sganggs
072e1231ae
feedback2 WA: a knocked-out operator facing UP falls and lies with its Front model, the Back model holds still meanwhile (GitHub issue #25 )
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131 of the 135 Back skeletons have no Die clip, so SpineActor.die() changed nothing and the
attack / skill / idle loop went on under the redeploy ring. UnitView._wantsBack() now wants the
Back model only while the unit stands (or when its Back skeleton has a Die clip of its own);
die() / revive() mark the view and its update swaps the model in place after the frame's events
(a death and a redeploy in one frame load nothing). The Front model replays the fall (held end
for a unit already down), gets the knocked-down grey, and the redeploy brings the Back model back
with the deploy clip carried over. A skeleton without a Die clip holds its idle's first frame.
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Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
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Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
2026-10-01 19:08:23 +08:00
2026-10-02 04:19:28 +08:00
2026-10-02 17:58:35 +08:00
Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
2026-10-01 19:08:23 +08:00
2026-10-02 04:19:28 +08:00
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