0.2.5-dev: a restore-defaults loadout sync is never overwritten by an older in-flight sync (PR #540 by @Xinglan233, ported); importing a loadout with ops is refused before writing when the DIY data is missing (PR #538 by @Xinglan233, ported); the player package's package.json keeps only scripts whose files ship (#531) and its docs link unshipped files to the release tag on GitHub (#530); golden: unchanged
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@@ -778,6 +778,8 @@ leaker's own capsule / row (`ui/hud.js uniteRemaining`) and the leakers' team ro
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## 5. Views (DESIGN §8.2 / §8.3) and deviations
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The client's stored loadout and `m.private.loadout` / `ops` must agree after a successful sync. In `public/js/ui/loadoutSync.js`, edits and `welcome` invalidate preparation still awaiting game data, so an older payload cannot overwrite a newer reset on the session or seat, or enter the next match (DESIGN §16, DESIGN §30.17). Request reply ordering, debounce, close flush and retry/lock handling remain unchanged.
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`m.public` (throttled ≤ 10/s, only sent when it changed) carries the DESIGN fields plus: `drawnDisabledBonds` (the 3+4
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drawn set; `disabledBonds` = drawn ∪ the mode's static list), `hiddenBossId`, `bossRound`, `hiddenRound`, `spRound`,
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`combatMode` (`'client'` | `'server'`), `fields[].progress { killed, total, done }` (teammates' progress UI), `paused`
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