A renderer restart
preserves the current encounter snapshot. Encounter effects use one delivery
path at a time, and obsolete headless queues are cleared on reset or dungeon
switch instead of retaining already-applied envelopes for the process lifetime.
- The generated download topology now contains an installable logical pack for
every one of the 54 campaign dungeons. The three custom dungeons without their
own creature payload are represented by dependency-only packs, while every
non-bundled dungeon pulls its exact environment and shared-creature closure.
The existing live content feed was not deployed or mutated during this pass;
browser traversal therefore still reflects the packs already available there.
- Installed packs now persist v2 verification receipts containing their exact
file set, byte counts, hashes, and dependencies. Browser-cache and native-file
presence are revalidated before entry, production dungeon entry fails closed
when a pack or dependency is missing or stale, and `content:publish` validates
the complete 54-dungeon dependency graph before any release output is written.
- Run completion now leaves the final room active so loot can be collected before
the player explicitly exits and clears the checkpoint. A wipe returns the party
to the saved run spawn while preserving already-cleared bosses and durable run
progress; attempt-scoped actors and effects reset for the next pull.
- The live Priest check used the saved `Rolecheck` character, which advanced from
level 11 to level 12 during the dungeon passes. The latest Wailing Caverns run
displayed 677/677 health, one Power Word: Fortitude alongside Arcane Intellect
(and Holy Concentration while active), and one Frostbolt plus one Icy Touch
debuff. Repeated Frostbolt applications refreshed that one entry from 7.1 to
21 seconds rather than duplicating it. The deterministic geared level-8 check
produced 3,285 mana and increased health from 407 to 437 when Fortitude was
applied.
- Verification remains deliberately split: source coverage, runtime contracts,
reset reachability, and automated behavior are green, while the combined
production-fidelity audit remains 0/54. Its remaining blockers include native
object export/collision, explicitly listed source-semantic gaps, and end-to-end
traversal evidence for every production pack—not unfinished instance-script
review.
- Final release verification passed all 1,109 Vitest cases across 202 files,
TypeScript project compilation, and the production build with 967 modules
transformed. The build staged 5,587 browser-bootstrap files, validated all
eight arenas, audited 12,347 compressed textures with zero fallbacks, and found
no environment-performance regressions. The release-candidate check accepted
all 118 changed paths. The existing large-chunk advisory and Rapier
initialization deprecation warning remain informational.
# 2026-09-09 — fixed per-rank classic mana costs
- Imported WoW mana percentages are now converted into fixed costs at each
spell rank's source level. Player level, Intellect, equipment, and maximum-mana
modifiers no longer increase the cost of an already learned rank; legitimate
talent and aura cost reductions are still applied afterward.
- Shadow Word: Pain rank 4 now costs 133 mana at every level from 26 through 33,
including level 32. Learning rank 5 at level 34 raises the cost to 188 mana.
- AI companions now use real character-scale mana pools so fixed spell costs do
not prevent healing or resurrection. The companion display also resolves the
active spell rank and the same final affordability result as the primary HUD.
- Verification passed all 1,133 Vitest cases across 208 files. The production
build completed with 974 modules transformed; arena, KTX2, and environment-
performance audits remained green, and the release-candidate check passed.
# 2026-09-09 — dungeon wall and nameplate performance regressions
- The 0.1.24 material fallback honored BLEND tags on legacy WoW WMO walls,
floors, and ceilings, disabling their depth writes. WoW environments now use
their authored material roles again; RuneWaker environments retain their
source MASK/BLEND semantics. Shipped Wailing Caverns wall materials, vines,
and water are covered by regression tests.
- The 0.1.25 boss-name occlusion scanned the complete rendered scene with
Three.js raycasts. A live Kalin's Shrine CPU profile was dominated by triangle
intersection and vertex decoding. Boss names and nearby NPC prompts now use
bounded camera-to-label queries against Rapier's existing physical spatial
index, at most ten times per second, skipping offscreen labels. Walls, floors,
and ceilings occlude labels; actors and trigger sensors do not.
- In an isolated offline Edge playtest at 1440 x 900 on an AMD RX 9070 XT,
Kalin's Shrine improved from about 10 FPS (98.5 ms/frame, 167 draw calls,
DPR 1.125) to 55.5-56.1 FPS (17.8-18.0 ms/frame, 168-170 draw calls,
DPR 1.5). This is a representative entrance/combat comparison, not an audit
of all thirty RoM dungeons. The environment alone took about 0.8 ms CPU and
0.5 ms GPU with 14 draw calls.
- Wailing Caverns screenshots show continuous opaque cavern walls and ceilings.
A controlled toggle of the old material flags reproduced the missing wall
sections at the same camera position; restoring depth-writing materials fixed
them. Its full scene ran at about 57 FPS. No uncaught client errors appeared.
- Evidence and repeatable local benchmark helpers are under
`playtest-artifacts/2026-09-09-dungeon-rendering/`: `kalin-before.cpuprofile`,
`kalin-after.cpuprofile`, `kalin-after-metrics.json`, `kalin-before.png`,
`kalin-after.png`, `wailing-regression.png`, and `wailing-restored.png`.
- All 26 focused material, label occlusion, combat sight, aggro visibility,
instancing, and NPC-prompt tests passed. Physical-occlusion tests exercise
actual Rapier worlds rather than just source-code assertions.
# 2026-09-09 — campaign rendering audit and Thor performance preparation
- Audited the actual visual GLB headers for all 54 WoW campaign dungeons:
9,402 materials, including 3,586 legacy BLEND materials restored to opaque
rendering by the shared policy. Every WoW package contained affected
materials. A permanent shipped-asset test covers all 54 definitions and
retains explicit cutout, blend, and additive roles. This is material-policy
coverage, not a claim that every room has been visually traversed.
- Live screenshots checked Wailing Caverns, Shadowfang Keep, Utgarde Pinnacle,
the Nexus, and Tinkertech Showdown. The sampled walls, floors, stairs, and
ceilings remain solid; authored lighting effects remain transparent. Kalin's
Shrine and Forsaken Abbey provided RoM rendering checks. Roster and in-dungeon
screenshots show character bodies and equipped weapon silhouettes after the
shared character animation change.
- A controlled Utgarde Pinnacle entrance test found about 1,739 draw calls,
1.95 million triangles, and 30.5 FPS on the desktop GPU. Clipping at the
existing full-fog distance reduced this to about 209 calls, 567,000 triangles,
and 60 FPS at the same viewpoint. The camera now follows each dungeon's fog
distance, including transitions that retain the existing Canvas/camera.
The background uses the fog color to avoid a clipping seam at the horizon.
All 84 dungeon definitions have render-distance coverage.
- Static dungeon visual transforms are cached until the root or its parent's
world transform changes. Tests verify imported matrices, repeated unchanged
frames, root movement, and parent movement. Characters, moving world objects,
and physics remain outside this immutable visual cache.
The final 63-second Utgarde sample held 60 FPS with 213 draw calls:
main-thread work averaged 9.2 ms/frame, renderer CPU averaged 7.5 ms
(p95 8.3 ms), and GPU averaged 2.7 ms (p95 4.1 ms). Movement and jump input
continued to animate the player while the environment remained stationary.
- Character locomotion and jump clip selections are cached by animation
library and weapon stance. The final Kalin CPU profile contains no sampled
per-frame base-clip selection/name parsing. Frame-cap deadlines now tolerate
sub-millisecond timestamp rounding without drifting or emitting catch-up
frames; tests cover 60 FPS on rounded 60 Hz and 120 Hz callbacks.
- A 31.5-second Kalin sample with a connected browser companion display held
60 FPS: main-thread work averaged 8.7 ms/frame, renderer CPU averaged 5.4 ms
(p95 5.9 ms), and GPU averaged 2.4 ms (p95 3.4 ms). The companion used about
5.1 ms of main-thread time per second. Recent ability-cost snapshot work was
not a dominant hotspot in this sample. Startup warmup is bounded to loading;
companion snapshots are already limited to ten per second during gameplay.
- These are isolated offline Edge desktop samples on an AMD RX 9070 XT at
1920 x 1080 CSS pixels, DPR 1.5 (2880 x 1620 renderbuffer). Party composition
can change between dungeon entries. They do not certify Android performance
or sustained busy-combat headroom. ADB listed no connected Android device.
- Thor acceptance should use the actual model, both native displays, target
resolution, and a sustained 20-minute traversal/combat run after warmup.
Provisional headroom target: p95 main-thread and GPU work each at or below
12 ms, with p99 presented frame intervals within the 16.7 ms 60-FPS budget.
Test large pulls, boss effects, menus, and repeated dungeon transitions;
record thermal behavior and frame-time spikes, not only average FPS.
The environment asset audit still has 60 grandfathered budget exceptions;
its green result means no new asset regression, not a Thor FPS guarantee.
- Evidence is in `playtest-artifacts/2026-09-09-thor-audit/`, including roster,
dungeon, and companion screenshots, CPU profiles, and CPU/GPU JSON samples.
The full material report is
`playtest-artifacts/2026-09-09-dungeon-rendering/wow-material-audit.json`.
- Validation passed 227 focused tests covering avatar rendering and animation,
camera distances, material policies, frame pacing, static transforms, label
visibility, and companion snapshots. The final static-cache change also
passed the 105-test scene subset. The production build and release-candidate
check passed; the existing large-bundle advisory remains.
# 2026-09-09 — additional CPU headroom from culling and shared skeletons
- Prepared dungeon visuals now group static siblings into conservative spatial
bounds. One scene hook checks these bounds after the current camera and world
matrices update, before Three.js traverses individual meshes. Bounds include
complete wall geometry and all instances; lights, animated meshes, and meshes
explicitly disabling frustum culling remain outside these groups. The hook
supports streamed chunks and restores its predecessor after cleanup.
- At the same Utgarde Pinnacle entrance, only 16 of 1,383 spatial groups were
visible. The renderer examined 108 static meshes instead of 7,002, retaining
the same 206 draw calls and 566,913 rendered triangles. Controlled culling
toggles produced byte-identical canvas PNGs across eight camera headings.
- In the same running scene, spatial grouping reduced average main-thread work
from 9.45 to 6.83 ms/frame, and renderer CPU from 7.81 to 5.31 ms/frame.
Removing containers emptied by static instancing reduced the final fresh-run
averages further to 6.49 ms main-thread and 4.85 ms renderer CPU (p95 5.2 ms).
The final sample lasted 87.8 seconds and held 60 FPS. Authored empty scene
nodes are preserved; only containers emptied by our batching are removed.
- The shared character renderer still uses SkeletonUtils.clone, then reuses
equivalent skeleton palettes within that owned clone. Bone identities, order,
and inverse bind matrices must all match; per-mesh bind transforms remain
unchanged. Different characters retain independent bones and animations.
Owned bone textures are now explicitly disposed during character teardown.
- A live character audit found 66 skeleton objects for one player palette and
256 objects for four party palettes. A Wailing Caverns toggle removed 309
duplicate skeletons and produced an identical rendered image. Tests verify
posed vertices, differing bind transforms, incompatible palettes, independent
cloned characters, and redundant texture disposal.
In the same Wailing scene, main-thread work fell from 7.40 to 6.70 ms/frame;
renderer CPU fell from 5.51 to 4.86 ms/frame, and allocated GPU textures fell
from 292 to 217. This measures palette sharing after spatial culling was
already enabled. Both samples held 60 FPS.
- The final built runtime showed a complete roster body and staff with one
skeleton for 66 skinned meshes. Kalin's Shrine showed one player palette and
four independent party palettes; walking retained the player body and weapon
silhouette. Wailing Caverns and Utgarde screenshots retained solid dungeon
surfaces. There were no uncaught client errors during these playtests.
- All 210 targeted avatar, visibility, instancing, material, camera-distance,
and label tests passed. The production build and release-candidate check
passed. The existing large-bundle advisory remains.
- Evidence is under `playtest-artifacts/2026-09-09-static-culling/`: paired PNGs,
eight-heading pixel comparisons, profiles, before/after timing JSON, and
screenshots. Measurements use the same desktop Edge/RX 9070 XT setup as the
preceding audit. These CPU improvements do not certify Thor performance.
# 2026-09-09 — bundled arena assets blocked by the browser content worker
- Reproduced the reported collision-matched fallback in the production build
with the content worker active. Warnorken's `visual.glb?arena-runtime=1`
returned 404 even though the file was bundled and directly served with 200.
The worker omitted `/assets/game/arenas/` from its bundled asset prefixes and
incorrectly rejected these files as uninstalled optional content.
- Added the arena prefix to the worker. Installed updates still take priority;
missing optional dungeon content still returns 404. Behavioral worker tests
failed for all eight arenas before the fix and now cover visual, collision,
and navigation requests with the runtime query parameter.
- The production build passed. Reloading the same browser session activated
the fixed worker without clearing storage or downloading content. Warnorken
rendered textured stone geometry and Nagrand rendered its authored arena
geometry; neither showed the loading/fallback banner after loading, and no
new console errors were recorded. Checks used offline practice in the Codex
browser at `http://127.0.0.1:4174/`, backed by a local test server on port 4173.
- All 22 content tests and the eight-arena asset validator passed. Screenshots,
before/after error logs, asset validation, and build output are saved under
`playtest-artifacts/2026-09-09-arena-loading/`. The existing large-bundle
advisory remains. This verifies the local browser build, not a deployment
or an Android package.
# 2026-09-10 - arena character and gameplay integration
- Replaced the limited arena spell interpreter with a private bundle of the
existing character combat engine. Offline practice and server matches share
casting, channels, resources, auras, pets, talents and equipment mechanics.
Each actor/match keeps its own state; opening panels does not run a second
client simulation or overwrite dungeon state.
- The controlled character uses CharacterModel with saved appearance, gear,
class, specialization, talents and bindings. Other participants also use
character models. The HUD displays actual resources, runes, combo points,
cast/channel status, cooldowns, buffs, pet commands and PC/controller labels.
Spellbook, character, talents, bindings, keybinds, map and options work in
arena. Equipment and talents remain locked to the entered match loadout.
- Fixed Keybinds opening with a shortened custom PC bar: missing slots now
display as empty instead of crashing the React tree. Live checks opened
Keybinds, Character, Talents and Options; the four-slot Q/E/R/T bar cast
Flash Heal and Power Word: Shield with resource/cast/aura feedback.
- Fixed NaN facing, spectator-camera elevation, obstructed starting positions
and camera collision. Shared right-button drag ends on release, blur, lost
capture, menus and teardown without pointer lock. Movement, jump, targeting,
ground placement, feedback, animation and combat effects use arena state.
- Authority uses all collision chunks and navigation triangles. Removed
invisible static proxy walls. All 3v3 starts are grounded, and bots follow
connected routes around walls/ramps. Shortcuts stay on level ground to avoid
falling below waypoints. Detailed scenes use a shaped support surface; the
loading/error fallback now matches collision instead of using a flat box.
- Black Rook's old navigation/anchors were on terrain above the arena. Rebuilt
against restored collision, selected its connected interior component (783
triangles), and placed both starts on the floor near Y=-28.3. Updated the
asset metadata and generator to stop restoring the old terrain navigation.
- Added PvP defender stats, shields, resource drains, pushback, school locks
and control diminishing returns. Fixed duplicate control entries counting
twice, aligned aura/control duration, and made dispels remove movement
restrictions. Dispel Magic supports friends and enemies. Healers can heal
allied pets; melee bots start weapon attacks to generate rage.
- Automated checks: 38 server arena tests and 160 distinct avatar, input,
camera, arena character/rules, combat store and ability catalog tests.
Coverage includes channels/cancellation, runes, combos, pet orders/damage/
healing, interrupts, absorbs, dispels, DR, ground spells, mana burns, RoM
secondary resources, dampening, isolation, matchmaking and match results.
Both-direction walks between team starts pass across all eight arenas.
- Live checks use an isolated in-memory level-80 priest, ArenaPriest, without
changing the user's roster. Warnorken showed its interior, the selected
character and saved spell labels. Movement changed both actor and camera.
Bots traversed, cast spells, reduced health and settled a defeat when idle.
No detailed-asset warning appeared. Evidence uses the arena-complete prefix
under playtest-artifacts; earlier Nagrand/custom-bar evidence retains the
arena-player prefix. The drag probe uses installed input code with scripted
right-button events; rotation changes while held, stops after release, and
pointerLockElement remains null. This is not a physical-device test.
- Final screenshots show the Warnorken interior and character/action bar,
Black Rook's corrected interior floor, the roster body/staff, and the
character/party after returning to Wailing Caverns. Files:
arena-complete-warnorken.png, arena-complete-black-rook.png,
arena-complete-roster.png, arena-complete-dungeon.png and
arena-complete-keybinds.png in playtest-artifacts.
- Production build and release checks passed, with the existing bundle-size
advisory. Run npm run arena:abilities:build after catalog/asset changes;
prebuild also regenerates the engine and geometry. Verification is local
offline practice plus authoritative server tests. Hosted online PvP,
deployment and Android hardware were not exercised.
# 2026-09-10 — profile keybinds and movement-conflict recovery
- Added Pause / Options → Keybinds with 133 actions, PC and Controller tabs,
search/categories, capture and touch selectors, explicit conflict replacement,
clear/reset controls, and Restore movement. Desktop defaults to PC; mobile
and native Android default to Controller. Both tabs remain available.
- Live offline browser check: assigning W to bar 1/button 1 named Move forward
in the conflict prompt; cancelling preserved W. Rebinding forward to T,
saving, closing, and reopening retained T. Restore movement returned it to W.
- At 390 × 844, controller selectors assigned L1 + Triangle to Jump, prompted
before clearing the old layer-2 ability binding, and retained the saved chord
after reopening. Restored the test bindings afterward. The final phone panel
starts at (0, 0), has a 443px scrolling action list, and keeps the footer within
the viewport. Desktop layout checked at 1280 × 900.
- Fixed the inherited 610px panel-height cap, mobile backdrop padding, action
button accessible names, and companion-toggle overlap found during QA.
- 89 targeted tests passed across input dispatch, mouse-drag lifecycle, analog
remapping, conflict recovery, menus, account isolation, cloud transfer, UI
imports, and dual-display synchronization. The full production build and
release candidate check passed; the existing bundle-size advisory remains.
- Controller chord conflicts also cover a modifier button’s standalone action,
preventing combinations such as View + A from opening the companion first.
- Hardware controller / Android APK validation and a physical right-button
drag were unavailable through this browser session. Drag lifecycle and null
pointer-lock assertions passed in the input tests. Browser viewport screenshots
are scaled by the in-app compositor; DOM geometry supplied the viewport checks.
## 2026-09-10 - Original spell media defaults and visual fallback
- Original spell visuals and authentic sounds are enabled by default. The original media pack is prepared before gameplay; download failure leaves generated visuals available and missing sounds silent.
- Saves using the previous generated-only default migrate once to original media while retaining quality, group visibility, mute, and volume settings. Explicit later preferences remain saved.
- Removed synthesized combat audio. Original mode now uses generated visuals when no original phase is mapped or when all original graphs/textures for that phase fail to load; usable original layers remain preferred.
- Validation: 64 targeted tests passed, covering defaults, persistence migration, media installation/retry, rendering selection, original audio playback, silence on missing/invalid audio, and existing effect lifecycles. Production TypeScript and Vite build passed after correcting the installer test mock type; prebuild content/asset checks also passed.
- Browser verification used the production CombatEffects and OriginalCombatEffect components with isolated store/media fixtures and the actual packaged Flash Heal graph/textures. The original case rendered one original emitter and zero generated emitters. Unmapped spell, graph HTTP 404, and texture HTTP 404 cases each rendered zero original emitters and one visible generated effect. Combat reset removed the fallback.
- Evidence: playtest-artifacts/spell-media-20260910/original.png, bad-graph.png, bad-texture.png, and missing.png. The first Vite preview timed out; the bundled isolated preview completed successfully. This was an effect-focused browser check, not a full dungeon or device audio audition.
- Final release check: blocked by existing trailing whitespace in server/generated/arena-combat-runtime.mjs. The files changed for spell media pass the whitespace check; the unrelated generated arena file was left intact.
## 2026-09-10 - All regular dungeons bundled with lossless shared storage
- Web and Android packaging include all 84 regular dungeons and their asset dependencies. Shared Manastorm maps are stored once while every Manastorm pack keeps its optional install flag. Manastorm-only maps remain outside the initial package.
- Packaged assets fell from 3,440,440,928 logical bytes to 1,600,690,686 stored bytes, including 179,063,519 bytes saved by sharing exact duplicate files. No source models, texture resolutions, animations, or audio were changed or generated.
- Gzip representations retain both compressed and original SHA-256/size metadata. Publishing keeps original remote objects for older clients. Browser installs verify both representations, retain compressed shared objects with small aliases, and preserve shared objects until their final pack is removed. Native optional downloads remain resumable and verify their expanded originals before activation.
- Android's packager automatically expanded and renamed .gz files; final objects use .gzip with noCompress instead. Added an APK verifier to the normal Android build workflow, checking every object, every original hash, exact object inventory, and the 84-dungeon/optional-Manastorm boundary.
- Final debug APK: 1,622,100,512 bytes. All 9,106 unique objects (9,194 logical asset references) passed verification from inside the actual APK. Verification report and test APK: artifacts/dungeon-texture-audit-20260910/apk-verification.json and healer-man-0.1.28-debug.apk.
- Validation: production TypeScript/Vite build and asset checks passed; 80 targeted content, Downloads, and avatar tests passed across the final runs, plus nine publisher/server tests. Android Java compilation and assembleDebug passed. Existing bundle-size/import advisories remain.
- Live production browser check used an isolated offline Gziphealer character. Roster and Deadmines rendered the player body, party bodies, equipped weapon silhouettes, and textured dungeon geometry using the bundled compressed objects. Downloads showed all regular dungeon packs included and 75 Manastorm rows not installed. Evidence: artifacts/dungeon-texture-audit-20260910/roster-final.png, deadmines-final.png, and downloads-dom.txt. No new console errors appeared in the final-format dungeon run.
- A concurrent build replaced the shared dist directory during the first preview, causing temporary asset 404s. Repeated visual validation against an isolated build completed successfully. Deadmines displayed a route-blocked party status at its entrance; this was a loading/rendering check, not a full dungeon traversal. Physical Android hardware was not exercised.