feedback5 R5: point the layout docs at the split client modules
DESIGN §2 names gameLogic/, render/app/, render/fx/ and screens/game/. §9, SIM and ASSETS name renderInfo and keepEarly in the modules that hold them. Blame ignores the four move commits.
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@@ -238,7 +238,7 @@ The manifest roles describe a unit's first form. Units whose skeleton holds anot
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`public/js/render/units.js FORMS` (keyed by Spine id, switched by the `form` of the sim's 'phase' / 'ember' / 'revive'
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/ 'telegraph' / 'stone' / 'substitute' / 'swap' / 'dollEnd' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
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catch-up frames and hidden tabs (`keepsState`), the game screen's pre-entry buffer (`keepEarly`) and the render engine's
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event queue (`render/interp.js isCosmeticEvent`) too — or, for a view built mid-battle, UnitInfo `form`, which `render/app.js renderInfo` passes to the view; a
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event queue (`render/interp.js isCosmeticEvent`) too — or, for a view built mid-battle, UnitInfo `form`, which `render/app/info.js renderInfo` passes to the view; a
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`change` clip plays once first, an `end` clip is timed from the fx's `dur` to finish as that state ends, keeping the
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current form's death clip until the next form's fx). A blocked or revealed 隐匿 enemy is drawn solid: the sim sends the
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stealth bit only while its 隐匿 is on:
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