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This contains a bunch of bug fixes for SSR we need.
drwpow
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…#7235) * test: add unit tests * fix: prioritize prerendered routes * chore: fix test * add comment * test: try avoiding race condition * chore: changeset * try avoiding race conditions attempt #2 * try avoiding race conditions (attempt 3) * final fix hopefuly * tet: add more tests * sort conflicting dynamic routes aplhabetically * test: fix test
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jrin0340-420
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Expanded project description and objectives for Architect's Crucible, detailing AI dynamics and gameplay mechanics.{
"title": "[Puzzle withastro#2] Debug Tools & QA",
"description": "Create in-editor or play-mode DebugTools to accelerate testing and QA. This tool should allow developers to force critical game states instantly.",
"acceptance_criteria": [
"Debug menu is accessible via a toggle key (e.g., F1).",
"Buttons for force-bite, force-kill, quick-save, and quick-load are functional.",
"Biting button successfully triggers the Consequence flow (Amputation/Specter's Rage).",
"All button actions are logged to the console."
],
"estimate": "12 pts",
"files_likely_affected": [
"DebugTools.cs (new)",
"Editor/DebugToolsEditor.cs (optional)",
"PlayerController.cs (add debug hooks)",
"ConsequenceSystem.cs (add debug hooks)"
],
"labels": ["puzzle", "prototype", "enhancement", "qa"]
}{
"title": "[Puzzle withastro#1] HUD at Dawn",
"description": "Implement a simple HUD overlay displaying Health, Stamina (percent), and Bloodlust (if Lucille equipped). This is the first visual feedback for the player.",
"acceptance_criteria": [
"UI updates in Play mode.",
"Health and Stamina (percent) are visible.",
"Bloodlust bar appears only if Lucille is equipped.",
"Bloodlust bar pulses visually when Bloodlust is >90%."
],
"estimate": "10 pts",
"files_likely_affected": [
"UIManager.cs",
"PlayerController.cs",
"LucilleWeapon.cs",
"Assets/Prefabs/UI/HUDCanvas.prefab (new)"
],
"labels": ["puzzle", "prototype", "enhancement", "ui"]
}
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This contains a bunch of bug fixes for SSR we need.