Release v0.1.5 2026-07-12

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Warren H
2026-07-12 22:10:12 -04:00
parent bef71d391a
commit 35553c18dd
41 changed files with 2005 additions and 2654 deletions
+11 -4
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@@ -96,17 +96,24 @@ Stable locked 60 FPS is a release requirement, not a best-effort goal.
- Verify the changed code and its direct dependencies. Do not run tests, visual QA, or controller checks for unrelated screens or systems by default.
- For a screen change, check that screen's applicable display layouts, browser fallback, and controller path only.
- For a reusable mechanic or domain change, run its focused tests plus direct consumers affected by the change.
- Run viewport, display-layout, and browser-fallback testing only when a change adds or modifies a screen, menu, modal, HUD, overlay, or other UI/layout behavior.
- Combat rules, encounter mechanics, world-space telegraphs, animations, VFX, tuning, and other gameplay-only changes do not require viewport testing unless they also change UI or screen layout.
- Expand to broader regression or full-suite verification only for shared foundations, cross-cutting changes, risky refactors, release validation, or when explicitly requested.
- State what was verified and any deliberately unverified scope in the handoff.
## Definition of done
A screen or mechanic is not complete until:
A screen or UI change is not complete until:
1. Its main-display UI is designed and verified at the approximately `960 x 540` Android CSS/layout viewport, with rendering validated against the `1920 x 1080` physical panel.
2. Its applicable secondary UI is designed and verified at the approximately `620 x 540` Android CSS/layout viewport, with rendering validated against the `1240 x 1080` physical panel.
3. It has a complete single-display browser fallback.
4. Every action is reachable and understandable using only a controller, with no click-to-focus step.
5. Shared game logic is modular, typed, and testable outside the renderer/UI.
6. It introduces no known resource leak, unbounded work, or avoidable hot-path allocation.
7. Representative Thor hardware sustains the locked 60 FPS target, or the change includes measured evidence and an explicit approved exception.
Every code change is not complete until:
1. Shared game logic is modular, typed, and testable outside the renderer/UI.
2. It introduces no known resource leak, unbounded work, or avoidable hot-path allocation.
3. Representative Thor hardware sustains the locked 60 FPS target, or the change includes measured evidence and an explicit approved exception.
Gameplay-only mechanic and domain changes do not inherit the screen/UI viewport requirements above.