Playtest #3 fixes: lost models, picking, live LP, temp overflow, 蕾缪安 S3, 回环射手, FX, detail card, spinners

- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
  (PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
  hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
  at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
  pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
  temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)
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sganggs committed 2026-09-29 23:42:55 +08:00
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@@ -7,8 +7,10 @@
// room – last `room.state` payload (without `t`) or null
// match – { public, private, field, result } from the `m.*` pushes; `battle` = the local battle runner's
// state (client-side combat, public/js/battle/runner.js): { battleId, fieldId, kind, authoritative,
// watch, done, own, members, loading } | null. Under client-side combat `field` is published by the
// runner (the m.field shape of the battle on screen, `local: true`).
// watch, done, own, members, loading, speed, paused, leaks } | null — `paused`: the solo pause holds
// every local clock; `leaks`: { [fieldId]: counted leaks so far } of every normal field simulated
// locally (the live LP of ui/hud.js liveLp, user playtest #3 item 2). Under client-side combat `field`
// is published by the runner (the m.field shape of the battle on screen, `local: true`).
// ticker – recent `m.ticker` lines, emotes – recent `m.emote` events
// clock – { offset, rtt } server clock correction: serverNow ≈ Date.now() + offset
// ui – small bits of local UI state shared between screens