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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commit 0aba602ecf
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@@ -202,7 +202,7 @@ describe('equipment dropped on an operator', () => {
};
const ctx = placementContext({ priv, stage: DATA.stages.act2autochess_m01, editable: true, getChess, getToken, getItem });
test('pickPieceAt picks the front-most sprite under the pointer', () => {
test('pickPieceAt: the rect whose centre is nearest (overlap → the nearer unit)', () => {
const rects = [
{ uid: 1, left: 100, right: 160, top: 400, bottom: 520 }, // row 9 (nearer the camera: lower on screen)
{ uid: 2, left: 100, right: 160, top: 350, bottom: 470 }, // row 10, behind