sganggs
0ceb6641ec
0.2.6-dev: PR #416 by Cromemadnd — every landing of a round start is heard: prep landing sounds take a voice of their own pool (LAND_VOICES 3, the oldest fading out over 30 ms) instead of being dropped by the battle limiter, which let only the first two of a chain sound since 192 of 210 operators share the 1.41 s b_char_set (Grok's review); per-piece cooldown, SFX volume and mute kept, the battle sounds' limiting unchanged, the generic files fetched ahead when a match view comes up; DESIGN §31.8; golden: unchanged
2026-10-13 05:46:29 +08:00
sganggs
461a7747e1
0.2.6-dev: port PR #552 by IceCodeNew — an optional 「弹药数量」 setting (default off: the official HUD has no such number, the maintainer's decision of 2026-10-13) shows an ammo skill's rounds left / magazine under its bar, from the exact b.snap ammo counts; sanitised with the other settings, applied by the field view live, all four language packs, the diagnostics line; the simplified board has no ammo bar; DESIGN §31.9; golden: unchanged
2026-10-13 04:43:39 +08:00
sganggs
231da0efbc
0.2.6-dev: port PR #416 by Cromemadnd — at every round start the own board's pieces replay their Start clip and landing sound one after another in deployment order (the maintainer's confirmation from official play, 2026-10-13), and a purchase or a move onto / across the board plays them too ([ASSUMED], the PR author's account); one sound per landing, idle prep pieces only, the round marked once the view took the sequence, own board only, timers cleared when prep mode ends and on destroy; DESIGN §31.8; golden: unchanged
2026-10-13 04:36:56 +08:00
sganggs
77865e6bc2
0.2.6-dev: merge PR #546 by Xinglan233 — the strategy draft enables 跳过 only while another unpicked player remains (finished players stay in the shown order but are not skip targets)
2026-10-13 01:43:55 +08:00
sganggs
1d55c93e3a
0.2.6-dev: merge PR #547 by Xinglan233 — the scene-asset test resolves the repository root with fileURLToPath (on Windows the URL pathname doubled the drive letter)
2026-10-13 01:43:55 +08:00
sganggs
c5925a76fa
0.2.6-dev: the emote fallback browser test blocks the mirror copies under their content-hashed URLs too (/assets/~<hash>/ui/emoticon/…, host bandwidth layer 1); golden: unchanged
2026-10-13 00:19:44 +08:00
sganggs
909abee0b8
0.2.6-dev: the loadout module-card browser test accepts the content-hash segment the served manifest now puts in local-art URLs (host bandwidth layer 1); golden: unchanged
2026-10-12 21:19:41 +08:00
星闌
7db277b327
test: 修复场景资源测试在 Windows 下的路径解析
2026-10-12 20:24:31 +08:00
星闌
c919794724
fix: 禁用最后一个选策略的玩家的跳过按钮
2026-10-12 19:38:19 +08:00
sganggs
79bb26b317
0.2.6-dev: the maintainer's decisions of 2026-10-12 — the 玩法说明 pages' WebP copies are lossy at quality 90 (25.6 MB of PNG → 4.2 MB; lossless stays a GUIDE_WEBP_MODE away) and /healthz?traffic=1 answers the counters to a loopback or private-network client only (a public visitor, also one a local tunnel or proxy forwards, gets the plain report; TRUST_PROXY applies as for the WebSocket limits); golden: unchanged
2026-10-12 19:09:54 +08:00
sganggs
3d5d6b380d
0.2.6-dev: merge claude/bw-l01 — host bandwidth layers 0 and 1 (no BGM download while the music is silent, WebSocket permessage-deflate, lossless WebP 玩法说明 pages, traffic counters, content-hashed asset URLs with immutable caching, brotli q5) on top of the 0.2.5 release; its note becomes DESIGN §31 in docs/history/0.2.6.md, CHANGELOG 0.2.6-dev, version 0.2.6-dev; golden: unchanged
2026-10-12 18:28:50 +08:00
sganggs
3bb7fef74c
0.2.5-dev: official scenes merge chunks that share a material / lightmap into one mesh at load (draw calls on the 3D board back within budget, e.g. act2autochess_m02 prep 22 → 13); the boss-round real-server test reads the actual random pairing instead of assuming the host on the left half; golden: unchanged
2026-10-12 17:48:31 +08:00
sganggs
409fec90d5
0.2.6-dev: the browser suites load the served manifests' content-hashed URLs (e2e servers wait for the asset index) and check Spine, audio and art through them; the history note of host bandwidth layers 0 and 1 for the next version; golden: unchanged
2026-10-12 16:52:40 +08:00
sganggs
0bb16fd616
0.2.6-dev: brotli (quality 5) on the fly with the existing memory cache for clients that name br, gzip for the rest; separate ETags per encoding (measured against gzip-6: .skel −27 %, data JSON −26 %, vendor −14 %, scripts −5 %) — host bandwidth layer 1.4; golden: unchanged
2026-10-12 16:29:52 +08:00
sganggs
35b09bb63b
0.2.6-dev: the client fetches a served manifest's content-hashed audio as /media/~<hash>/… (download-manager route kept), and the token death sound derived beside charDie drops charDie's hash — host bandwidth layer 1.3; golden: unchanged
2026-10-12 16:25:16 +08:00
sganggs
893d17e725
0.2.6-dev: /data/assets.json and /data/local-assets.json are served with content-hashed URLs (/assets/~<hash>/…, one hash per Spine model, the committed files unchanged); the ~hash routes of /assets/ /fonts/ /media/ answer immutable when the hash names the file and the current file with no-cache otherwise; content ETags — host bandwidth layer 1.2; golden: unchanged
2026-10-12 16:24:03 +08:00
sganggs
521dd984e7
0.2.6-dev: a background content-hash index of public/assets and public/fonts (SHA-256, 16 hex; cached by path + size + mtime in .cache/asset-hashes.json; Spine models share one hash; SP_ASSET_INDEX=0 turns it off) — host bandwidth layer 1.1; golden: unchanged
2026-10-12 16:20:17 +08:00
sganggs
be8d382c05
0.2.6-dev: traffic counters — HTTP body bytes by category (assets / audio / code / data) and WebSocket wire / payload bytes since the start at GET /healthz?traffic=1, and the page's own downloads (Resource Timing transferSize) as a traffic line in the 问题反馈 diagnostics (host bandwidth layer 0.4); golden: unchanged
2026-10-12 16:05:49 +08:00
sganggs
e2bc005c88
0.2.5-dev: docs — §30 sections renumbered in order after the merges and every reference pointed at its topic; the 0.2.5 CHANGELOG section regrouped under the usual headings (no change to code behaviour)
2026-10-12 16:02:41 +08:00
sganggs
05b0dba8b5
0.2.6-dev: the 19 local 玩法说明 pages get a lossless WebP copy in tools/local-extract (25.6 → 17.4 MB; lossy waits for the owner's comparison) and the guide preloads only the next page (host bandwidth layer 0.3); golden: unchanged
2026-10-12 16:00:08 +08:00
sganggs
8edda589f3
0.2.6-dev: WebSocket permessage-deflate for frames from 1 KB (no server context takeover, 2 KB server window, memLevel 7; a client offering a narrower window connects uncompressed) — host bandwidth layer 0.2; golden: unchanged
2026-10-12 15:57:33 +08:00
sganggs
f1ea116f23
0.2.5-dev: golden matches recomputed on the merged tree — the #523 Touch aggro change and the funnel ports both move full-match scenarios and interact there ( 1 file changed, 11 insertions(+), 11 deletions(-)); roster / bonds / fields / standins / diy equal the branch results
2026-10-12 15:51:45 +08:00
sganggs
3dd2213e47
0.2.5-dev: merge claude/036-sim
...
# Conflicts:
# CHANGELOG.md
# docs/history/0.2.5.md
# test/golden/matches.json
2026-10-12 15:50:42 +08:00
sganggs
a451ddcf6b
0.2.5-dev: 耶拉 S2 (both forms) and 荒芜拉普兰德 S1 keep the operator's own hit next to the drone hit — only drone-only skills skip it (review fix of the funnel port); golden: more funnel scenarios move, attributed in docs/history/0.2.5.md
2026-10-12 15:50:41 +08:00
sganggs
69011d2b54
0.2.6-dev: no BGM download while the music is muted or at BGM volume 0; the wanted track is fetched once it is audible again (host bandwidth layer 0.1); golden: unchanged
2026-10-12 15:45:38 +08:00
sganggs
9b37a68fcf
0.2.5-dev: 萨卡兹枯朽战士 (and every enemy sharing its death fog) leaves no 污秽侵蚀 when it dies silenced — the owner's official-play recall, against the PRTS / in-game wording ( #470 ); the 调度中心 5 / 6 promotion reward includes 自选 operators of the newly reached tier ( #515 , after research; the owner's decision); golden: unchanged
2026-10-12 15:24:07 +08:00
sganggs
a8ff5e7c1d
0.2.5-dev: merge claude/036-touch
...
# Conflicts:
# CHANGELOG.md
# docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs
bb88031256
0.2.5-dev: merge claude/036-scene
...
# Conflicts:
# CHANGELOG.md
# docs/history/0.2.5.md
2026-10-12 15:00:10 +08:00
sganggs
537b1ec517
0.2.5-dev: merge claude/036-ui2
...
# Conflicts:
# docs/history/0.2.5.md
2026-10-12 14:59:34 +08:00
sganggs
d482fbb8ba
0.2.5-dev: official battlefield scenes on the 3D board — a local fetch / extract step for the season scene bundles, per-field scene rendering with the metal board as fallback, the full bundle can include the extracted scenes and setup can fetch them (--scenes); nothing official is stored in the repository (PR #533 by @andrew05060414, ported; the owner's decision of 2026-10-12); golden: unchanged
2026-10-12 14:59:20 +08:00
sganggs
a3e8460bb0
0.2.5-dev: an optional 「官方伤害数字」 setting (default off) shows only the numbers the official game shows per the PRTS red-number rule ( #412 , the owner's decision of 2026-10-12); a small link to the project's GitHub repository on the title page ( #543 ); golden: unchanged
2026-10-12 14:59:20 +08:00
sganggs
37e0fffb34
0.2.5-dev: the 外勤医疗 (Touch) reserve medic takes the initial aggro order of PR #523 and its detail opens in the preparation phase (PR #523 by @YinqiMargatroid, ported; the owner's decision of 2026-10-12); golden: one more scenario moves (named in docs/history/0.2.5.md)
2026-10-12 14:59:19 +08:00
sganggs
e0f3771821
0.2.5-dev: 驭械术师 normal attacks keep the operator's own hit plus one drone hit, the drone multiplier and per-target map reset on redeploy, 洛洛 S2 keeps its lock until a kill or the skill ends (PRs #537 / #536 / #535 by @Xinglan233, ported); hit tiles use the official round-half-to-even with an edge inset (PR #520 by @Cloudnyco, ported); bots softly avoid living teammates' opening factions until they are eliminated (PR #518 by @IceCodeNew, ported with changes); golden: 43 more scenarios move, each named in docs/history/0.2.5.md
2026-10-12 14:45:01 +08:00
sganggs
52b70434d0
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
2026-10-12 14:45:01 +08:00
sganggs
7fd0478dc0
0.2.5-dev: merge PR #517 by 星闌 — chore: 根据 PR 标题添加类型标签 ( #239 )
2026-10-12 14:08:09 +08:00
sganggs
6e8103e733
0.2.5-dev: merge PR #519 by Cloudnyco — detmath powi: a zero base keeps Math.pow's exact results ((-
2026-10-12 14:08:09 +08:00
sganggs
8d59ad3ef9
0.2.5-dev: merge PR #534 by Andrew Wang — local-extract: derive the board normal map from both layouts
2026-10-12 14:08:09 +08:00
sganggs
c438323596
0.2.5-dev: merge PR #524 by xcdoge — 敌方血条偏高:头顶高度按"原点以上的高度"ç
2026-10-12 14:08:09 +08:00
sganggs
221e6b8dd2
0.2.5-dev: community round 30 and follow-ups
...
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498 , the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510 ); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482 ): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506 ), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00
Andrew Wang
b92a0bf3c2
local-extract: derive the board normal map from both layouts a client holds — BC5 (R = X) and DXT5nm (A = X, R = 1), read as Unity unpacks them (x = R·A); a client with the older map_autochess bundle got Z = 0 everywhere and a grey 3D board
2026-10-11 19:30:10 -04:00
xcdoge
7b4f512ce9
敌方血条偏高:头顶高度按"原点以上的高度"算(bounds.y + bounds.height),而不是包围盒高度
...
玩家反馈:逐腐兽的血条明显偏高。
原因:单位血条/名字牌的头顶高度用的是 spine setup-pose 包围盒的**高度**(units.js headTilesForUnit 里
`bounds.height × 1/320 × 模型系数 × 0.92`)。这个公式默认包围盒是**脚锚定**的 —— 大多数敌人确实如此
(猎狗pro y=−3.7、大鲍勃 y=−2.6,height 与"脚以上高度"几乎相等)。但有些模型的**原点在身体中间**:
逐腐兽的包围盒是 y=−404.7 / height=722.6,锏是 y=−798 / height=1183 —— 对它们,包围盒高度比可见顶端多出
大半个模型,于是血条被顶到上限 2.2 格(非 Boss)之上,看起来就是"明显偏高"。
改法:定位改用**原点以上的高度**(`Number.isFinite(b.y) ? b.y + b.height : b.height`,仍按 20…900 夹取)。
同时把这段计算从 UnitView 内联代码提成一个纯函数 `headTilesForUnit()`(放 units.js,紧挨 UNIT/EL_BAR 常量),
入参只有 isEnemy / isBoss / spineShown / bounds / modelK / modelKY,便于直接测;UnitView 仍然保留
"没显示 spine 就不看模型"的短路语义。spine.js 的 `height` getter 语义不变(别处也用它,例如替身的纵向拉伸)。
影响面(用真实 bounds 扫过 167 个有模型数据的敌人):
逐腐兽 / 疯狂的逐腐兽 1.85 → 0.81 格(降 1.03)
锏(Boss) 2.59 → 1.11 格(降 1.48)
萨卡兹大剑手 / 组长 1.54 → 1.23 格(降 0.31)
枯朽之种 0.72 → 0.55、萨卡兹百夫长 1.51 → 1.34、妖怪MKII 0.71 → 0.55
其余 103 / 167 个敌人的变化 ≤ 0.02 格(脚锚定模型几乎无感)
测试:
test/render/bar-head.test.js(新增 5 条):用真实的逐腐兽 / 猎狗pro / 大鲍勃 / 锏 包围盒断言新公式、
夹取上限、以及三个回退分支(无 bounds 用 chibi 余量 × 系数、Boss 无模型用 2.2、干员与召唤物用固定余量),
并做源码断言把"y + height"这条规则钉住。
test/render/playtest6-enemies.test.js:两条 prefab 测试的期望值原本写死 `390 × …`(合成夹具的 bounds 是
y=−150 / height=390,即当年就把这个 bug 当成了正确行为),现在改为从**被测 view 自己的 bounds** 推导
(240 而不是 390),夹具本身不动。
test/render 全量 552 项 / 546 通过 / 0 失败;test/ui + test/render 1279 项 / 1265 通过 / 0 失败。
未触碰 server/sim,test/golden 无变动。
2026-10-11 22:49:56 +08:00
Cloudnyco
ad7e3e9835
detmath powi: a zero base keeps Math.pow's exact results ((-0)^1 = -0, (-0)^-1 = -Infinity)
2026-10-11 21:09:25 +08:00
星闌
581e2d5695
chore: 根据 PR 标题添加类型标签 ( #239 )
2026-10-11 20:42:36 +08:00
sganggs
6bfc08270c
0.2.4-dev: round-29 community fixes and the official shared card pool
...
- Shared card pool and item stock as in the official mode (the owner's request, from the 路标档案馆 video and public notes): solo low-tier exceptions, co-op operators x2, shared item stock with special-item exceptions, normal / advanced occupancy 1 / 2, re-check on buy, 机变 exhaustion, release on consume / destroy / elimination; 整备 never exceeds stock; invariant held <= cap.
- 突袭: one taunt-first reselect right after a revive (the owner's rule); ordinary polls and redeploys keep the 0.2.3 rule; a revive on an enemy's tile stays. #475 : online boss / hidden-boss Raid may land on the empty half (owner-limited scope).
- 浊心斯卡蒂 S1 x 坚守 no longer bounce redirected damage, and the two shares conserve the hit (idea of PR #464 by @HappyTanuki).
- Operator fixes adapted from PRs by @Xinglan233 (#459 哈洛德 S2 elemental trigger, #460 涤火杰西卡 shield on the four adjacent tiles, #461 家族徽章 first hit after stealth, #462 松果 S2 regrow per deploy); 克莱门莎 S2 splash 1.1 / 100% ATK and air auto-trigger (#467 ); 白面 copying 歌蕾蒂娅 / 余 skips the three-member condition (#473 , the owner's video).
- 香槟炸弹 is not chosen by friendly auras / heals (PR #468 / #476 by @Siornya); 琳琅诗怀雅 coin balance (PR #450 by @IceCodeNew); Touch prep display (PR #451 by @YinqiMargatroid); lobby header (PR #471 by @YuriRestia); Japanese UI terms (PR #448 by @scutkane).
- AI-only boss countdown grace, render-failure cache / recovery without restarting a battle, device units kept on a same-field re-entry, DIY detail / skill previews, large-text result buttons.
- golden: battle families equal 0.2.3 except diy-135 / diy-136 (克莱门莎); all 18 release matches move through the shared pool, every flip named in docs/history/0.2.4.md §29.12; two coverage scenarios added.
2026-10-11 01:58:52 +08:00
sganggs
9ec84f36a0
0.2.3: the install icon keeps the 0.2.x mint rook (the owner's choice), refined: a narrower tower, lighter base and more padding so it sits well among launcher icons; manifest sizes, maskable and favicons re-exported (the ICO keeps its transparent mask)
2026-10-10 02:36:12 +08:00
sganggs
9042125430
0.2.3: 重绘系列通用安装图标并记录功能审核决定(#413、#77/#408、#444、#407)
2026-10-10 02:11:23 +08:00
sganggs
ba5b998a72
0.2.3: Clementia S2 releases a dead, hidden, uncarriable or pathless rider at once (slot and weight back before the same tick's boarding checks); same-browser match recovery never takes the seat of a window that is reloading or still starting (a tab keeps its own session token; seats are stamped at the server's welcome, the older welcome wins); golden: diy-135 moves (outcome unchanged)
2026-10-10 01:58:06 +08:00
sganggs
821ab827bd
修复赤刃明霄陈三技能对空自动开启并核实社区反馈
...
S3 的扩展范围含可选中的飞行目标时可以自动开启剑气;普攻保持仅对地。
[ASSUMED] 自动触发区域沿用扩展攻击格和永久射程延长,不扩张到未来剑气的整条路线。
补测部署技能与休整属性预览、后排协防蕾缪安真实锁定耗弹、诗怀雅落地金币、
莎草对炸弹的治疗链,以及予愿三种技能的普通地面溅射和无视可选性例外。
未复现的报告保留证据边界;诗怀雅被动落地投瓶符合 PRTS。
全 285 场 golden 重建并验证,仅 diy-074 变化:新增 4 次陈 S3,伤害 142376→163563,
时序/选敌改变后击杀 21→18、漏怪 96→99,223.83 秒和结束方式不变。
其余 284 场不变。
CI:5879 tests,5876 pass,0 fail,3 skip;setup/smoke/lint/imports/typecheck 均通过。
新增 16 项回归,相关 6 文件 63/63,补充 2 文件 20/20,文档 31/31。
2026-10-10 01:02:23 +08:00
sganggs
708caf7d06
fix: correct community-reported combat and strategy draft behavior
...
Guard lethal stuns against a replacement deployment; keep bard auras running
through stun; require an active Aegir bond for Clementia's strategy; allow
Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation
against current gun/spring companions. Set multiplayer strategy picks to 50s
and describe renderer fallback without diagnosing unsupported hardware.
Golden moves (full 285-scenario regeneration):
- roster-008: inactive Aegir no longer gains 18 strategy layers.
- boss-boss_4-solo: bard regeneration continues through stun.
- hidden-boss_9-pair: mitigation covers first hits/current companions.
- standin-07: hammer stun cannot follow an immediate revival deployment.
No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
2026-10-10 00:45:41 +08:00
sganggs
77cd29f07a
Keep lobby settings next to the guide when install controls appear ( #413 )
2026-10-09 23:57:05 +08:00