Capture current mission, AI, map and administration development

Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
This commit is contained in:
2026-10-13 22:52:53 +02:00
parent a951a96edc
commit 6a667d8deb
8104 changed files with 2124945 additions and 2061 deletions
@@ -0,0 +1,537 @@
PASS: missing, child-only, malformed, zero and duplicate prefab root IDs rejected
PASS: delayed scene/inventory arrival, deferred preload, identity checks, stale replies, timeout and observer cleanup
PASS: actual inventory manifest, delayed/missing/wrong-owner item links, finite cap, consumed-stock refresh and preload ordering
PASS: spawn scene remains held through final acknowledgement and nearby use; leaving, reassignment, disconnect and teardown release it
PASS: production prison AI hold/release, repeat activation, authority/faction/player exclusion, dead actor and stop cleanup
PASS: actual infantry search suspension, quiet grace, finite resume, expiry/replacement and defensive/ownership boundaries
PASS: infantry combat gate precedes radio delivery and preserves non-task transports
PASS: actual HQ contact transition wakes only fit squad members, cancels only task orders and logs changes once
PASS: actual finite medicine grants, authored stock deduction, full-backpack refusal/pouch fallback, no loot replenishment, unresolved-operation quarantine and ownership/stop guards
PASS: only recent native detected/identified threats suspend hunter travel; stale/disarmed/destroyed contacts cannot strand patrols
PASS: actual hunter combat transition cancels only its travel once, holds through renewed contact and resumes after quiet; unregistered startup preserved
PASS: captured sighting retention, immutable details, expiry, replay rejection, bounded sound uncertainty/cooldown, radio loss, priority and overdue-status fairness
PASS: arrow press/release, held keys, opposing keys, disabled/menu input and firearm-only retention
PASS: town trigger and hard 700m exclusion for all observers, empty/invalid positions and final-check crossings
PASS: exact finite site squads, invalid roster/count rejection, committed-site spacing and safe fallback boundary
PASS: mortar couriers use the mobile site team and refuse permanent-only garrisons
PASS: omitted preferred mortar depot selects a surviving owned camp/mobile team; no camp, foreign cache and permanent-only sites are unavailable; historical priority retained
PASS: real-session mortar deadline, failed-support convoy admission and hunter survivor/recovery gates
PASS: native-route retry preserves delivered target, limits attempts and suspends during combat
PASS: stale/deleted AI utility cannot receive Complete; mortar HQ preflight withholds unsafe orders; mounted convoy cover never creates infantry Defend
PASS: flight crew affiliation and group precede native boarding; preparation remains bounded even while passengers wait
PASS: factionless/deleted map targets do not abort perception; faction lookup tolerates teardown; deleting helicopter releases without capture/engine access
PASS: shoot adapter waits for a physical round; bounded same-shell retries, interrupted/never-started loads, committed no-retry, order/owner changes and normal native delegation
PASS: missing/invalid faction crew defers before any native spawn or allowance insertion; all registered RHS factions have explicit soldier and medic profiles
PASS: vehicle radio issued once; pending, refusal and looting cannot duplicate or fabricate a physical radio link
PASS: actual vehicle-radio link requires the original seated crew, physical manpack and live uncaptured mission vehicle; looting, dismount, release and teardown remove it
PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence
PASS: real opening road geometry enforces wide azimuths; fresh delivered contact preempts patrol cooldown, respects radio failures and does not starve in-flight interception
PASS: actual scoped 10% tighter REGULAR aim error and alert perception; preserves equipment multiplier and restores vanilla behavior when unbound
PASS: physical inspection and parent-wreck retention; server-only searched/report delivery unlocks native cleanup once with a 300-second delay
PASS: bounded same-group empty-spawn retries, no casualty refill, queue retirement, delivery-gated intel, prepared-team reuse, throttled diagnostics and LOD release
PASS: production airborne memory confidence, persistence, ground coverage, confirmed losses, artillery veto, cooldown and invalid-input rules
PASS: production cover retains the carried HQ target until its deadline; airport reload waits until the drop pass and cover have finished
PASS: air logistics reservation preserves delivered search until radio handoff, excludes guards/combat/in-flight orders, and quarantines unresolved native loads/moves
PASS: actual ammunition cargo selector handles empty rifle/machinegun/sniper magazines, preserves loaded variants, excludes auxiliary launchers and tolerates missing native metadata
PASS: original 15-minute launch/loss cadence, active/captured timer disarm, saved delay reset, stop, 300m orbit and bounded close-contact standoff at 30/60/120 Hz
PASS: actual aircraft-removal notification guards owner/server/active/stop and schedules one full delay without replay extension
PASS: hill prominence/elevation, actual road edges/heights/bends and server-only finite scout admission, pending stock, timeout and no replacements/refills
PASS: mortar duty scope excludes players, other crews, stopped/client/inactive states; only destruction releases an active assignment, while the gunner may approach the gun
PASS: random mode restrictions, full numeric ranges, independent calendar dates and strict daylight boundaries
PASS: actual killais eligibility includes the 1000m boundary, excludes players/retained bodies/dead/non-character entities and checks full 3D distance
PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, skips only dispensable sites, preserves required objectives/intel, and resets the next search budget
PASS: terrain placement samples world bounds, retains streaming candidates, bounds waits/work, rejects foreign fallbacks, preserves objectives/intel and validates completion
PASS: actual navigation readiness supports static meshes, yields only for loadable streaming tiles and refuses unreachable positions
PASS: terrain adapter resources, dependencies, stable IDs, native nav configs, missing-nav visibility, path validation and overwrite protection
PASS: airfield detection accepts physical runways/towers and bounded authored markers, rejects unrelated props, water and out-of-world markers, and samples terrain height
PASS: actual faction resolution reserves explicit roles, samples without replacement, substitutes disabled selections, and rejects duplicate/unknown/missing choices and insufficient pools
PASS: Random all submits persistent random roles immediately; manual mixed choices, stale/unauthorized UI guards and debounce preserved
PASS: actual content policy gates parent packs, individual factions, faction identity and finite group rotation with vanilla fallback
PASS: actual delivered road eligibility, ahead projection without chords, reservations, stock road query bounds, terrain/water/obstruction refusal and clean outputs
PASS: actual delivered-task lineage, expiry, old-order retention, native commit, release, road precision expiry and duplicate delivery
PASS: actual original-roster local handoff,100m3D bound,busy carrier/budget exclusion,origin interruption including deletedsource,normal radio delivery and per-source replay history
PASS: actual visual intake retains source/time/position/id, rejects replay, prefers usable own route, excludes simultaneous callers and conservatively resets negative-sweep dwell
PASS: actual fixture local/radio gating, immutable source/time/position, interrupted-report exclusion and exact-owner cleanup
PASS: local-handoff runner refuses wrong project/round count/insufficient deadline before runtime work
PASS: actual fixture allocator terminal/unsubmitted guard, original-group lookup and both candidate gates
PASS: actual report-derived waypoint insertion/order and tighter positive radii; no formation navigation claim
PASS: actual Place/Stop waits native pose update, bounds four attempts, preserves original position, restores pending/settled placement and respects ownership/accepted-move quarantine
PASS: actual fixture current/original recipient ownership, unresolved transfer cleanup, exact-token release and idempotent Stop
PASS: actual fixture phased-cargo readiness, bounded callbacks, captured-stock mixed-caliber selection/continuation, reservation cleanup and component magazine counts
PASS: actual inventory-fixture setup uses ordinary prison unlock before constructing its convoy-waiting probe; failed unlock cannot run fixture
PASS: actual authored storage anchors, native trace flags, own-hierarchy exclusion, external wall/vehicle obstruction, range, unknown geometry and bounded context refusal
PASS: actual convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup
PASS: actual finite convoy supply pool; immutable slots, shared demand state, sparse/capped discovery and permanent shutdown
PASS: actual HQ rotates finite donors, skips unavailable/contacted trucks, uses delivered reports and dispatches at most one trip per planning cadence
PASS: actual original turret identity, native/canonical guards, scoped maximum-skill profile, reset, dismount/reboard, requested-skill preservation and restoration
PASS: bounded HQ startup/memory windows and outcome-specific full-route deadlines
PASS: explicit escape-route skips only administrator stress, preserving original full-fixture wait/failure paths
PASS: normal escape route keeps ordinary catalog and generated placement; historical selectors remain unchanged
PASS: actual read migrates old valid settings, preserves explicit disabled state, rejects invalid data; next-round feedback and fixed menu remain honest
PASS: actual automatic convoy timing/authority/admission/one-attempt/manual-task/stop policy; native deployment unproved
PASS: late authoritative failure reason refreshes open result; detach, mode change and success subscriptions preserved
infantry resupply actual rules, radio transitions, owned cleanup and unresolved-operation tests passed
PASS: actual resupply Roster preserves permanent release, original slot mapping and bounded ownership
PASS: actual bounded empty-return and finite delivery; phase-isolated callbacks, exact ownership proof, stop quarantine and original actor/vehicle boundaries
PASS: actual early ammunition policy and status-first shared uplink; complete threshold, phases, cooldown, failures and requested check-ins
PASS: actual group radio startup preservation, finite native grants, callback quarantine, frozen selection/actor ownership and bounded observation
PASS: actual maintenance native-stock check rejects missing/duplicate/wrong-identity/unowned/depleted/malformed stock and is read-only; native runtime not executed
..................
----------------------------------------------------------------------
Ran 18 tests in 0.288s
OK
PASS: actual radio node rejects current incapacitation, death, ownership and faction changes despite cached inventory; one-second capability refresh remains explicit
PASS: one optional Southern transport, unchanged finite clue/maintenance stock, and airfield-only extraction config
PASS: optional transport deferred behind required readiness, bounded once-only spawn/omission, isolated cleanup, occupied-candidate retention and required-default preservation
PASS: actual diagnostic fallback runs only on failed missing-context call, derives unique native pilot door, preserves stock eligibility and restores prior index on success/failure; diagnostics mutate no game state.
PASS: actual native-prelude cleanup restores only original changed damage, refuses stale/incapacitated/aboard teleport; bounded five-seat/four-door fixture wiring checked. Native execution remains pending.
PASS: actual CreateTransport requires successful scoped Configure after handbrake, preserves ordinary vehicles, tracks spawned entity before failures and never treats failed lock registration as ready.
PASS: actual preparation Configure guards/idempotence/breach preservation, security eligibility/final current-body server mutation and all scoped action guards; all five seat/four door resource overrides. Native hold, prefab merge, replication and boarding remain unverified.
PASS: production vehicle alarm single trigger/replica completion/no replay, fixed deadline/readiness wait, failed audio, dedicated server, moving exact handle, destruction/native end/deletion/clock and mission teardown. Native sound and multiplayer delivery require engine qualification.
PASS: production alarm emitter/receiver original time/location, explicit native queue only, 32-entry cap, 50m local witness eligibility, bound perception, native-super preservation; actual engine broadcast/hearing remains unverified.
PASS: actual bounded native mounted proof/detached payload/deadline/cleanup methods, production-only setup and isolated runner selector
PASS: actual convoy cover observation/snapshot/uplink/HOLD/RESUME/cleanup transitions; native boundaries mocked, non-convoy runner opt-in refused
Enemy optics actual-service ownership, preservation, callback, deadline and bounded-inspection policies passed
PASS: actual delivered cover freshness/lineage/replay and canonical executor; owned waypoint-only hold, one resume at preserved route index, invalid ownership/crew/ledger refusal and fail-closed native recreation
PASS: actual Stinger show/set/help state precise actor-roll effects; read-only help, bounded values, malformed syntax and failed-save preservation; no rerolls/gameplay edits and no native persistence claim
PASS: new/retasked search and radio delivery ammo gates; active tasks and delivered release preserved
HQ convoy delivered-report planning and downlink regressions passed
PASS: actual own-inventory ammo inspection deduplicates loaded/carried/shared wells, separates chambers/launchers, freezes scalar snapshots and treats unsupported/capped/foreign inventory as unknown
PASS: actual mounted hierarchy sampling, ownership exclusion, deduplication, completeness/caps, quarter threshold and detached validation; no runtime policy or ammunition mutation
PASS: actual HQ original convoy-root admission rejects wrong force/server/group and never supplies replacement lookup
PASS: native body fixture uses existing immutable actors, real production LOS/queued uplink, pre-delivery isolation, actual status overlap, bounded cleanup and no fabricated reports/spawns
PASS: actual native fixture lookup selects exact BODY kind/identity/message from bounded evaluations, never sighting-only Get
PASS: actual ammo snapshot comparison checks every scalar/category flag; native probe requires real roster rescan, loaded-round lower bound and separate immutable pending/Watch objects
PASS: actual delivered slot-union bodies preserve overlap/disjoint evidence, replay idempotence, status subset integrity, full-wipe closure and formation-local bounds
test_review_added_allowed_media_invalidates_snapshot (__main__.ReviewTests.test_review_added_allowed_media_invalidates_snapshot) ... ok
test_review_added_source_directory_rejected (__main__.ReviewTests.test_review_added_source_directory_rejected) ... ok
test_review_loose_root_resource_and_symlink_rejected (__main__.ReviewTests.test_review_loose_root_resource_and_symlink_rejected) ... ok
test_review_metadata_media_and_sidecars_remain_allowed_and_bound (__main__.ReviewTests.test_review_metadata_media_and_sidecars_remain_allowed_and_bound) ... ok
test_review_missing_link_rejected (__main__.ReviewTests.test_review_missing_link_rejected) ... ok
test_review_package_guard_sees_new_scripts (__main__.ReviewTests.test_review_package_guard_sees_new_scripts) ... ok
test_review_retargeted_private_link_rejected (__main__.ReviewTests.test_review_retargeted_private_link_rejected) ... ok
----------------------------------------------------------------------
Ran 7 tests in 0.074s
OK
PASS: actual report methods reproduce old starvation; status-first scheduler delivers check-ins and requires 30s without combat or actual visible contacts before negative reports
PASS: actual actor group lookup retains controlled character membership when seated/inherited vehicle agents differ; missing control or parent refuses
.................
----------------------------------------------------------------------
Ran 17 tests in 3.568s
OK
PASS: actual convoy motion thresholds, native-only proof boundaries, physical cargo/crew ownership and pre-launch runner restrictions
PASS: actual filled rotated-footprint TraceBox and nine terrain/water samples; broad tree/cable bounds alone accepted, actual collision/nonfinite trace refused, nonzero sweep and ENTS/OCEAN flags, bounded diagnostic query and reset
PASS: actual road interpolation/projection/orientation, six35m starts,200m forward tail, preserved bends, short/far/degenerate/nonfinite/overdense/hairpin refusal and deterministic candidate ties
PASS: actual authenticated convoy dispatch, active/ready admission gates, canonical receipt, safe unconsumed preflight retry, pool refusal, retained partial failure and consumed no-retry
PASS: actual native readiness exact membership, one-time per-vehicle ledger admission/reservation, partial readiness retry without duplicate records and one-pass56-item cargo allocation without replenishment
PASS: actual per-vehicle readiness reasons, native agent/activity counts, intended-seat diagnostics, five-second throttle and read-only observation
PASS: actual convoy dispatch validates before receipt consumption, consumes once before native mutation, retains all12 partial-failure paths, accepts the selected non-USSR enemy, and allocates exact19 bodies without capacity shrinking
PASS: own memberless prefab disables automatic spawn before initialization; actual admission rejects populated, immediate or authored-slot templates before finite crew creation
PASS: actual native seated-group arrival outside35m, native waypoint removal, idempotent advance, and convoy waypoint idempotence/arrival/deadline, missing/dead/captured/reparented crew refusal, failed native waypoint release, original vehicle/member preservation and no replacement
PASS: actual convoy receipt identity/one-use, shared60-body and128-formation caps, outstanding/native-ledger accounting, exact19-body composition, source reuse, mode/client guards and no consumed receipt refunds
PASS: actual supply route cycling/arrival/stops, finite startup bounds, contact freshness, dismount hold, quiet interval, interrupted boarding, timeout and lost-truck release
PASS: moving-convoy perception boundaries and scoped individual/group abandonment priorities
PASS: production convoy spacing, physical arrival, stable follower targets, supply ownership, leader promotion and bounded stuck recovery
PASS: convoy combat keeps native manoeuvres for unchanged contacts and refreshes when contact moves
PASS: native convoy proof excludes pre-departure movement and ends via explicit fixture reset, not prohibited player death
PASS: boarding retries only after approach/seat progress stops, capped at three, with delayed native reissue and completed-team preservation
PASS: slow only owned vehicles near fit dismounted infantry; ignore passengers, casualties and released teams/vehicles
PASS: restore missing native driving registration only for healthy owned seated crews; preserve existing association and refuse invalid/released vehicles
PASS: actual body observer enforces owned physical roster, local death-only candidates, native trace gating, budget/cadence/caps, immutable body-only snapshots, radio retries and confirmed suppression
PASS: own initial roster, explicit retained corpse evidence, unconscious/missing/ref transfer guards, fixed strength, no replacement adoption, detached samples, surviving radio sender, immutable convoy root/ledger, mounted capture release and lost-root unknown
PASS: delivered-only status snapshots, two missed check-ins/reply deadline, last reported coordinates, episode/replay guards, confirmed-loss idempotence, detached/validated mounted payload replacement and 256-record cap
PASS: actual assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries
PASS: actual force ledger, finite casualties/identity/cap, routes/arrival/elevation/overshoot, server and physical guards, staggered 256-record simulated hour without world queries
PASS: actual equipment coordinator registration dedupe, startup delay, five member scans, finite component retries, unregister/stop terminal behavior and 256-group bound
PASS: actual percentage selection, native/preferred launcher preservation, failure/removal fallback, pending-operation quarantine, capture, finite two-mine grants and no replenishment
PASS: actual objective heading/threat/approach rules, persistent doctrine weight, fresh-contact coverage invalidation, stale-sweep rejection and atomic radio retask ownership
PASS: actual bounded delivered-negative coverage, replay/freshness/expiry/invalid guards, oldest eviction, small-circle and nearest-unswept selection, reserved-cell exclusion and cleanup
PASS: actual bounded pursuit roles/objectives/scores, stale search degradation, physical/busy/home guards, finite lifetime and two-bearing escape gap; no hidden player reads or spawning
PASS: actual HQ memory rules/service preserve delivered snapshots, chronology, replay bounds, decay, motion limits, identity and negative-search revisions
.......
----------------------------------------------------------------------
Ran 7 tests in 0.027s
OK
PASS: actual session Tick + journal router delivers each grant completion and new HQ line once, without repeats on empty/unavailable feeds or unauthorized ticks
.....
----------------------------------------------------------------------
Ran 5 tests in 0.387s
OK
PASS: actual current-controller/admin/mode authorization, per-round anti-replay, token-rotation refusal, command/snapshot throttles and client scope; owner-only replies and player-tool cleanup wiring
PASS: mission provider registration is idempotent, optional dispatch is ordered, status aggregates, journals preserve cursors, aliases stay with their addons and topic help is bounded
PASS: actual menu command routing covers all fourteen settings, rejects unsupported keys, gates companions, and matches unique authored widgets
PASS: explicit weapon retention buttons use the same ready/authorized server command path
PASS: actual summaries preserve queued/delivered meaning, clear counts and IDs; raw records, legacy display, cursor gaps and RPC limits remain intact
PASS: actual admin body authorization, god restoration, vanilla item deposit, callback completion/failure, timeout quarantine and stop/revocation paths
PASS: same-body revoke/regrant preserves pending insertions and timeout quarantine; new-body binding isolates late callbacks and never inherits god mode
PASS: actual Intel commands distinguish status/start/failure, preserve authorization gate and reject malformed requests; spent ledger is idempotent, server-only and bounded
PASS: actual reroll snapshot, authority, cancellation, ownership, accepted operations, quarantine, bounded work and stop methods; no native runtime claim
PASS: production Intel feedback coalescing, rough secrecy, rate limit, bounded dedupe, local/remote delivery and round cleanup; native UI/RPC not exercised
PASS: actual per-squad bounded report selector rotates visible targets, survives ordering/turnover, records only queued attempts, and preserves radio intake ordering
PASS: actual action denial/clearing, server request failure, single submitted-result feedback, current rescuer identity and terminal/stop suppression; native UI/RPC pending
PASS: actual physical denial precedence and transport-seat occupancy/reservation/access/lock checks
PASS: actual initial admission exhaustion and ServerTick grace; new/pending/empty/controller/life guards, normal death preserved
......................
----------------------------------------------------------------------
Ran 22 tests in 0.286s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 27.075s
OK
..................
----------------------------------------------------------------------
Ran 18 tests in 3.147s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 2.397s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 1.199s
OK
PASS: actual field result/braking observer and Chat dispatch rules; one finite fixed candidate, deferred callback failure and guarded cleanup; no native measurement
PASS: actual opt-in terrain audit records one fixed1681-point grid, preserves original survey refusal/success and exact no-allocation scope; malformed heights stop without retry; no native data acquired
....
----------------------------------------------------------------------
Ran 4 tests in 0.642s
OK
PASS: actual field PI/ramp/vector caps, antiwindup, braking hypothesis, immutable admission limits and segment bounds; no native physics tested
PASS: actual100m whole-field survey sampling/4096cap, rotated coverage, all-node terrain and native trace refusal; original certificate lineage retained; no native qualification
PASS: actual QualifyField preserves original identity/footprint/time, orders complete surveys before issuance, and refuses failed stages/moved body/expired or changed world; native boundaries faked
PASS: WORKBENCH first-refusal diagnostics preserve ordinary predicates, query order/count/budget and opt-in scope; no native logging run
PASS: actual field startup delegation, immutable lease/target, braking/settling/cancel transitions, early abort, callback scope, physical terminal policy and shared landing demand; native boundaries faked
PASS: actual inherited airborne pre-CLIMB cancellation enables verified native autohover once, refuses failed enable and never writes after capture
PASS: actual Core maintenance/default/tick/stop methods; empty/populated authority, terminal reentry, no tactical resume or new scheduler; native boundaries substituted
PASS: actual finite registration, unique claims/tokens, retention/cancel/stop, readiness gating, capture/expiry retirement and bounded cross-kind order history and typed field/route construction; native boundaries faked
PASS: actual WORKBENCH route observer returns exact retained route subtype and refuses absent/field controllers
.....
----------------------------------------------------------------------
Ran 5 tests in 0.672s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 0.189s
OK
................
----------------------------------------------------------------------
Ran 16 tests in 10.995s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.020s
OK
PASS: actual production bridge lookup, lease/world/mode/seat/capture guards, no allocation, native super ordering and read-only fixture hooks
...............
----------------------------------------------------------------------
Ran 15 tests in 0.058s
OK
.............
----------------------------------------------------------------------
Ran 13 tests in 5.126s
OK
PASS: actual route gain/caps/braking, callback selection, old landing/cancellation control and matching read-only telemetry
..............................
----------------------------------------------------------------------
Ran 30 tests in 0.436s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 0.217s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.119s
OK
PASS: actual gate observer binds native registered action/context and current life, reads accumulated progress, refuses stale bindings and never revives outside original bounds
PASS: actual read-only look observer methods enforce explicit scope, pinned native camera/body/identity, normalized pose, terminal cancellation and original sample/time bounds
...........
----------------------------------------------------------------------
Ran 11 tests in 0.074s
OK
.......................
----------------------------------------------------------------------
Ran 23 tests in 0.040s
OK
PASS: actual initial WAITING task/guide copy, configured duration, unchanged interruption and rounded progress; native task assertion pending
........
----------------------------------------------------------------------
Ran 8 tests in 0.012s
OK
PASS: actual inventory adapter scope, grid placement, sole compatible host, refresh reuse, rollback, foreign hierarchy refusal and exactly-once native delegation; native compatibility pending
.................................................................................
----------------------------------------------------------------------
Ran 81 tests in 0.563s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.079s
OK
.................
----------------------------------------------------------------------
Ran 17 tests in 0.004s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.083s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.394s
OK
PASS: actual observer nonce, admission pins, baseline/menu sequencing, snapshots, bounded clocks/samples, cleanup and one-attempt latch; native untested
PASS: actual corridor caps/height/hold and whole-rectangle survey bounds, terrain refusal, native trace refusal and exact certificate lineage; native route unqualified
PASS: actual route entry, fixed corridor/target, hover hold, cancellation landing freeze, shared lease/capture/deadline gate and unchanged native startup/tick sequence
PASS: finite opt-in route fixture, original native input order, meaningful physical-arrival evidence and guarded cleanup; no native launch
PASS: actual Chat route step result dispatch and scoped completion/cleanup wiring; six real early-parser refusal paths leave no prefix/profile output
PASS: actual retained-service fixture entry, immutable controller/token/deadline/count bindings, observer getter and cleanup ownership ordering; native route validation pending
PASS: actual measured cancellation gate, one-shot retained service Stop, no premature drain, immutable lease, fresh real controller readback and separate physical cancellation result policy
PASS: actual rough-intel objective selection, exact precedence, source grid dimensions and unchanged other-phase dispatch; native UI pending
.................................
----------------------------------------------------------------------
Ran 33 tests in 0.097s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 0.038s
OK
PASS: actual preparation status scope, persistent updates, spinner restoration, placeholder replacement/deletion/destruction, native observation persistence/timeout; rendering remains native-pending
PASS: actual guide/observer monitors retry native refusal, cache successful delivery, deduplicate and preserve living/preparing/spectator boundaries; native UI not exercised
PASS: actual native-end shutdown, existing terminal snapshots, reentrancy, unchanged native end data and stale preparation guards
....
----------------------------------------------------------------------
Ran 4 tests in 1.479s
OK
PASS: actual three-state result wording and UI refresh; stale winner IDs never manufacture escape
...........
----------------------------------------------------------------------
Ran 11 tests in 0.126s
OK
PASS: actual immutable target, bounded autohover demand, drift refusal, five-second hold and unchanged qualification/deadline
PASS: actual admission attempt budget bounds blocked/missing prerequisites; preparation, spent life and async pending remain protected
PASS: delayed admission retry retains controller ownership across same-account recycled connection IDs
PASS: actual action permission matrix unchanged; useful phase/intel/consciousness denials, stale reason cleared, native door denial preserved; no native UI claim
.....
----------------------------------------------------------------------
Ran 5 tests in 0.242s
OK
PASS: actual aircraft cancellation/stage rules, ground-only completion, expiry/capture faults, input ownership and no physical shortcuts
PASS: actual exact-instance single-use qualification, native-clock staleness/movement refusal, footprint bounds and ownership-safe ground/fault cleanup
PASS: actual optional screenshot helper flag/identity/world/life revalidation, one queued attempt, delayed capture and mission/world cleanup; no native image/presentation claim
PASS: actual yard diagnostic exact registered prison ownership, eight native-bound corner projections, no root-sibling escape, bounded duplicate/deep/wide hierarchy traversal; native projection/mask still unmeasured
PASS: actual CurrentActor, SpawnPosition and observer-selection methods reject pending/unregistered/replaced/recycled/foreign/dead bodies; canonical selection/cycling, unconscious following and prison/geometry fallback preserved; native boundaries adapted
PASS: actual native-map fixture ownership, cleanup and callback evidence fail closed; native execution remains separate
PASS: actual shared-map callbacks bind exact map/config/root, preserve replacement UI/camera, defer focus, and remove only owned delayed work
PASS: actual Intel/HQ methods and one-shot qualified readiness handoff deliver late actors once; duplicate readiness, accepted spawn, pickup/drop, death and original negative rolls do not mint assignments
PASS: Workbench-only read accessor rejects unknown/nonserver identities; Chat observes all distinct ready crew before existing shell-depletion mutation
PASS: actual native-event latch survives deselection, requires exact activity/order, detaches before cleanup, preserves failure/timeout and never infers completion from physical shot count
.........
----------------------------------------------------------------------
Ran 9 tests in 0.118s
OK
PASS: actual refresh-fixture gates pin immutable observations/actual downlinks/original activity, reject unaccepted or relabelled commits, stop queueing early and require all queued contacts claimed before replay
..........................
----------------------------------------------------------------------
Ran 26 tests in 0.221s
OK
PASS: actual refresh scheduler/delivery/cancellation/projectile methods reject interrupted or replayed reports, retain committed ownership, preserve immutable snapshots/aim geometry and isolate stopped or replaced orders; native radio/crew behavior remains separate
.....................
----------------------------------------------------------------------
Ran 21 tests in 0.037s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.035s
OK
PASS: actual full-salvo gates require eight fresh committed physical launches, natural closure and exact finite inventory; reject partial/extra/replayed events
PASS: actual reason/availability guidance and refresh matrix; no-target copy omits cycling, hint retry retained, existing command/admin paths unchanged; native UI pending
PASS: actual client camera policy closes immediately on healing or mission end; late unconscious metadata cannot keep the view active
PASS: actual input dispatch, one press per edge, menu-held suppression; actual revival camera handoff with editor close/retry, missing camera, replacement body and stopped round
PASS: first-person pose survives missing samples without drift, follows body motion/rotation, resumes fresh pose and cannot leak between targets
................usage: test_native_package.py [-h] [--project {core}] --session SESSION
--compat COMPAT [--steam STEAM]
[--timeout TIMEOUT]
[--external-addons EXTERNAL_ADDONS]
[--silent-workbench | --exit-after-init]
[--continue-on-failure]
test_native_package.py: error: argument --exit-after-init: not allowed with argument --silent-workbench
................................
----------------------------------------------------------------------
Ran 48 tests in 12.597s
OK
.......
----------------------------------------------------------------------
Ran 7 tests in 0.279s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 2.337s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.370s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.062s
OK
PASS: actual finite-courier age, token, exact ownership/callback and delivered-status admission reject stale, replayed, captured, canceled and ambiguous work
PASS: actual native-gun ownership gate rejects player/foreign/replaced/dead occupant, faction change, missing seat and missing registry
PASS: four-battery courier selection preserves pending trip/report/transfer identity, skips unavailable crews, and selects the next depleted battery without new stock
PASS: 64 bounded distinct storage candidates; native gates, five-store barrier and finite-stock ownership retained; native placement pending
PASS: 128 coarse+80 local refinement+169 airport grid candidates retain all native clearance gates; real terrain untested
PASS: actual prison registration/crossing policies reject missing/duplicate/destroyed initial gate, incomplete ownership/scan, outside-only body, jumps and stale samples; physical exit independent of later gate damage
PASS: actual prison door execution blocks direct AI/UI bypass while locked and delegates unchanged native action once after unlock and permission approval
..................
----------------------------------------------------------------------
Ran 18 tests in 2.174s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.239s
OK
PASS: native local-admission snapshot rejects changed life/key/body/participant/pending state; authentication is not simulated
PASS: actual mortar report ledger prevents duplicate response after cancellation, expiry and interleaved reports; native scheduler separate
.........
----------------------------------------------------------------------
Ran 9 tests in 0.014s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.162s
OK
PASS: actual aim renewal requires fresh same-report solve and original-command equivalence; native firing untested
........
----------------------------------------------------------------------
Ran 8 tests in 0.013s
OK
PASS: actual startup/generation/ownership/timeout/callback policies and native-counter wait; integration preserves one-shot allocation and pending-crew cancellation
PASS: rapid mortar cycle counts eight physical rounds once and waits for native completion without a ninth aim or shell
PASS: actual probe binds native events to fresh immutable commits, permits delayed emission, rejects unrelated expiry closure and premature stop
PASS: actual noSplash Load body requires both explicit diagnostic and noSplash, preserves vanilla otherwise, and handles repeated Load/reload
PASS: actual fixture method permits one native resilience operation and restores either prior protection state, including failure paths
PASS: actual safe-exit boundary policy, native action/door selection, stop/cache cleanup, separate old mechanism and opt-in runner contracts
PASS: actual one-shot deadline/stability policies and preparation ownership, fuel, cleanup integration contracts
PASS: pending-only cancellation retires copied instance intent, preserves physical/control actors, and stops once
PASS: actual short-cast hit, upward support normal, no self support and no dynamic support
PASS: actual committed-ticket structure preserves reservation after death, rejects missing bodies/seats and ends at observation expiry
PASS: actual pending callback expires an empty-server reservation once, preserves its full lease, and cancels on completion/Stop
PASS: rescue lease expiry/reordering, fresh five-second settling, independent rescue ranges and grounded upright aircraft motion boundaries
PASS: requested guard population requires complete physical conscious membership before deadline
......................................
----------------------------------------------------------------------
Ran 38 tests in 0.021s
OK
..........
----------------------------------------------------------------------
Ran 10 tests in 0.003s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 0.992s
OK
PASS: authored radio/optional-site bounds and physical horizontal/vertical boundaries
...
----------------------------------------------------------------------
Ran 3 tests in 0.001s
OK
PASS: all phase transitions, terminal states, defence boundaries, stale/future observations, intel discovery
PASS: Core document-discovery alias, companion-only alias exclusion, strict integer parsing and setting boundaries
PASS: player admission phase/life/identity/controller matrix, preload displacement limits, pending reservation overlap and owner exclusion
PASS: actual gate and pre-inventory document guards reject noncanonical/faction/life/disconnect/server mismatches; canonical reconnect and unconscious carried intel preserved
PASS: WB-only native fault injection restores both body mutations before checks/returns and requires eligible held-document negative/positive proof; runtime pending
PASS: actual discovery coordinates disclose stable 500m cell center until identified, then exact point, including negative/boundary coordinates
PASS: actual local admission context/selection/latch, same-round late identity, replacement/mode failure, fresh round and untouched network path
PASS: prison search packs 16 unique 3m-spaced inside-wall centers, prioritizes inner/edge positions and never bypasses clearance
PASS: physical body occupancy rejects overlap, permits diagonal neighboring slots, and excludes own body and unrelated broad-phase bounds
PASS: recovery state excludes dead bodies, preserves reservations, requires controlled rescuers and distinguishes empty/all-dead teams
PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing
PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap
PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat
PASS: every minute round-trips, malformed clocks rejected, defaults limited to added keys, progression bounds and day duration aligned
PASS: native settings policy matches calendar boundaries 1900-2050, date/profile parsing is strict, authored defaults preserve old worlds
PASS: view-distance bounds, default, save failures, command parsing, temporary ownership, server/platform limits and lifecycle wiring
.....
----------------------------------------------------------------------
Ran 5 tests in 0.603s
OK
.
----------------------------------------------------------------------
Ran 1 test in 0.402s
OK
PASS: radio authorization/discovery/phase matrix, exact distance limits, defender handover, interruption, empty samples, clock regression and duration boundary
PASS: actual radio feedback policy, initial wait, interruption persistence, resumption and terminal/new-round reset
...............
----------------------------------------------------------------------
Ran 15 tests in 2.365s
OK
..............................................
----------------------------------------------------------------------
Ran 46 tests in 0.928s
OK
PASS: legacy values preserved, unsupported fields reported, invalid data rejected, existing files protected, runtime bounds aligned
PASS: failed initial settings promotion leaves defaults writable after restart; prior/fallback saves survive copy, readback and mismatch faults
PASS: real-carrier shortest-hop paths, 500m boundary, three-hop cap, no-manpack failure, three-second originating-call interruption, unchanged downlink hop timing, completed-hop survival, interrupted final uplink, radio loss, capture, motion, timeout, reset and network bounds
PASS: migrated aircraft availability policy (controller migration still pending)
PASS: migrated salvo offsets are deterministic, spread and bounded (native firing and complete salvo qualification are separate)
PASS: 33 prefabs have unique saved root entity IDs
PASS: 299 original script entries tracked across 18 unfinished responsibilities
PASS: 1 isolated addons, acyclic dependencies, 54 unique resources, exact vanilla/authorized external references
All repository checks passed. Native compilation and multiplayer tests are separate requirements.
@@ -0,0 +1,539 @@
PASS: missing, child-only, malformed, zero and duplicate prefab root IDs rejected
PASS: delayed scene/inventory arrival, deferred preload, identity checks, stale replies, timeout and observer cleanup
PASS: actual inventory manifest, delayed/missing/wrong-owner item links, finite cap, consumed-stock refresh and preload ordering
PASS: spawn scene remains held through final acknowledgement and nearby use; leaving, reassignment, disconnect and teardown release it
PASS: production prison AI hold/release, repeat activation, authority/faction/player exclusion, dead actor and stop cleanup
PASS: actual infantry search suspension, quiet grace, finite resume, expiry/replacement and defensive/ownership boundaries
PASS: infantry combat gate precedes radio delivery and preserves non-task transports
PASS: actual HQ contact transition wakes only fit squad members, cancels only task orders and logs changes once
PASS: actual finite medicine grants, authored stock deduction, full-backpack refusal/pouch fallback, no loot replenishment, unresolved-operation quarantine and ownership/stop guards
PASS: only recent native detected/identified threats suspend hunter travel; stale/disarmed/destroyed contacts cannot strand patrols
PASS: actual hunter combat transition cancels only its travel once, holds through renewed contact and resumes after quiet; unregistered startup preserved
PASS: captured sighting retention, immutable details, expiry, replay rejection, bounded sound uncertainty/cooldown, radio loss, priority and overdue-status fairness
PASS: arrow press/release, held keys, opposing keys, disabled/menu input and firearm-only retention
PASS: town trigger and hard 700m exclusion for all observers, empty/invalid positions and final-check crossings
PASS: exact finite site squads, invalid roster/count rejection, committed-site spacing and safe fallback boundary
PASS: mortar couriers use the mobile site team and refuse permanent-only garrisons
PASS: omitted preferred mortar depot selects a surviving owned camp/mobile team; no camp, foreign cache and permanent-only sites are unavailable; historical priority retained
PASS: real-session mortar deadline, failed-support convoy admission and hunter survivor/recovery gates
PASS: native-route retry preserves delivered target, limits attempts and suspends during combat
PASS: stale/deleted AI utility cannot receive Complete; mortar HQ preflight withholds unsafe orders; mounted convoy cover never creates infantry Defend
PASS: flight crew affiliation and group precede native boarding; preparation remains bounded even while passengers wait
PASS: factionless/deleted map targets do not abort perception; faction lookup tolerates teardown; deleting helicopter releases without capture/engine access
PASS: shoot adapter waits for a physical round; bounded same-shell retries, interrupted/never-started loads, committed no-retry, order/owner changes and normal native delegation
PASS: missing/invalid faction crew defers before any native spawn or allowance insertion; all registered RHS factions have explicit soldier and medic profiles
PASS: vehicle radio issued once; pending, refusal and looting cannot duplicate or fabricate a physical radio link
PASS: actual vehicle-radio link requires the original seated crew, physical manpack and live uncaptured mission vehicle; looting, dismount, release and teardown remove it
PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence
PASS: real opening road geometry enforces wide azimuths; fresh delivered contact preempts patrol cooldown, respects radio failures and does not starve in-flight interception
PASS: actual scoped 10% tighter REGULAR aim error and alert perception; preserves equipment multiplier and restores vanilla behavior when unbound
PASS: physical inspection and parent-wreck retention; server-only searched/report delivery unlocks native cleanup once with a 300-second delay
PASS: bounded same-group empty-spawn retries, no casualty refill, queue retirement, delivery-gated intel, prepared-team reuse, throttled diagnostics and LOD release
PASS: production airborne memory confidence, persistence, ground coverage, confirmed losses, artillery veto, cooldown and invalid-input rules
PASS: production cover retains the carried HQ target until its deadline; airport reload waits until the drop pass and cover have finished
PASS: air logistics reservation preserves delivered search until radio handoff, excludes guards/combat/in-flight orders, and quarantines unresolved native loads/moves
PASS: actual ammunition cargo selector handles empty rifle/machinegun/sniper magazines, preserves loaded variants, excludes auxiliary launchers and tolerates missing native metadata
PASS: original 15-minute launch/loss cadence, active/captured timer disarm, saved delay reset, stop, 300m orbit and bounded close-contact standoff at 30/60/120 Hz
PASS: actual aircraft-removal notification guards owner/server/active/stop and schedules one full delay without replay extension
PASS: hill prominence/elevation, actual road edges/heights/bends and server-only finite scout admission, pending stock, timeout and no replacements/refills
PASS: mortar duty scope excludes players, other crews, stopped/client/inactive states; only destruction releases an active assignment, while the gunner may approach the gun
PASS: random mode restrictions, full numeric ranges, independent calendar dates and strict daylight boundaries
PASS: actual killais eligibility includes the 1000m boundary, excludes players/retained bodies/dead/non-character entities and checks full 3D distance
PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, skips only dispensable sites, preserves required objectives/intel, and resets the next search budget
PASS: terrain placement samples world bounds, retains streaming candidates, bounds waits/work, rejects foreign fallbacks, preserves objectives/intel and validates completion
PASS: actual navigation readiness supports static meshes, yields only for loadable streaming tiles and refuses unreachable positions
PASS: terrain adapter resources, dependencies, stable IDs, native nav configs, missing-nav visibility, path validation and overwrite protection
PASS: airfield detection accepts physical runways/towers and bounded authored markers, rejects unrelated props, water and out-of-world markers, and samples terrain height
PASS: actual faction resolution reserves explicit roles, samples without replacement, substitutes disabled selections, and rejects duplicate/unknown/missing choices and insufficient pools
PASS: Random all submits persistent random roles immediately; manual mixed choices, stale/unauthorized UI guards and debounce preserved
PASS: actual content policy gates parent packs, individual factions, faction identity and finite group rotation with vanilla fallback
PASS: actual delivered road eligibility, ahead projection without chords, reservations, stock road query bounds, terrain/water/obstruction refusal and clean outputs
PASS: actual delivered-task lineage, expiry, old-order retention, native commit, release, road precision expiry and duplicate delivery
PASS: actual original-roster local handoff,100m3D bound,busy carrier/budget exclusion,origin interruption including deletedsource,normal radio delivery and per-source replay history
PASS: actual visual intake retains source/time/position/id, rejects replay, prefers usable own route, excludes simultaneous callers and conservatively resets negative-sweep dwell
PASS: actual fixture local/radio gating, immutable source/time/position, interrupted-report exclusion and exact-owner cleanup
PASS: local-handoff runner refuses wrong project/round count/insufficient deadline before runtime work
PASS: actual fixture allocator terminal/unsubmitted guard, original-group lookup and both candidate gates
PASS: actual report-derived waypoint insertion/order and tighter positive radii; no formation navigation claim
PASS: actual Place/Stop waits native pose update, bounds four attempts, preserves original position, restores pending/settled placement and respects ownership/accepted-move quarantine
PASS: actual fixture current/original recipient ownership, unresolved transfer cleanup, exact-token release and idempotent Stop
PASS: actual fixture phased-cargo readiness, bounded callbacks, captured-stock mixed-caliber selection/continuation, reservation cleanup and component magazine counts
PASS: actual inventory-fixture setup uses ordinary prison unlock before constructing its convoy-waiting probe; failed unlock cannot run fixture
PASS: actual authored storage anchors, native trace flags, own-hierarchy exclusion, external wall/vehicle obstruction, range, unknown geometry and bounded context refusal
PASS: actual convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup
PASS: actual finite convoy supply pool; immutable slots, shared demand state, sparse/capped discovery and permanent shutdown
PASS: actual HQ rotates finite donors, skips unavailable/contacted trucks, uses delivered reports and dispatches at most one trip per planning cadence
PASS: actual original turret identity, native/canonical guards, scoped maximum-skill profile, reset, dismount/reboard, requested-skill preservation and restoration
PASS: bounded HQ startup/memory windows and outcome-specific full-route deadlines
PASS: explicit escape-route skips only administrator stress, preserving original full-fixture wait/failure paths
PASS: normal escape route keeps ordinary catalog and generated placement; historical selectors remain unchanged
PASS: actual read migrates old valid settings, preserves explicit disabled state, rejects invalid data; next-round feedback and fixed menu remain honest
PASS: actual automatic convoy timing/authority/admission/one-attempt/manual-task/stop policy; native deployment unproved
PASS: late authoritative failure reason refreshes open result; detach, mode change and success subscriptions preserved
infantry resupply actual rules, radio transitions, owned cleanup and unresolved-operation tests passed
PASS: actual resupply Roster preserves permanent release, original slot mapping and bounded ownership
PASS: actual bounded empty-return and finite delivery; phase-isolated callbacks, exact ownership proof, stop quarantine and original actor/vehicle boundaries
PASS: actual early ammunition policy and status-first shared uplink; complete threshold, phases, cooldown, failures and requested check-ins
PASS: actual group radio startup preservation, finite native grants, callback quarantine, frozen selection/actor ownership and bounded observation
PASS: actual maintenance native-stock check rejects missing/duplicate/wrong-identity/unowned/depleted/malformed stock and is read-only; native runtime not executed
..................
----------------------------------------------------------------------
Ran 18 tests in 0.288s
OK
PASS: actual radio node rejects current incapacitation, death, ownership and faction changes despite cached inventory; one-second capability refresh remains explicit
PASS: one optional Southern transport, unchanged finite clue/maintenance stock, and airfield-only extraction config
PASS: optional transport deferred behind required readiness, bounded once-only spawn/omission, isolated cleanup, occupied-candidate retention and required-default preservation
PASS: actual diagnostic fallback runs only on failed missing-context call, derives unique native pilot door, preserves stock eligibility and restores prior index on success/failure; diagnostics mutate no game state.
PASS: actual native-prelude cleanup restores only original changed damage, refuses stale/incapacitated/aboard teleport; bounded five-seat/four-door fixture wiring checked. Native execution remains pending.
PASS: actual CreateTransport requires successful scoped Configure after handbrake, preserves ordinary vehicles, tracks spawned entity before failures and never treats failed lock registration as ready.
PASS: actual preparation Configure guards/idempotence/breach preservation, security eligibility/final current-body server mutation and all scoped action guards; all five seat/four door resource overrides. Native hold, prefab merge, replication and boarding remain unverified.
PASS: production vehicle alarm single trigger/replica completion/no replay, fixed deadline/readiness wait, failed audio, dedicated server, moving exact handle, destruction/native end/deletion/clock and mission teardown. Native sound and multiplayer delivery require engine qualification.
PASS: production alarm emitter/receiver original time/location, explicit native queue only, 32-entry cap, 50m local witness eligibility, bound perception, native-super preservation; actual engine broadcast/hearing remains unverified.
PASS: actual bounded native mounted proof/detached payload/deadline/cleanup methods, production-only setup and isolated runner selector
PASS: actual one-existing-convoy candidate readiness, sender-root identity, incomplete cargo refusal and fixed three-candidate bound
PASS: actual convoy cover observation/snapshot/uplink/HOLD/RESUME/cleanup transitions; native boundaries mocked, non-convoy runner opt-in refused
Enemy optics actual-service ownership, preservation, callback, deadline and bounded-inspection policies passed
PASS: actual delivered cover freshness/lineage/replay and canonical executor; owned waypoint-only hold, one resume at preserved route index, invalid ownership/crew/ledger refusal and fail-closed native recreation
PASS: actual Stinger show/set/help state precise actor-roll effects; read-only help, bounded values, malformed syntax and failed-save preservation; no rerolls/gameplay edits and no native persistence claim
PASS: new/retasked search and radio delivery ammo gates; active tasks and delivered release preserved
HQ convoy delivered-report planning and downlink regressions passed
PASS: actual own-inventory ammo inspection deduplicates loaded/carried/shared wells, separates chambers/launchers, freezes scalar snapshots and treats unsupported/capped/foreign inventory as unknown
PASS: actual mounted hierarchy sampling, ownership exclusion, deduplication, completeness/caps, quarter threshold and detached validation; no runtime policy or ammunition mutation
PASS: actual HQ original convoy-root admission rejects wrong force/server/group and never supplies replacement lookup
PASS: production mounted structural seat scan ignores >128 carried/cargo descendants, preserves attachment seats and exact occupants, rejects unknown/cyclic/oversize structures; native binding still requires qualification.
PASS: native body fixture uses existing immutable actors, real production LOS/queued uplink, pre-delivery isolation, actual status overlap, bounded cleanup and no fabricated reports/spawns
PASS: actual native fixture lookup selects exact BODY kind/identity/message from bounded evaluations, never sighting-only Get
PASS: actual ammo snapshot comparison checks every scalar/category flag; native probe requires real roster rescan, loaded-round lower bound and separate immutable pending/Watch objects
PASS: actual delivered slot-union bodies preserve overlap/disjoint evidence, replay idempotence, status subset integrity, full-wipe closure and formation-local bounds
test_review_added_allowed_media_invalidates_snapshot (__main__.ReviewTests.test_review_added_allowed_media_invalidates_snapshot) ... ok
test_review_added_source_directory_rejected (__main__.ReviewTests.test_review_added_source_directory_rejected) ... ok
test_review_loose_root_resource_and_symlink_rejected (__main__.ReviewTests.test_review_loose_root_resource_and_symlink_rejected) ... ok
test_review_metadata_media_and_sidecars_remain_allowed_and_bound (__main__.ReviewTests.test_review_metadata_media_and_sidecars_remain_allowed_and_bound) ... ok
test_review_missing_link_rejected (__main__.ReviewTests.test_review_missing_link_rejected) ... ok
test_review_package_guard_sees_new_scripts (__main__.ReviewTests.test_review_package_guard_sees_new_scripts) ... ok
test_review_retargeted_private_link_rejected (__main__.ReviewTests.test_review_retargeted_private_link_rejected) ... ok
----------------------------------------------------------------------
Ran 7 tests in 0.080s
OK
PASS: actual report methods reproduce old starvation; status-first scheduler delivers check-ins and requires 30s without combat or actual visible contacts before negative reports
PASS: actual actor group lookup retains controlled character membership when seated/inherited vehicle agents differ; missing control or parent refuses
.................
----------------------------------------------------------------------
Ran 17 tests in 3.602s
OK
PASS: actual convoy motion thresholds, native-only proof boundaries, physical cargo/crew ownership and pre-launch runner restrictions
PASS: actual filled rotated-footprint TraceBox and nine terrain/water samples; broad tree/cable bounds alone accepted, actual collision/nonfinite trace refused, nonzero sweep and ENTS/OCEAN flags, bounded diagnostic query and reset
PASS: actual road interpolation/projection/orientation, six35m starts,200m forward tail, preserved bends, short/far/degenerate/nonfinite/overdense/hairpin refusal and deterministic candidate ties
PASS: actual authenticated convoy dispatch, active/ready admission gates, canonical receipt, safe unconsumed preflight retry, pool refusal, retained partial failure and consumed no-retry
PASS: actual native readiness exact membership, one-time per-vehicle ledger admission/reservation, partial readiness retry without duplicate records and one-pass56-item cargo allocation without replenishment
PASS: actual per-vehicle readiness reasons, native agent/activity counts, intended-seat diagnostics, five-second throttle and read-only observation
PASS: actual convoy dispatch validates before receipt consumption, consumes once before native mutation, retains all12 partial-failure paths, accepts the selected non-USSR enemy, and allocates exact19 bodies without capacity shrinking
PASS: own memberless prefab disables automatic spawn before initialization; actual admission rejects populated, immediate or authored-slot templates before finite crew creation
PASS: actual native seated-group arrival outside35m, native waypoint removal, idempotent advance, and convoy waypoint idempotence/arrival/deadline, missing/dead/captured/reparented crew refusal, failed native waypoint release, original vehicle/member preservation and no replacement
PASS: actual convoy receipt identity/one-use, shared60-body and128-formation caps, outstanding/native-ledger accounting, exact19-body composition, source reuse, mode/client guards and no consumed receipt refunds
PASS: actual supply route cycling/arrival/stops, finite startup bounds, contact freshness, dismount hold, quiet interval, interrupted boarding, timeout and lost-truck release
PASS: moving-convoy perception boundaries and scoped individual/group abandonment priorities
PASS: production convoy spacing, physical arrival, stable follower targets, supply ownership, leader promotion and bounded stuck recovery
PASS: convoy combat keeps native manoeuvres for unchanged contacts and refreshes when contact moves
PASS: native convoy proof excludes pre-departure movement and ends via explicit fixture reset, not prohibited player death
PASS: boarding retries only after approach/seat progress stops, capped at three, with delayed native reissue and completed-team preservation
PASS: slow only owned vehicles near fit dismounted infantry; ignore passengers, casualties and released teams/vehicles
PASS: restore missing native driving registration only for healthy owned seated crews; preserve existing association and refuse invalid/released vehicles
PASS: actual body observer enforces owned physical roster, local death-only candidates, native trace gating, budget/cadence/caps, immutable body-only snapshots, radio retries and confirmed suppression
PASS: own initial roster, explicit retained corpse evidence, unconscious/missing/ref transfer guards, fixed strength, no replacement adoption, detached samples, surviving radio sender, immutable convoy root/ledger, mounted capture release and lost-root unknown
PASS: delivered-only status snapshots, two missed check-ins/reply deadline, last reported coordinates, episode/replay guards, confirmed-loss idempotence, detached/validated mounted payload replacement and 256-record cap
PASS: actual assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries
PASS: actual force ledger, finite casualties/identity/cap, routes/arrival/elevation/overshoot, server and physical guards, staggered 256-record simulated hour without world queries
PASS: actual equipment coordinator registration dedupe, startup delay, five member scans, finite component retries, unregister/stop terminal behavior and 256-group bound
PASS: actual percentage selection, native/preferred launcher preservation, failure/removal fallback, pending-operation quarantine, capture, finite two-mine grants and no replenishment
PASS: actual objective heading/threat/approach rules, persistent doctrine weight, fresh-contact coverage invalidation, stale-sweep rejection and atomic radio retask ownership
PASS: actual bounded delivered-negative coverage, replay/freshness/expiry/invalid guards, oldest eviction, small-circle and nearest-unswept selection, reserved-cell exclusion and cleanup
PASS: actual bounded pursuit roles/objectives/scores, stale search degradation, physical/busy/home guards, finite lifetime and two-bearing escape gap; no hidden player reads or spawning
PASS: actual HQ memory rules/service preserve delivered snapshots, chronology, replay bounds, decay, motion limits, identity and negative-search revisions
.......
----------------------------------------------------------------------
Ran 7 tests in 0.028s
OK
PASS: actual session Tick + journal router delivers each grant completion and new HQ line once, without repeats on empty/unavailable feeds or unauthorized ticks
.....
----------------------------------------------------------------------
Ran 5 tests in 0.390s
OK
PASS: actual current-controller/admin/mode authorization, per-round anti-replay, token-rotation refusal, command/snapshot throttles and client scope; owner-only replies and player-tool cleanup wiring
PASS: mission provider registration is idempotent, optional dispatch is ordered, status aggregates, journals preserve cursors, aliases stay with their addons and topic help is bounded
PASS: actual menu command routing covers all fourteen settings, rejects unsupported keys, gates companions, and matches unique authored widgets
PASS: explicit weapon retention buttons use the same ready/authorized server command path
PASS: actual summaries preserve queued/delivered meaning, clear counts and IDs; raw records, legacy display, cursor gaps and RPC limits remain intact
PASS: actual admin body authorization, god restoration, vanilla item deposit, callback completion/failure, timeout quarantine and stop/revocation paths
PASS: same-body revoke/regrant preserves pending insertions and timeout quarantine; new-body binding isolates late callbacks and never inherits god mode
PASS: actual Intel commands distinguish status/start/failure, preserve authorization gate and reject malformed requests; spent ledger is idempotent, server-only and bounded
PASS: actual reroll snapshot, authority, cancellation, ownership, accepted operations, quarantine, bounded work and stop methods; no native runtime claim
PASS: production Intel feedback coalescing, rough secrecy, rate limit, bounded dedupe, local/remote delivery and round cleanup; native UI/RPC not exercised
PASS: actual per-squad bounded report selector rotates visible targets, survives ordering/turnover, records only queued attempts, and preserves radio intake ordering
PASS: actual action denial/clearing, server request failure, single submitted-result feedback, current rescuer identity and terminal/stop suppression; native UI/RPC pending
PASS: actual physical denial precedence and transport-seat occupancy/reservation/access/lock checks
PASS: actual initial admission exhaustion and ServerTick grace; new/pending/empty/controller/life guards, normal death preserved
......................
----------------------------------------------------------------------
Ran 22 tests in 0.296s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 29.228s
OK
..................
----------------------------------------------------------------------
Ran 18 tests in 3.343s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 2.628s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 1.290s
OK
PASS: actual field result/braking observer and Chat dispatch rules; one finite fixed candidate, deferred callback failure and guarded cleanup; no native measurement
PASS: actual opt-in terrain audit records one fixed1681-point grid, preserves original survey refusal/success and exact no-allocation scope; malformed heights stop without retry; no native data acquired
....
----------------------------------------------------------------------
Ran 4 tests in 0.724s
OK
PASS: actual field PI/ramp/vector caps, antiwindup, braking hypothesis, immutable admission limits and segment bounds; no native physics tested
PASS: actual100m whole-field survey sampling/4096cap, rotated coverage, all-node terrain and native trace refusal; original certificate lineage retained; no native qualification
PASS: actual QualifyField preserves original identity/footprint/time, orders complete surveys before issuance, and refuses failed stages/moved body/expired or changed world; native boundaries faked
PASS: WORKBENCH first-refusal diagnostics preserve ordinary predicates, query order/count/budget and opt-in scope; no native logging run
PASS: actual field startup delegation, immutable lease/target, braking/settling/cancel transitions, early abort, callback scope, physical terminal policy and shared landing demand; native boundaries faked
PASS: actual inherited airborne pre-CLIMB cancellation enables verified native autohover once, refuses failed enable and never writes after capture
PASS: actual Core maintenance/default/tick/stop methods; empty/populated authority, terminal reentry, no tactical resume or new scheduler; native boundaries substituted
PASS: actual finite registration, unique claims/tokens, retention/cancel/stop, readiness gating, capture/expiry retirement and bounded cross-kind order history and typed field/route construction; native boundaries faked
PASS: actual WORKBENCH route observer returns exact retained route subtype and refuses absent/field controllers
.....
----------------------------------------------------------------------
Ran 5 tests in 0.754s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 0.200s
OK
................
----------------------------------------------------------------------
Ran 16 tests in 11.870s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.022s
OK
PASS: actual production bridge lookup, lease/world/mode/seat/capture guards, no allocation, native super ordering and read-only fixture hooks
...............
----------------------------------------------------------------------
Ran 15 tests in 0.064s
OK
.............
----------------------------------------------------------------------
Ran 13 tests in 5.590s
OK
PASS: actual route gain/caps/braking, callback selection, old landing/cancellation control and matching read-only telemetry
..............................
----------------------------------------------------------------------
Ran 30 tests in 0.459s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 0.233s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.123s
OK
PASS: actual gate observer binds native registered action/context and current life, reads accumulated progress, refuses stale bindings and never revives outside original bounds
PASS: actual read-only look observer methods enforce explicit scope, pinned native camera/body/identity, normalized pose, terminal cancellation and original sample/time bounds
...........
----------------------------------------------------------------------
Ran 11 tests in 0.071s
OK
.......................
----------------------------------------------------------------------
Ran 23 tests in 0.037s
OK
PASS: actual initial WAITING task/guide copy, configured duration, unchanged interruption and rounded progress; native task assertion pending
........
----------------------------------------------------------------------
Ran 8 tests in 0.013s
OK
PASS: actual inventory adapter scope, grid placement, sole compatible host, refresh reuse, rollback, foreign hierarchy refusal and exactly-once native delegation; native compatibility pending
.................................................................................
----------------------------------------------------------------------
Ran 81 tests in 0.573s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.084s
OK
.................
----------------------------------------------------------------------
Ran 17 tests in 0.007s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.087s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.382s
OK
PASS: actual observer nonce, admission pins, baseline/menu sequencing, snapshots, bounded clocks/samples, cleanup and one-attempt latch; native untested
PASS: actual corridor caps/height/hold and whole-rectangle survey bounds, terrain refusal, native trace refusal and exact certificate lineage; native route unqualified
PASS: actual route entry, fixed corridor/target, hover hold, cancellation landing freeze, shared lease/capture/deadline gate and unchanged native startup/tick sequence
PASS: finite opt-in route fixture, original native input order, meaningful physical-arrival evidence and guarded cleanup; no native launch
PASS: actual Chat route step result dispatch and scoped completion/cleanup wiring; six real early-parser refusal paths leave no prefix/profile output
PASS: actual retained-service fixture entry, immutable controller/token/deadline/count bindings, observer getter and cleanup ownership ordering; native route validation pending
PASS: actual measured cancellation gate, one-shot retained service Stop, no premature drain, immutable lease, fresh real controller readback and separate physical cancellation result policy
PASS: actual rough-intel objective selection, exact precedence, source grid dimensions and unchanged other-phase dispatch; native UI pending
.................................
----------------------------------------------------------------------
Ran 33 tests in 0.105s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 0.040s
OK
PASS: actual preparation status scope, persistent updates, spinner restoration, placeholder replacement/deletion/destruction, native observation persistence/timeout; rendering remains native-pending
PASS: actual guide/observer monitors retry native refusal, cache successful delivery, deduplicate and preserve living/preparing/spectator boundaries; native UI not exercised
PASS: actual native-end shutdown, existing terminal snapshots, reentrancy, unchanged native end data and stale preparation guards
....
----------------------------------------------------------------------
Ran 4 tests in 1.566s
OK
PASS: actual three-state result wording and UI refresh; stale winner IDs never manufacture escape
...........
----------------------------------------------------------------------
Ran 11 tests in 0.128s
OK
PASS: actual immutable target, bounded autohover demand, drift refusal, five-second hold and unchanged qualification/deadline
PASS: actual admission attempt budget bounds blocked/missing prerequisites; preparation, spent life and async pending remain protected
PASS: delayed admission retry retains controller ownership across same-account recycled connection IDs
PASS: actual action permission matrix unchanged; useful phase/intel/consciousness denials, stale reason cleared, native door denial preserved; no native UI claim
.....
----------------------------------------------------------------------
Ran 5 tests in 0.268s
OK
PASS: actual aircraft cancellation/stage rules, ground-only completion, expiry/capture faults, input ownership and no physical shortcuts
PASS: actual exact-instance single-use qualification, native-clock staleness/movement refusal, footprint bounds and ownership-safe ground/fault cleanup
PASS: actual optional screenshot helper flag/identity/world/life revalidation, one queued attempt, delayed capture and mission/world cleanup; no native image/presentation claim
PASS: actual yard diagnostic exact registered prison ownership, eight native-bound corner projections, no root-sibling escape, bounded duplicate/deep/wide hierarchy traversal; native projection/mask still unmeasured
PASS: actual CurrentActor, SpawnPosition and observer-selection methods reject pending/unregistered/replaced/recycled/foreign/dead bodies; canonical selection/cycling, unconscious following and prison/geometry fallback preserved; native boundaries adapted
PASS: actual native-map fixture ownership, cleanup and callback evidence fail closed; native execution remains separate
PASS: actual shared-map callbacks bind exact map/config/root, preserve replacement UI/camera, defer focus, and remove only owned delayed work
PASS: actual Intel/HQ methods and one-shot qualified readiness handoff deliver late actors once; duplicate readiness, accepted spawn, pickup/drop, death and original negative rolls do not mint assignments
PASS: Workbench-only read accessor rejects unknown/nonserver identities; Chat observes all distinct ready crew before existing shell-depletion mutation
PASS: actual native-event latch survives deselection, requires exact activity/order, detaches before cleanup, preserves failure/timeout and never infers completion from physical shot count
.........
----------------------------------------------------------------------
Ran 9 tests in 0.124s
OK
PASS: actual refresh-fixture gates pin immutable observations/actual downlinks/original activity, reject unaccepted or relabelled commits, stop queueing early and require all queued contacts claimed before replay
..........................
----------------------------------------------------------------------
Ran 26 tests in 0.234s
OK
PASS: actual refresh scheduler/delivery/cancellation/projectile methods reject interrupted or replayed reports, retain committed ownership, preserve immutable snapshots/aim geometry and isolate stopped or replaced orders; native radio/crew behavior remains separate
.....................
----------------------------------------------------------------------
Ran 21 tests in 0.044s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.040s
OK
PASS: actual full-salvo gates require eight fresh committed physical launches, natural closure and exact finite inventory; reject partial/extra/replayed events
PASS: actual reason/availability guidance and refresh matrix; no-target copy omits cycling, hint retry retained, existing command/admin paths unchanged; native UI pending
PASS: actual client camera policy closes immediately on healing or mission end; late unconscious metadata cannot keep the view active
PASS: actual input dispatch, one press per edge, menu-held suppression; actual revival camera handoff with editor close/retry, missing camera, replacement body and stopped round
PASS: first-person pose survives missing samples without drift, follows body motion/rotation, resumes fresh pose and cannot leak between targets
................usage: test_native_package.py [-h] [--project {core}] --session SESSION
--compat COMPAT [--steam STEAM]
[--timeout TIMEOUT]
[--external-addons EXTERNAL_ADDONS]
[--silent-workbench | --exit-after-init]
[--continue-on-failure]
test_native_package.py: error: argument --exit-after-init: not allowed with argument --silent-workbench
................................
----------------------------------------------------------------------
Ran 48 tests in 13.152s
OK
.......
----------------------------------------------------------------------
Ran 7 tests in 0.272s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 2.271s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.310s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.064s
OK
PASS: actual finite-courier age, token, exact ownership/callback and delivered-status admission reject stale, replayed, captured, canceled and ambiguous work
PASS: actual native-gun ownership gate rejects player/foreign/replaced/dead occupant, faction change, missing seat and missing registry
PASS: four-battery courier selection preserves pending trip/report/transfer identity, skips unavailable crews, and selects the next depleted battery without new stock
PASS: 64 bounded distinct storage candidates; native gates, five-store barrier and finite-stock ownership retained; native placement pending
PASS: 128 coarse+80 local refinement+169 airport grid candidates retain all native clearance gates; real terrain untested
PASS: actual prison registration/crossing policies reject missing/duplicate/destroyed initial gate, incomplete ownership/scan, outside-only body, jumps and stale samples; physical exit independent of later gate damage
PASS: actual prison door execution blocks direct AI/UI bypass while locked and delegates unchanged native action once after unlock and permission approval
..................
----------------------------------------------------------------------
Ran 18 tests in 2.064s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.240s
OK
PASS: native local-admission snapshot rejects changed life/key/body/participant/pending state; authentication is not simulated
PASS: actual mortar report ledger prevents duplicate response after cancellation, expiry and interleaved reports; native scheduler separate
.........
----------------------------------------------------------------------
Ran 9 tests in 0.014s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.163s
OK
PASS: actual aim renewal requires fresh same-report solve and original-command equivalence; native firing untested
........
----------------------------------------------------------------------
Ran 8 tests in 0.014s
OK
PASS: actual startup/generation/ownership/timeout/callback policies and native-counter wait; integration preserves one-shot allocation and pending-crew cancellation
PASS: rapid mortar cycle counts eight physical rounds once and waits for native completion without a ninth aim or shell
PASS: actual probe binds native events to fresh immutable commits, permits delayed emission, rejects unrelated expiry closure and premature stop
PASS: actual noSplash Load body requires both explicit diagnostic and noSplash, preserves vanilla otherwise, and handles repeated Load/reload
PASS: actual fixture method permits one native resilience operation and restores either prior protection state, including failure paths
PASS: actual safe-exit boundary policy, native action/door selection, stop/cache cleanup, separate old mechanism and opt-in runner contracts
PASS: actual one-shot deadline/stability policies and preparation ownership, fuel, cleanup integration contracts
PASS: pending-only cancellation retires copied instance intent, preserves physical/control actors, and stops once
PASS: actual short-cast hit, upward support normal, no self support and no dynamic support
PASS: actual committed-ticket structure preserves reservation after death, rejects missing bodies/seats and ends at observation expiry
PASS: actual pending callback expires an empty-server reservation once, preserves its full lease, and cancels on completion/Stop
PASS: rescue lease expiry/reordering, fresh five-second settling, independent rescue ranges and grounded upright aircraft motion boundaries
PASS: requested guard population requires complete physical conscious membership before deadline
......................................
----------------------------------------------------------------------
Ran 38 tests in 0.021s
OK
..........
----------------------------------------------------------------------
Ran 10 tests in 0.003s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.006s
OK
PASS: authored radio/optional-site bounds and physical horizontal/vertical boundaries
...
----------------------------------------------------------------------
Ran 3 tests in 0.001s
OK
PASS: all phase transitions, terminal states, defence boundaries, stale/future observations, intel discovery
PASS: Core document-discovery alias, companion-only alias exclusion, strict integer parsing and setting boundaries
PASS: player admission phase/life/identity/controller matrix, preload displacement limits, pending reservation overlap and owner exclusion
PASS: actual gate and pre-inventory document guards reject noncanonical/faction/life/disconnect/server mismatches; canonical reconnect and unconscious carried intel preserved
PASS: WB-only native fault injection restores both body mutations before checks/returns and requires eligible held-document negative/positive proof; runtime pending
PASS: actual discovery coordinates disclose stable 500m cell center until identified, then exact point, including negative/boundary coordinates
PASS: actual local admission context/selection/latch, same-round late identity, replacement/mode failure, fresh round and untouched network path
PASS: prison search packs 16 unique 3m-spaced inside-wall centers, prioritizes inner/edge positions and never bypasses clearance
PASS: physical body occupancy rejects overlap, permits diagonal neighboring slots, and excludes own body and unrelated broad-phase bounds
PASS: recovery state excludes dead bodies, preserves reservations, requires controlled rescuers and distinguishes empty/all-dead teams
PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing
PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap
PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat
PASS: every minute round-trips, malformed clocks rejected, defaults limited to added keys, progression bounds and day duration aligned
PASS: native settings policy matches calendar boundaries 1900-2050, date/profile parsing is strict, authored defaults preserve old worlds
PASS: view-distance bounds, default, save failures, command parsing, temporary ownership, server/platform limits and lifecycle wiring
.....
----------------------------------------------------------------------
Ran 5 tests in 0.605s
OK
.
----------------------------------------------------------------------
Ran 1 test in 0.381s
OK
PASS: radio authorization/discovery/phase matrix, exact distance limits, defender handover, interruption, empty samples, clock regression and duration boundary
PASS: actual radio feedback policy, initial wait, interruption persistence, resumption and terminal/new-round reset
...............
----------------------------------------------------------------------
Ran 15 tests in 2.270s
OK
..............................................
----------------------------------------------------------------------
Ran 46 tests in 0.929s
OK
PASS: legacy values preserved, unsupported fields reported, invalid data rejected, existing files protected, runtime bounds aligned
PASS: failed initial settings promotion leaves defaults writable after restart; prior/fallback saves survive copy, readback and mismatch faults
PASS: real-carrier shortest-hop paths, 500m boundary, three-hop cap, no-manpack failure, three-second originating-call interruption, unchanged downlink hop timing, completed-hop survival, interrupted final uplink, radio loss, capture, motion, timeout, reset and network bounds
PASS: migrated aircraft availability policy (controller migration still pending)
PASS: migrated salvo offsets are deterministic, spread and bounded (native firing and complete salvo qualification are separate)
PASS: 33 prefabs have unique saved root entity IDs
PASS: 299 original script entries tracked across 18 unfinished responsibilities
PASS: 1 isolated addons, acyclic dependencies, 54 unique resources, exact vanilla/authorized external references
All repository checks passed. Native compilation and multiplayer tests are separate requirements.
@@ -0,0 +1,535 @@
{
"CONTRIBUTING.md": "bdf661d603de4bfbade978052d93e5a1db6ebdb99c5b1f9b1a575935eccb3eba",
"README.md": "4a4e2e57cfcdb7fa560b9204b73a4864bbc3b3bace7cf3f022f470fcb705dd57",
"escapists-ai/Prefabs/Logistics/EAI_DepotStock.et": "87f76285abe1d14206fd2eff904cb6e0d4375083d46a007244c1b13a5821af74",
"escapists-ai/Prefabs/Logistics/EAI_DepotStock.et.meta": "c51cca4cefb69e5fef27dbe05e32fb6edd29cc423db6e76aeb19c0c9d2fc999f",
"escapists-ai/Prefabs/StartAreas/EAI_ImprovisedPrison.et": "0204b836cda9729ae219747cb994d438cfddf41fa625377b5c89c49d50b27686",
"escapists-ai/Prefabs/StartAreas/EAI_ImprovisedPrison.et.meta": "58b6929ecc44886111c928981ac1442c05941d8838cd6295bb46b17662ade8a6",
"escapists-ai/Prefabs/StartAreas/EAI_PrisonBackpack.et": "21ec7e0ea4b7b0493d899e0fec525fbc7d302a2473aedafbd4efcab3599022a1",
"escapists-ai/Prefabs/StartAreas/EAI_PrisonBackpack.et.meta": "2accace9ab6effa571e93ce841fa379139268ba09f25fb62448129c220a3084b",
"escapists-ai/Prefabs/StartAreas/EAI_PrisonGate.et": "b958e2250e047c95bce5176b9c291dd3ad430d7734891e65a2d9bbdf0f924dc2",
"escapists-ai/Prefabs/StartAreas/EAI_PrisonGate.et.meta": "cd3cd4a36f11eb443b8f711b98d7470bb71b3bbd9f4f9a5715bcb96e2cafdaa0",
"escapists-ai/Prefabs/StartAreas/EAI_PrisonWall.et": "d3009ecd7c3b977ae34a523c1926c13c9e9cc9ff8e531f83e861467a26ff3e98",
"escapists-ai/Prefabs/StartAreas/EAI_PrisonWall.et.meta": "e686e8001f68d15c3e8dec35c7e46a44122414fb7ba1d81d443d85186e32192e",
"escapists-ai/Prefabs/Vehicles/Helicopters/EAI_AmmoMi8.et": "77a0bba1123c8313619db85358bb575fc9bd5cd4be9b6cb545c2ec82cd54dc16",
"escapists-ai/Prefabs/Vehicles/Helicopters/EAI_AmmoMi8.et.meta": "e1a7ebd382bf60ee22bd6405f795e6d81aced7b6f62de9b0ce216f012fcfee1a",
"escapists-ai/Prefabs/Vehicles/Helicopters/EAI_ReconMi8.et": "a37e137b48c8ca08891eb173e46181ee9fe840dd505ee42450cb901ba19431be",
"escapists-ai/Prefabs/Vehicles/Helicopters/EAI_ReconMi8.et.meta": "1e3f4ec9b3e6ac1e0717a14f497c015b3ad6b53694ad6588208f4cb007e6f72d",
"escapists-ai/Prefabs/Vehicles/Parachutes/EAI_AssaultParachute.et": "e7bded543194e9de132c0b9972948141da1fcfa56c7b663cc333c9caa2e73e85",
"escapists-ai/Prefabs/Vehicles/Parachutes/EAI_AssaultParachute.et.meta": "7123819a9c0912a7e286343c96ed07bc9ef9010395e38b627048080ba2be1adb",
"escapists-ai/Prefabs/Weapons/Attachments/Optics/1p78/Optic_1P78.et": "95bda46853d6b8653060e4ea9fcc91bbe4efd7aa69fa039c8c42ad0a5b60873d",
"escapists-ai/Prefabs/Weapons/Attachments/Optics/1p78/Optic_1P78.et.meta": "88e2f5660d0485258464fc847bd4f976238dee802e5d7db09c0a562de8296b0c",
"escapists-ai/Prefabs/Weapons/Attachments/Optics/Optic_PSO1/Optic_PSO1M2.et": "cdc52ec5931731474cec99acc391446bce6b1b230ddf7e91ea2348f84dc58acf",
"escapists-ai/Prefabs/Weapons/Attachments/Optics/Optic_PSO1/Optic_PSO1M2.et.meta": "5e68c998c7d36d8aa0474fe4a718aa6225d53d17ee584c94f7755ed915065603",
"escapists-ai/Prefabs/Weapons/Attachments/Optics/Optic_SPP/Optic_SPP.et": "06e593c1677954e0f7a05b0b040ccca8f7a987961f8bfbe90e0582a07b151953",
"escapists-ai/Prefabs/Weapons/Attachments/Optics/Optic_SPP/Optic_SPP.et.meta": "390d06cda3bbd58095e9fc84cec957db357aae22e1f689cbf78ed7b398082552",
"escapists-ai/Prefabs/Weapons/Core/WeaponSight_Base.et": "0183016add1789e87f07783211168680de5caa9ecbf803d61b52e3d762013593",
"escapists-ai/Prefabs/Weapons/Core/WeaponSight_Base.et.meta": "23301df84b1ebc22a1f789b04b00faae6a48b2d9d6888e26038bfbce019f9e74",
"escapists-ai/README.md": "2a12575092e55d79cdda0d7ff40dcc33b01bb558dfd1b6aa2fc8813bfc4dbd65",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AIConfig.c": "8c320d3163d443b43e50547734702484c8ad51f2cffe88cf6dfd33aaf339ec01",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AIResponseSystem.c": "b3e1263e986837744a70fbaedaa6e57afae7f2981a21211d3a2066e2c63ac84d",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AirAssault.c": "a9c0c2bf59fb4f9b351913708cee54a302a9e447d30c2766faa91c7573af1b6d",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AirRecon.c": "7e72c9eac0fce21865f09a923cbfd638c25939c8492b3e1e5dfdda1f1394f51e",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AirSupportPolicy.c": "51605d83624073a30f672881d46c652bd03a7e040ccc4d812c9e8d0c456be87f",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AircraftAmmo.c": "52bed2b0008762f221bed4f139cfe0a34e69e0ee455ef3dc47276d3dc3373c45",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AmmoSupply.c": "97587483227699b78e78f1223f46ebf286d458ffcf06b79f458807b6e95f969e",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_AssaultParachute.c": "b2d2be240d184c436a5b2fd1a03d446763a1c27b6b5c825a988b05feaec7a346",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_ConvoySettings.c": "6ceb44226c2608ef09bb246af1238679030c04a6dab5351e97e3dfe955b446c7",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_DependencyGuards.c": "094744d77c5c99f7a46e6b3a0aba071f34b4b34cb467eea30264d5f63151a7d9",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_DepotLoading.c": "5b608f36621c9d744bdc55829b1000af70ba9d8853b8a90828d774557a204375",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_DisableAmbientEvents.c": "8e9d6b5abb4aaa3e83654abf5aeda429093b3bd6cb03f7f9b3953dc028d4023f",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_FactionRelations.c": "1595926655f3597cbe3c648cd52a0372bc24346eefd99802a3dafe853f935651",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_GroupLookup.c": "0cf7ed906afca4ac5f31175b0daef394056b05f89cf00baa0d2de0d0986f388b",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_GroupTactics.c": "226eb3981765284afa0cead84411244806a84440003fe4af69f2208028cef23d",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQ.c": "4898ac471fb16433fc5d98244a8cec89c5e8e006af2c94bbcd89113a2b7107c8",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQBodySearch.c": "c46e318d4331bedefbefad19f735dc45752ed21d0a2c232880673c1cbe2c686c",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQJournal.c": "0d714bc60940898dac560ee0902997ca82e324395dc2696c6424909a0a587c81",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQNetwork.c": "1a7e279b050514bad86f18fdd233b7eb5728e99bab3daae3aedb31ceb571c271",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQObservation.c": "735611603dbfa80218a42c6722dda09a3de8c7369aa5689cb8cb711851ede6dd",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQRoadblocks.c": "128776f0b448162ee36cfc71b2a38d2cd06d6d6e4679253f215896aa3fcabb98",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQSettings.c": "82f2a9b7f2a60d499ce4155c3584ccf42121ebf16b944392bc5a7fe1bef25df7",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQStatus.c": "7127dcf23be7bcbb9415d8ef6c8f1da5bec551fbf16fc1054487dcd7a877d885",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HQWatch.c": "7807aa97c4625a82841b6992416a9d0c8836f987767a99264934c1f79320f64a",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HelicopterAvailability.c": "bb565c5c5f7d4e671a295ae7e951f9ebdde626ffdecc4ae7d92e0e776e1730e0",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_HelicopterRecovery.c": "3ab340e7790ca0536b97a809daf00a155cc972b557297a03532fe622ac0db87c",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_ImprovisedPrisons.c": "e1b7dd3b7b45bc803e61e2031030d873101947def8b6a41fe450555e90d000b9",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_Landing.c": "7d335cd93e9141b779c90fd0e4962af290e2b6c0ec4c6e9501ded3e2fd165f09",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_LogisticsVehicle.c": "8e109e6f010f1af1a4d8ec9ad01d0f683dad014c76c9a763b091bba8a320de9b",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_MineTask.c": "d5a06b646b0d789832badacb75e7a10a5097c4a4ac32dffd72aca3390b5d9e60",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_Mines.c": "108cbe8175e339db88f2c0f36ef3c22d29805cf7794b63cb4edc171e29f92ef3",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_MortarEngagement.c": "853bea893bd39d90621a7e391e98931d7518ec07b61da921204dfd9e50c82f27",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_MortarFiring.c": "aadd057a1f3f4326bd41500be7a12051a16de9d5925fca2452a46cdfbf0d6d12",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_MortarPrediction.c": "b58d9ea6e211fc479a1674c380be4979ebacf46d14facae74257aa0937b6cd49",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_MortarSalvo.c": "f0235c4516eebd03e5721d259dabcb516a4e457e9909a1b8bb08553a0f7bc652",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_MortarSystem.c": "b355227b2b221147d35e1dacbc07cf650838229b9a6d22cd30cc1e304112b33f",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_NativeRadioCall.c": "ed9ad2a8137395e25363f94e81d4854e159136a53a67e2be4b89fdcb08d712d6",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_Performance.c": "f9ea5747e4ca16d88dfe56d796268d7d3cf01efe037e37ba7798835f2b17813d",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_ResponseSafety.c": "b3dcbe8f3dd840791e91e9ec202cd392ebc4895714816cdcedcdc591baa62b05",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_Resupply.c": "dfa28d0741c5515c85a6e62bc6d1a104f5474ddc22a6e58931be1583133f3586",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_RuntimeGuards.c": "d843e7807501eb94f31a4c7628e8357e2404c2e598c5c3c697b091b1ab266edb",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_SettlementSafety.c": "6961ad593d20f86c30b557542b4f67fd44d9579037776b07cd95616927eda83d",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_SniperOptics.c": "96a302da44fdb9207c12cc1c9c93aad38eb510cb0cf9befd800f60a2945b08e8",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_StartSelection.c": "5dae5de5efe59cf2b40a289becafb6ef1aed00271cc561769cdb1f570174ee7b",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_StartingOutfit.c": "54308138b73e23b5dcc47b5111d55f843a6d7bb7f39fe8466571e54a73246db6",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_StingerEquipment.c": "b8ce09f2d3ed61e58beadc1f158daed6eceb17b08243f7979b46d8c27e917695",
"escapists-ai/Scripts/Game/EscapistsAI/EAI_SupplyConvoys.c": "a896fdacfd9c0f2db52e588642623545a3a5d6e8041fb72000a68e720fc2b7a5",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/EAI_Simulation.c": "4688fd4eccb490ae416707400ae889aae6bf3794402d5e68da0d03efddf01ab1",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationBot.c": "9d9e809a6f39623bda49749304bbffb89c19b9e83e4f30f1ac2a9780d4526397",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationIntel.c": "d53fcb1933bc563aa0d72bc4093bfec68da69241abe6639f5e030422457d1cf1",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationLifecycle.c": "c375a4ad7c7af621f89c16150f42262ff6501fb92e2a96ab85f28f879cb0ac39",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationMedical.c": "a9da70fdecd20d8fd9e23f45fcb2b070916b76f0ee0418f72f18805f2d2149f0",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationPrison.c": "f9098c2f312e202130b3789eb2b67ca38ed3c44a859be24543816a028a552644",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationSpectators.c": "0e3b911914cf06e31c836323cba170782ef994338d75cd8202b5ab7c4e9285f4",
"escapists-ai/Scripts/Game/EscapistsAI/Simulation/README.md": "c2d906809974228b16871f11a396a38ef71b4f72beabcc8add7aaae89409d539",
"escapists-ai/TESTING.md": "59149450f8abadfed968525a28888bf2053e2f5ad974422a46bf8019902d9d25",
"escapists-ai/addon.gproj": "c61e9df6e62d3c6f9aa7aec797981c9e4b20f45dac1fabf87b77d6f10346818f",
"escapists-ai/diagnostics/2026-09-11-server-performance.md": "a6e2fa75ab529d1a2e23eab80958f991e8d77d4c4814eea436def95f60607bd4",
"escapists-ai/diagnostics/2026-09-12-captured-uaz-defeat.md": "10a3b15214126e540ad44dd923240fabf8e04896f413c0caff0e45e631c38912",
"escapists-ai/diagnostics/2026-09-12-hq-nato-reporting.md": "3ae76c1ae837812f8637f7cb8c0a9456bef07332a8d795a0fc949e8706bf8fa8",
"escapists-ai/diagnostics/2026-09-13-hellsos-session-audit.md": "7fbae760c1495dd9199e43fcf490ec4d8e44be2c370f98ffa11c16b104203865",
"escapists-ai/diagnostics/2026-09-13-session-fixes.md": "0bd9d29286e66b04cdd6d4942782ff5e4c8fd4370e428c7ce8157c0d5baa8c23",
"escapists-ai/tests/ai_chat_config_regression.py": "b4b0dc6a74a4a5beda787fb676a378316bfb9c9589bd6365ded0ae3da44d91df",
"escapists-ai/tests/ai_config_regression.py": "7dec0063274ec84a861f11b4df15b75c68dc88fa132f1ce9762063ef05bdd504",
"escapists-ai/tests/air_assault_regression.py": "f27ea28bf4c6e52ecaf9ce45fa3bfab1bce7b6e07cd8eac377f465a7d4d6bad2",
"escapists-ai/tests/air_support_regression.py": "b0c0cbf9d2918b03b37297575cbd678a633296939cf6c64095769fac4ddb7074",
"escapists-ai/tests/airport_reload_regression.py": "9ef8ab9ab33d02899636859ae3c65919726b92c0c7a9604af704bac2c1a78b85",
"escapists-ai/tests/convoy_stop_regression.py": "245dd69dcd300a49fe743875280321165d1da15c0cdbe23188631eec3e418c54",
"escapists-ai/tests/depot_loading_regression.py": "2e80b3ce86b0607a5b62cdd49d7e898c17c23fd5e67597a5e8789bc71076ba41",
"escapists-ai/tests/faction_alignment_regression.py": "37666426aae9f303f255861f89cf4cacefb38a6994fc2dd6fced11f53e1b7c7f",
"escapists-ai/tests/helicopter_availability_regression.py": "b8f92feaf7f8057082a9c7c20cc889da3b614d74d19e206491ccecceec7e92e0",
"escapists-ai/tests/helicopter_recovery_regression.py": "38e693a1c9f204dbab1a4ab800fa219d6aa3b7c378957434ab312a2f84832d25",
"escapists-ai/tests/hq_body_search_regression.py": "975abef7f7ef378b150e2c46266574a786588a2fa0ff6ee43e708d58227222c8",
"escapists-ai/tests/hq_journal_regression.py": "426a04d4117c2e9c3d4ce5aef112cb628cb0cd6511b727d05e554b6a29ae1c8e",
"escapists-ai/tests/hq_menu_checks.py": "6f14906d08ddd67e909eae5ef37ca8395476fc84920fed77ca276012a58dd88b",
"escapists-ai/tests/hq_network_regression.py": "a09b5cbf3453e6af31d1d888b5489586efbddbdb89b6e2b2d6eed52ce67e1098",
"escapists-ai/tests/hq_observation_regression.py": "76b715d46f44d560896c502d01ed89ce16b6366596b607cef111db886cb6dcf6",
"escapists-ai/tests/hq_regression.py": "4b9a0b66851f27700584e548c82cda8de7f9fda72868566e4bac227500951172",
"escapists-ai/tests/hq_settings_regression.py": "1e68b985cf7d0446894eeecfa16335d4581e78c386a2ed81454e62512f6c76d6",
"escapists-ai/tests/hq_watch_regression.py": "87e9bb484e2a37bfda9a4827d1fa4cd50b0c38bde07659df171c7e9c800a2150",
"escapists-ai/tests/mine_task_regression.py": "5eca78bfa4fdc11f6f9107e83b06676f6f20cc4fb75b940768a25ffaaa6f812b",
"escapists-ai/tests/mortar_deployment_regression.py": "8fdb4994d05a56409f46f074c2f41298143628d19c5644093e21eaf423eee31d",
"escapists-ai/tests/mortar_engagement_regression.py": "a39ecc1132b51e13d80f4136a1d219fb5fc08d193b9e6c0be48dd9378e1e762a",
"escapists-ai/tests/mortar_footprint_regression.py": "56ec6d478c036d1c7b1f65fde9170f73af77c8ed8175dc443cb079344c7a2c92",
"escapists-ai/tests/mortar_logging_regression.py": "49d2c83c6f18ae8ffed152c5cc8480079a85731ec94fbd1f014362ec7d93f174",
"escapists-ai/tests/mortar_operator_regression.py": "80f2a2d5e1bc8c38345b76f5e83cb3bc527fac7ad41111b3dee9327e60bbcaf5",
"escapists-ai/tests/mortar_regression.py": "f4ed7027857056e158291d7a0c64072d435494c3d1dc71df4e6eee0c4a7e5c16",
"escapists-ai/tests/mortar_salvo_regression.py": "bba2d57c4f5ccb76819ce90a63bc157e29fd033a3430318689c84c5e4c5f6f29",
"escapists-ai/tests/mortar_settlement_regression.py": "6672605e495c1e7a3abd1dc1311f5449397d09152d17fd41a2d1cb78ff395492",
"escapists-ai/tests/prison_airfield_regression.py": "30f48b626ddccfbd0a8ca6295f00000cc89554c9491ecbb177032a48a746d15f",
"escapists-ai/tests/response_capture_regression.py": "b6d309fe82dc538d6c6bb48e943f72fb9fb012b4e140acd36f9095ab12cb1878",
"escapists-ai/tests/resupply_regression.py": "72828f53e6f77db41558cbece31da6ace6eeefc0674648dd16eaec659b46daab",
"escapists-ai/tests/roadblock_deployment_regression.py": "b696ec1c5fabdade9b8c4deb831d33db118f30b63e66229d8fd885d62b49c9bd",
"escapists-ai/tests/roadblock_regression.py": "e0725fe89b07e8b5371102800088d7be38158bf5248b155250595efb20cd8598",
"escapists-ai/tests/runtime_resources_regression.py": "d8c0c602c60e5fea1ef35364be6163547b77d670b0d24ec5fcd76a97e1769c8d",
"escapists-ai/tests/scope_detection_regression.py": "6865b52d1cbfe44d1b1b7a40555f202298056ecd2f3a93a09b6d36f6d28b3765",
"escapists-ai/tests/scope_prefabs_regression.py": "8959c7d1d494d1808e660411ce4c2afb538e17af3220a57fa1f14fdf2f03f506",
"escapists-ai/tests/session_fixes_regression.py": "b78419295f7b080de7068823a33ef81bef7ecfa49d739c77c9f56f99df098999",
"escapists-ai/tests/simulation_chat_regression.py": "28f906f687a98eb1800a9f28ba7f7a550a0e40e6d4746eb134cca0094c5fd94c",
"escapists-ai/tests/simulation_intel_bridge_regression.py": "f8ec1c424ff90838b7d34616a98ed1cd80e082c68de81c6743940a5a37785bf3",
"escapists-ai/tests/simulation_prison_regression.py": "a901b2eb4b462d4794157e67b0818b88b2176f0beb2dfb38fd71685f86909080",
"escapists-ai/tests/simulation_regression.py": "0e01653cfcae35530f68cd1bf5d5636e71b05e1dd396ba2194cda649c5a39237",
"escapists-ai/tests/simulation_spectator_regression.py": "0fd3b920f691880be1d8c197bbec399d90361ef28586ba67ad4d5c7c93b7f2b5",
"escapists-ai/tests/sniper_optics_regression.py": "5dedc2bb50455877f23209756251120a6eae83543fd5ccb5dabe0afc6739d47f",
"escapists-ai/tests/sniper_weapon_lookup_regression.py": "fa077b2b6abb45a11216979b49c871e832a3a1573d8d823198e439475455b528",
"escapists-ai/tests/spawn_selection_regression.py": "c9001edc39258e1f4419ae62f53ee4b0fa6535718810600d2afc14f73bc5ceae",
"escapists-ai/tests/stinger_equipment_regression.py": "eaa3b92e1c9339c17beb589a7fa61a2cbdec06fce65c7e91bba456cdf27f9a47",
"escapists-ai-norhs/NORHS.md": "a5c78b6eb975a6353140ad2542a2a54c44a7ff669224c95fa021cfe5ab925298",
"escapists-ai-norhs/Prefabs/Logistics/EAI_DepotStock.et": "87f76285abe1d14206fd2eff904cb6e0d4375083d46a007244c1b13a5821af74",
"escapists-ai-norhs/Prefabs/Logistics/EAI_DepotStock.et.meta": "c51cca4cefb69e5fef27dbe05e32fb6edd29cc423db6e76aeb19c0c9d2fc999f",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_ImprovisedPrison.et": "0204b836cda9729ae219747cb994d438cfddf41fa625377b5c89c49d50b27686",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_ImprovisedPrison.et.meta": "58b6929ecc44886111c928981ac1442c05941d8838cd6295bb46b17662ade8a6",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_PrisonBackpack.et": "21ec7e0ea4b7b0493d899e0fec525fbc7d302a2473aedafbd4efcab3599022a1",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_PrisonBackpack.et.meta": "2accace9ab6effa571e93ce841fa379139268ba09f25fb62448129c220a3084b",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_PrisonGate.et": "b958e2250e047c95bce5176b9c291dd3ad430d7734891e65a2d9bbdf0f924dc2",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_PrisonGate.et.meta": "cd3cd4a36f11eb443b8f711b98d7470bb71b3bbd9f4f9a5715bcb96e2cafdaa0",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_PrisonWall.et": "d3009ecd7c3b977ae34a523c1926c13c9e9cc9ff8e531f83e861467a26ff3e98",
"escapists-ai-norhs/Prefabs/StartAreas/EAI_PrisonWall.et.meta": "e686e8001f68d15c3e8dec35c7e46a44122414fb7ba1d81d443d85186e32192e",
"escapists-ai-norhs/Prefabs/Vehicles/Helicopters/EAI_AmmoMi8.et": "77a0bba1123c8313619db85358bb575fc9bd5cd4be9b6cb545c2ec82cd54dc16",
"escapists-ai-norhs/Prefabs/Vehicles/Helicopters/EAI_AmmoMi8.et.meta": "e1a7ebd382bf60ee22bd6405f795e6d81aced7b6f62de9b0ce216f012fcfee1a",
"escapists-ai-norhs/Prefabs/Vehicles/Helicopters/EAI_ReconMi8.et": "a37e137b48c8ca08891eb173e46181ee9fe840dd505ee42450cb901ba19431be",
"escapists-ai-norhs/Prefabs/Vehicles/Helicopters/EAI_ReconMi8.et.meta": "1e3f4ec9b3e6ac1e0717a14f497c015b3ad6b53694ad6588208f4cb007e6f72d",
"escapists-ai-norhs/Prefabs/Vehicles/Parachutes/EAI_AssaultParachute.et": "e7bded543194e9de132c0b9972948141da1fcfa56c7b663cc333c9caa2e73e85",
"escapists-ai-norhs/Prefabs/Vehicles/Parachutes/EAI_AssaultParachute.et.meta": "7123819a9c0912a7e286343c96ed07bc9ef9010395e38b627048080ba2be1adb",
"escapists-ai-norhs/Prefabs/Weapons/Attachments/Optics/Optic_SPP/Optic_SPP.et": "06e593c1677954e0f7a05b0b040ccca8f7a987961f8bfbe90e0582a07b151953",
"escapists-ai-norhs/Prefabs/Weapons/Attachments/Optics/Optic_SPP/Optic_SPP.et.meta": "390d06cda3bbd58095e9fc84cec957db357aae22e1f689cbf78ed7b398082552",
"escapists-ai-norhs/Prefabs/Weapons/Core/WeaponSight_Base.et": "0183016add1789e87f07783211168680de5caa9ecbf803d61b52e3d762013593",
"escapists-ai-norhs/Prefabs/Weapons/Core/WeaponSight_Base.et.meta": "23301df84b1ebc22a1f789b04b00faae6a48b2d9d6888e26038bfbce019f9e74",
"escapists-ai-norhs/README.md": "2f8f2bbef53f3fe101f9d47c8137097d4c61545e15dce1748bb81f42a2c4d5b0",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AIConfig.c": "f4d11962dd88b437b7f6bcd31d9b295cfd0ec9cdfb1daa443a3bce505e860eff",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AIResponseSystem.c": "b3e1263e986837744a70fbaedaa6e57afae7f2981a21211d3a2066e2c63ac84d",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AirAssault.c": "a9c0c2bf59fb4f9b351913708cee54a302a9e447d30c2766faa91c7573af1b6d",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AirRecon.c": "7e72c9eac0fce21865f09a923cbfd638c25939c8492b3e1e5dfdda1f1394f51e",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AirSupportPolicy.c": "51605d83624073a30f672881d46c652bd03a7e040ccc4d812c9e8d0c456be87f",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AircraftAmmo.c": "52bed2b0008762f221bed4f139cfe0a34e69e0ee455ef3dc47276d3dc3373c45",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AmmoSupply.c": "97587483227699b78e78f1223f46ebf286d458ffcf06b79f458807b6e95f969e",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_AssaultParachute.c": "b2d2be240d184c436a5b2fd1a03d446763a1c27b6b5c825a988b05feaec7a346",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_ConvoySettings.c": "6ceb44226c2608ef09bb246af1238679030c04a6dab5351e97e3dfe955b446c7",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_DependencyGuards.c": "094744d77c5c99f7a46e6b3a0aba071f34b4b34cb467eea30264d5f63151a7d9",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_DepotLoading.c": "5b608f36621c9d744bdc55829b1000af70ba9d8853b8a90828d774557a204375",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_DisableAmbientEvents.c": "8e9d6b5abb4aaa3e83654abf5aeda429093b3bd6cb03f7f9b3953dc028d4023f",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_FactionRelations.c": "1595926655f3597cbe3c648cd52a0372bc24346eefd99802a3dafe853f935651",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_GroupLookup.c": "0cf7ed906afca4ac5f31175b0daef394056b05f89cf00baa0d2de0d0986f388b",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_GroupTactics.c": "226eb3981765284afa0cead84411244806a84440003fe4af69f2208028cef23d",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQ.c": "4898ac471fb16433fc5d98244a8cec89c5e8e006af2c94bbcd89113a2b7107c8",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQBodySearch.c": "c46e318d4331bedefbefad19f735dc45752ed21d0a2c232880673c1cbe2c686c",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQJournal.c": "0d714bc60940898dac560ee0902997ca82e324395dc2696c6424909a0a587c81",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQNetwork.c": "1a7e279b050514bad86f18fdd233b7eb5728e99bab3daae3aedb31ceb571c271",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQObservation.c": "735611603dbfa80218a42c6722dda09a3de8c7369aa5689cb8cb711851ede6dd",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQRoadblocks.c": "128776f0b448162ee36cfc71b2a38d2cd06d6d6e4679253f215896aa3fcabb98",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQSettings.c": "82f2a9b7f2a60d499ce4155c3584ccf42121ebf16b944392bc5a7fe1bef25df7",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQStatus.c": "7127dcf23be7bcbb9415d8ef6c8f1da5bec551fbf16fc1054487dcd7a877d885",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HQWatch.c": "7807aa97c4625a82841b6992416a9d0c8836f987767a99264934c1f79320f64a",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HelicopterAvailability.c": "bb565c5c5f7d4e671a295ae7e951f9ebdde626ffdecc4ae7d92e0e776e1730e0",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_HelicopterRecovery.c": "3ab340e7790ca0536b97a809daf00a155cc972b557297a03532fe622ac0db87c",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_ImprovisedPrisons.c": "e1b7dd3b7b45bc803e61e2031030d873101947def8b6a41fe450555e90d000b9",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_Landing.c": "7d335cd93e9141b779c90fd0e4962af290e2b6c0ec4c6e9501ded3e2fd165f09",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_LogisticsVehicle.c": "8e109e6f010f1af1a4d8ec9ad01d0f683dad014c76c9a763b091bba8a320de9b",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_MineTask.c": "d5a06b646b0d789832badacb75e7a10a5097c4a4ac32dffd72aca3390b5d9e60",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_Mines.c": "108cbe8175e339db88f2c0f36ef3c22d29805cf7794b63cb4edc171e29f92ef3",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_MortarEngagement.c": "853bea893bd39d90621a7e391e98931d7518ec07b61da921204dfd9e50c82f27",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_MortarFiring.c": "aadd057a1f3f4326bd41500be7a12051a16de9d5925fca2452a46cdfbf0d6d12",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_MortarPrediction.c": "b58d9ea6e211fc479a1674c380be4979ebacf46d14facae74257aa0937b6cd49",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_MortarSalvo.c": "f0235c4516eebd03e5721d259dabcb516a4e457e9909a1b8bb08553a0f7bc652",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_MortarSystem.c": "b355227b2b221147d35e1dacbc07cf650838229b9a6d22cd30cc1e304112b33f",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_NativeRadioCall.c": "ed9ad2a8137395e25363f94e81d4854e159136a53a67e2be4b89fdcb08d712d6",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_Performance.c": "f9ea5747e4ca16d88dfe56d796268d7d3cf01efe037e37ba7798835f2b17813d",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_ResponseSafety.c": "b3dcbe8f3dd840791e91e9ec202cd392ebc4895714816cdcedcdc591baa62b05",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_Resupply.c": "dfa28d0741c5515c85a6e62bc6d1a104f5474ddc22a6e58931be1583133f3586",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_RuntimeGuards.c": "d843e7807501eb94f31a4c7628e8357e2404c2e598c5c3c697b091b1ab266edb",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_SettlementSafety.c": "6961ad593d20f86c30b557542b4f67fd44d9579037776b07cd95616927eda83d",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_SniperOptics.c": "60518f87e917e5d1f381b2e1116fdbc64339b81b141a0c83c0eddf189d5dd3e3",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_StartSelection.c": "5dae5de5efe59cf2b40a289becafb6ef1aed00271cc561769cdb1f570174ee7b",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_StartingOutfit.c": "a8dedb2e405537e33c3bbc338a4c5fad01c7de9034cc8e02386d48e0732350b7",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_StingerEquipment.c": "b8ce09f2d3ed61e58beadc1f158daed6eceb17b08243f7979b46d8c27e917695",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/EAI_SupplyConvoys.c": "a896fdacfd9c0f2db52e588642623545a3a5d6e8041fb72000a68e720fc2b7a5",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/EAI_Simulation.c": "4688fd4eccb490ae416707400ae889aae6bf3794402d5e68da0d03efddf01ab1",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationBot.c": "9d9e809a6f39623bda49749304bbffb89c19b9e83e4f30f1ac2a9780d4526397",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationIntel.c": "d53fcb1933bc563aa0d72bc4093bfec68da69241abe6639f5e030422457d1cf1",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationLifecycle.c": "c375a4ad7c7af621f89c16150f42262ff6501fb92e2a96ab85f28f879cb0ac39",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationMedical.c": "a9da70fdecd20d8fd9e23f45fcb2b070916b76f0ee0418f72f18805f2d2149f0",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationPrison.c": "f9098c2f312e202130b3789eb2b67ca38ed3c44a859be24543816a028a552644",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/EAI_SimulationSpectators.c": "0e3b911914cf06e31c836323cba170782ef994338d75cd8202b5ab7c4e9285f4",
"escapists-ai-norhs/Scripts/Game/EscapistsAI/Simulation/README.md": "0cfb17d257924e71b76e4697a53e0c34399e9fbf001cda446484503fce41fc00",
"escapists-ai-norhs/TESTING.md": "6ea91133ff6fcdc7db4d55590b365f24f2772ec18c08d5d12d17e15dfde0b091",
"escapists-ai-norhs/addon.gproj": "5de80e1c9186db83451532d7204a2c209290335e97eea67c7eaebe5a067117d7",
"escapists-ai-norhs/diagnostics/2026-09-11-server-performance.md": "a6e2fa75ab529d1a2e23eab80958f991e8d77d4c4814eea436def95f60607bd4",
"escapists-ai-norhs/diagnostics/2026-09-12-captured-uaz-defeat.md": "10a3b15214126e540ad44dd923240fabf8e04896f413c0caff0e45e631c38912",
"escapists-ai-norhs/diagnostics/2026-09-12-hq-nato-reporting.md": "3ae76c1ae837812f8637f7cb8c0a9456bef07332a8d795a0fc949e8706bf8fa8",
"escapists-ai-norhs/diagnostics/2026-09-13-hellsos-session-audit.md": "7fbae760c1495dd9199e43fcf490ec4d8e44be2c370f98ffa11c16b104203865",
"escapists-ai-norhs/diagnostics/2026-09-13-session-fixes.md": "0bd9d29286e66b04cdd6d4942782ff5e4c8fd4370e428c7ce8157c0d5baa8c23",
"escapists-ai-norhs/tests/ai_chat_config_regression.py": "b4b0dc6a74a4a5beda787fb676a378316bfb9c9589bd6365ded0ae3da44d91df",
"escapists-ai-norhs/tests/ai_config_regression.py": "7dec0063274ec84a861f11b4df15b75c68dc88fa132f1ce9762063ef05bdd504",
"escapists-ai-norhs/tests/air_assault_regression.py": "f27ea28bf4c6e52ecaf9ce45fa3bfab1bce7b6e07cd8eac377f465a7d4d6bad2",
"escapists-ai-norhs/tests/air_support_regression.py": "b0c0cbf9d2918b03b37297575cbd678a633296939cf6c64095769fac4ddb7074",
"escapists-ai-norhs/tests/airport_reload_regression.py": "9ef8ab9ab33d02899636859ae3c65919726b92c0c7a9604af704bac2c1a78b85",
"escapists-ai-norhs/tests/convoy_stop_regression.py": "245dd69dcd300a49fe743875280321165d1da15c0cdbe23188631eec3e418c54",
"escapists-ai-norhs/tests/depot_loading_regression.py": "2e80b3ce86b0607a5b62cdd49d7e898c17c23fd5e67597a5e8789bc71076ba41",
"escapists-ai-norhs/tests/faction_alignment_regression.py": "37666426aae9f303f255861f89cf4cacefb38a6994fc2dd6fced11f53e1b7c7f",
"escapists-ai-norhs/tests/helicopter_availability_regression.py": "b8f92feaf7f8057082a9c7c20cc889da3b614d74d19e206491ccecceec7e92e0",
"escapists-ai-norhs/tests/helicopter_recovery_regression.py": "38e693a1c9f204dbab1a4ab800fa219d6aa3b7c378957434ab312a2f84832d25",
"escapists-ai-norhs/tests/hq_body_search_regression.py": "975abef7f7ef378b150e2c46266574a786588a2fa0ff6ee43e708d58227222c8",
"escapists-ai-norhs/tests/hq_journal_regression.py": "426a04d4117c2e9c3d4ce5aef112cb628cb0cd6511b727d05e554b6a29ae1c8e",
"escapists-ai-norhs/tests/hq_menu_checks.py": "6f14906d08ddd67e909eae5ef37ca8395476fc84920fed77ca276012a58dd88b",
"escapists-ai-norhs/tests/hq_network_regression.py": "a09b5cbf3453e6af31d1d888b5489586efbddbdb89b6e2b2d6eed52ce67e1098",
"escapists-ai-norhs/tests/hq_observation_regression.py": "76b715d46f44d560896c502d01ed89ce16b6366596b607cef111db886cb6dcf6",
"escapists-ai-norhs/tests/hq_regression.py": "4b9a0b66851f27700584e548c82cda8de7f9fda72868566e4bac227500951172",
"escapists-ai-norhs/tests/hq_settings_regression.py": "1e68b985cf7d0446894eeecfa16335d4581e78c386a2ed81454e62512f6c76d6",
"escapists-ai-norhs/tests/hq_watch_regression.py": "87e9bb484e2a37bfda9a4827d1fa4cd50b0c38bde07659df171c7e9c800a2150",
"escapists-ai-norhs/tests/mine_task_regression.py": "5eca78bfa4fdc11f6f9107e83b06676f6f20cc4fb75b940768a25ffaaa6f812b",
"escapists-ai-norhs/tests/mortar_deployment_regression.py": "8fdb4994d05a56409f46f074c2f41298143628d19c5644093e21eaf423eee31d",
"escapists-ai-norhs/tests/mortar_engagement_regression.py": "a39ecc1132b51e13d80f4136a1d219fb5fc08d193b9e6c0be48dd9378e1e762a",
"escapists-ai-norhs/tests/mortar_footprint_regression.py": "56ec6d478c036d1c7b1f65fde9170f73af77c8ed8175dc443cb079344c7a2c92",
"escapists-ai-norhs/tests/mortar_logging_regression.py": "49d2c83c6f18ae8ffed152c5cc8480079a85731ec94fbd1f014362ec7d93f174",
"escapists-ai-norhs/tests/mortar_operator_regression.py": "80f2a2d5e1bc8c38345b76f5e83cb3bc527fac7ad41111b3dee9327e60bbcaf5",
"escapists-ai-norhs/tests/mortar_regression.py": "f4ed7027857056e158291d7a0c64072d435494c3d1dc71df4e6eee0c4a7e5c16",
"escapists-ai-norhs/tests/mortar_salvo_regression.py": "bba2d57c4f5ccb76819ce90a63bc157e29fd033a3430318689c84c5e4c5f6f29",
"escapists-ai-norhs/tests/mortar_settlement_regression.py": "6672605e495c1e7a3abd1dc1311f5449397d09152d17fd41a2d1cb78ff395492",
"escapists-ai-norhs/tests/norhs_dependencies_regression.py": "e401d9049089e977a2c1216ec702b7f5f291ec9e58fb9f94074685dc30a57ae7",
"escapists-ai-norhs/tests/prison_airfield_regression.py": "30f48b626ddccfbd0a8ca6295f00000cc89554c9491ecbb177032a48a746d15f",
"escapists-ai-norhs/tests/response_capture_regression.py": "b6d309fe82dc538d6c6bb48e943f72fb9fb012b4e140acd36f9095ab12cb1878",
"escapists-ai-norhs/tests/resupply_regression.py": "72828f53e6f77db41558cbece31da6ace6eeefc0674648dd16eaec659b46daab",
"escapists-ai-norhs/tests/roadblock_deployment_regression.py": "b696ec1c5fabdade9b8c4deb831d33db118f30b63e66229d8fd885d62b49c9bd",
"escapists-ai-norhs/tests/roadblock_regression.py": "e0725fe89b07e8b5371102800088d7be38158bf5248b155250595efb20cd8598",
"escapists-ai-norhs/tests/runtime_resources_regression.py": "d8c0c602c60e5fea1ef35364be6163547b77d670b0d24ec5fcd76a97e1769c8d",
"escapists-ai-norhs/tests/scope_detection_regression.py": "6865b52d1cbfe44d1b1b7a40555f202298056ecd2f3a93a09b6d36f6d28b3765",
"escapists-ai-norhs/tests/scope_prefabs_regression.py": "8959c7d1d494d1808e660411ce4c2afb538e17af3220a57fa1f14fdf2f03f506",
"escapists-ai-norhs/tests/session_fixes_regression.py": "b78419295f7b080de7068823a33ef81bef7ecfa49d739c77c9f56f99df098999",
"escapists-ai-norhs/tests/simulation_chat_regression.py": "28f906f687a98eb1800a9f28ba7f7a550a0e40e6d4746eb134cca0094c5fd94c",
"escapists-ai-norhs/tests/simulation_intel_bridge_regression.py": "f8ec1c424ff90838b7d34616a98ed1cd80e082c68de81c6743940a5a37785bf3",
"escapists-ai-norhs/tests/simulation_prison_regression.py": "a901b2eb4b462d4794157e67b0818b88b2176f0beb2dfb38fd71685f86909080",
"escapists-ai-norhs/tests/simulation_regression.py": "0e01653cfcae35530f68cd1bf5d5636e71b05e1dd396ba2194cda649c5a39237",
"escapists-ai-norhs/tests/simulation_spectator_regression.py": "0fd3b920f691880be1d8c197bbec399d90361ef28586ba67ad4d5c7c93b7f2b5",
"escapists-ai-norhs/tests/sniper_optics_regression.py": "5dedc2bb50455877f23209756251120a6eae83543fd5ccb5dabe0afc6739d47f",
"escapists-ai-norhs/tests/sniper_weapon_lookup_regression.py": "fa077b2b6abb45a11216979b49c871e832a3a1573d8d823198e439475455b528",
"escapists-ai-norhs/tests/spawn_selection_regression.py": "c9001edc39258e1f4419ae62f53ee4b0fa6535718810600d2afc14f73bc5ceae",
"escapists-ai-norhs/tests/stinger_equipment_regression.py": "eaa3b92e1c9339c17beb589a7fa61a2cbdec06fce65c7e91bba456cdf27f9a47",
"escapists-chat/Configs/System/chimeraMenus.conf": "656287f08263e6b386174866a521cc48942916ad68d172cb28293b93f7a0023c",
"escapists-chat/Configs/System/chimeraMenus.conf.meta": "fd3c24df790b1384d159cc98f5de8e994d50ccab8135356522a9dbd1145329d1",
"escapists-chat/README.md": "be913023a866d5c13f8635325ca5da5e6d4b6339df74bc34f57804f0e4281d87",
"escapists-chat/SIMULATION.md": "7ef73904cec374a25feade1b3537bb3ac1e0e196fec882455879cdd7db9ce360",
"escapists-chat/Scripts/Game/EscapistsChat/ECHAT_AdminCommands.c": "2d69b740298650aca6be2f45785ae016b4087c3688525c0c3f5b50b680d2c9e6",
"escapists-chat/Scripts/Game/EscapistsChat/ECHAT_AdminMenu.c": "a50694429991ed0f00f310654142679e0d875babc721f0163fc3afa929ead7d8",
"escapists-chat/Scripts/Game/EscapistsChat/ECHAT_HeliSnapshot.c": "c64faf70d0ac78d7600b60be445d289358566b7013fdd7df0fd6c94dfab908d3",
"escapists-chat/Scripts/Game/EscapistsChat/ECHAT_HeliTest.c": "911519b9869b41a9a7e5e425e2924b7da4d80326bf074ca982dcc43db2f1113b",
"escapists-chat/Scripts/Game/EscapistsChat/ECHAT_SimulationCommands.c": "bbc2ecb2ec55a31944673ba2628570f73cf2195da329b401bada8482478cda5e",
"escapists-chat/Scripts/Game/EscapistsChat/ECHAT_SimulationIntel.c": "54aefe55c7bd1ea505076f5e7375c614eea1f3286567f380f82a66bee4b8bf99",
"escapists-chat/UI/layouts/EscapistsChat/AdminMenu.layout": "9fb9a76ccaaff2a3c85cb6112ef5f6d272b3570bd4216d81c723c0f0c62cef84",
"escapists-chat/UI/layouts/EscapistsChat/AdminMenu.layout.meta": "cb1d4c556dc2d267c80d7eb810a626e4c6549b2b40df51867e7d87f887f26f22",
"escapists-chat/addon.gproj": "1abe8e6424ede84554ee3a3e6fc3cdac5b7033cdd081b8cfe9ddab4da86ed9a9",
"escapists-intel/MAINTAINER_NOTES.md": "0b2005a9665cade015ac80102c44a80efcd86cea610342bfed3e8ea5f92cfcd6",
"escapists-intel/README.md": "3d21e8ddae419783cd878aa1e8226b56802afa07dc871f919c1311fe02d7e055",
"escapists-intel/Scripts/Game/EscapistsIntel/EI_IntelLifecycle.c": "7a987c65f0ec10ddcc138785409e370b9c1cc6abbda48027b7406459b42d00a9",
"escapists-intel/Scripts/Game/EscapistsIntel/EI_IntelService.c": "0009786c543c2758dcd55d3d6936feca5641dd4c4b2ff820564a38815e4cca57",
"escapists-intel/Scripts/Game/EscapistsIntel/EI_Log.c": "2471380ed8c8ae7cf4d0eddb438cec9470a22810c844398711e5363b598b296e",
"escapists-intel/Scripts/Game/EscapistsIntel/EI_MapDiscoveryUI.c": "d3f44ecc2dc29d34e3ba6feda271d68bf795ed3a1c37b15a54f0e460d8a997bd",
"escapists-intel/Scripts/Game/EscapistsIntel/EI_PlayerBriefing.c": "1aa7d8c7abf24542cf3b6488dc430fb65278dc4ba2e729b623d487ed65f464de",
"escapists-intel/Scripts/Game/EscapistsIntel/EI_SimulationIntelBridge.c": "fa24c1aa89b2317cbe47a9248ba157b08ab365a807bcd22b8590fded907e5e61",
"escapists-intel/Tools/pak_extract.py": "d19e6d0a595699d1a3755a028b3c30d4c91faa00248f7a59bf24721217e73bd1",
"escapists-intel/Workshop/IMAGE_SOURCE.md": "c6f129be4a46bf1a86cb5caed00fb0509982a8b2e9ba2ce56bd48a71de04169e",
"escapists-intel/addon.gproj": "90d38e584da4b94e2e64067c941553cc1a2ccd52801f9f9d2ddf3002050e1192",
"escapists-map/Materials/ESM_MapRenderTarget.emat": "9877c5b175c5f30dd80bea36c711b21ab38219aa7075adf9ae79932e1d4c76bc",
"escapists-map/Materials/ESM_MapRenderTarget.emat.meta": "f46a7255d51af1b43d9f9fd8e884640fed9e87a610a8eac1778e27cc2c262e5a",
"escapists-map/Prefabs/Items/Equipment/ESM_SharedFieldMap.et": "8c0cdcf3e3af96eac710c75ccc54a7bbcb6713caf76a63a58f5519c009e747f7",
"escapists-map/Prefabs/Items/Equipment/ESM_SharedFieldMap.et.meta": "33457ec2ead243640e57dc12c969be0d59923455f89669024e50998f63cca690",
"escapists-map/Prefabs/Items/Equipment/Maps/Map_Paper_01/PaperMap_01_folded.et": "932b7f2273226ae5a2ce6fea7fee76007061bfc671f6e7c44e65512f0e5c2979",
"escapists-map/Prefabs/Items/Equipment/Maps/Map_Paper_01/PaperMap_01_folded.et.meta": "a03019f632735602e9c6cf1f01d1c46975e19368098113211e5fe76eb74c24da",
"escapists-map/README.md": "cbaf0a313235a0862b35a4c1e82438f5d84b174af44a8f17d546526369af6176",
"escapists-map/Scripts/Game/EscapistsMap/ESM_SharedMapComponent.c": "26201b9d2b04986b9684be81dff47200a631d8cd01b57e96788a153fb56e6b4d",
"escapists-map/UI/layouts/EscapistsMap/SharedMapRenderTarget.layout": "49a2da4181b94d42174f58c7f9b6bf2207116c99427d61ff1c212092ac7db4d2",
"escapists-map/UI/layouts/EscapistsMap/SharedMapRenderTarget.layout.meta": "3311c3d2163fa0a59eb98ca07cdf79814f1d5131e95231a0a49783e8dc455cf7",
"escapists-map/addon.gproj": "a1e6a6c3dc59f04ff6c3a660f65106c00a2994035fdcb4c79e9bc91f5eb54f21",
"escapists-patch/Assets/Patches/ESCP_Skull.emat": "6907bc9e0368b76404696a8b29533caed8c609959a9df90add50efcb1541f750",
"escapists-patch/Assets/Patches/ESCP_Skull.emat.meta": "a383bda2070b1bbbaab67fa6f4d91312b0d250446f04f91211d2260b2d5278fe",
"escapists-patch/Assets/Patches/ESCP_Skull_A.edds.meta": "27a2993cc12e30f7746cf3f0dfa208e68a30b0d47b348da3c99ceff1a139bbf7",
"escapists-patch/Assets/Patches/ESCP_Skull_BCR.edds.meta": "f540294da03bf946d4ae7055fbf3f6fe7d28f1b2259f47620021b6b1ad5c2bc2",
"escapists-patch/Assets/Patches/Models/ESCP_Back_225mm.xob.meta": "8fd4e5c13e6ea5b5712382dbea8677b269f665dff1dc6d168516ba3aa9498e4d",
"escapists-patch/Assets/Patches/Models/ESCP_Back_Curved225mm.xob.meta": "a5073dd7c371e3d8491e3a1053a8b8656b831dc2cb31244792f293c00ffe093c",
"escapists-patch/Assets/Patches/Models/ESCP_Pack_180mm.xob.meta": "d18b1a75fa049f3588b604dd7a1ccab07d33b6ebfc93b7c86fd305df8c579f6d",
"escapists-patch/Assets/Patches/Models/ESCP_Sleeve_72mm.xob.meta": "c32a2353b27cf6726d7e53b4de695e2a77593fd02b8964813289160431e1d1bb",
"escapists-patch/Assets/Patches/Models/ESCP_Sleeve_Curved72mm.xob.meta": "8a5af9eadd928c9757646a160bde66cc4e92a7bb81744f8465d8c0ee44d92ab6",
"escapists-patch/Assets/Patches/Models/ESCP_Sleeve_Fitted72mm.xob.meta": "0d4382171a3fa3a0ff8501d9b22b5d553dfab7f44d957821ec0b61628314fa51",
"escapists-patch/Prefabs/Characters/HeadGear/ESCP_Helmet_PASGT_Patched.et": "757ef59516294e92022fde33c9599927c2e80eb0664c6d0dfc9c0a845019b92f",
"escapists-patch/Prefabs/Characters/HeadGear/ESCP_Helmet_PASGT_Patched.et.meta": "4b2da8c3ff1866ecbb3081a946399a26052b3d77e4bf958a7885cb534f1a6878",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_DH132_01/Helmet_DH132A_01_base.et": "a91c158e46eff06e7ad6f3ac0bf4e782034c61645f33028e4534b0068f59c2ea",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_DH132_01/Helmet_DH132A_01_base.et.meta": "609dc0beb722f3b9770acd749344919fb00400c5d95166fc74cf1055b6d9d9a6",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_M1_01/Helmet_M1_01_base.et": "ae68ad4503037d812cb5d2d1651eecc5c7648204268c0c84aaf06c090a0ea808",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_M1_01/Helmet_M1_01_base.et.meta": "1683b448b8be6b4baa1b97d54c425eb07c3eed1c8449ca050fb24738efb8afd3",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_PASGT_01/Helmet_PASGT_01_base.et": "ff7c3b3510074263a12b73f7907463519d342099be9339b7d7244b9742885dbe",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_PASGT_01/Helmet_PASGT_01_base.et.meta": "7a1cc8fee277e1841a5b7fb2a270697dc9bdb8acc8912daa79c6263fc2cde09c",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_SPH4_01/Helmet_SPH4_01_base.et": "2556cd6ce1e6636fa271a5956e7719de69c1fc4738a9f68486a54bc29758b792",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_SPH4_01/Helmet_SPH4_01_base.et.meta": "7329c347f09015b91b876fad9ca130a67f240525bc446f4061cc7f41cb328e31",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_SSh68_01/Helmet_SSh68_01_base.et": "aea145545fc4a981f00dc2043bdc3431a988f2501fadb9df774b0ac9553f7f82",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_SSh68_01/Helmet_SSh68_01_base.et.meta": "38ad6395317249d34c7cca74182a0153468995b70856047cd78398ee1ef30fe4",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_TSh4_01/Helmet_TSh4_01_base.et": "f2b4bbd516d689b1b06bab647aeada8d1223b0ad7e9f3d36b8598cacb3287a22",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_TSh4_01/Helmet_TSh4_01_base.et.meta": "452bf31d7dd9716fc42de76ac0b4e13c3c1a41b4c3f15abef6b4fe98e961b771",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_ZSh5_01/Helmet_ZSh5_01_base.et": "2f73f242f3c123fe0af4cf9c98ae59cf76597eb1328d7be4ba9eb2a28139107b",
"escapists-patch/Prefabs/Characters/HeadGear/Helmet_ZSh5_01/Helmet_ZSh5_01_base.et.meta": "fd17dce03515044ccc2679f34f03e4f00f2b973fb38223a0dbb68ff857228ccf",
"escapists-patch/Prefabs/Characters/Uniforms/ESCP_Jacket_M65_TigerStripe_Patched.et": "93f4f5358f0d2a735c4a14368d57049c18c8d2ba93fdf6db3b6c79ae6b833d0e",
"escapists-patch/Prefabs/Characters/Uniforms/ESCP_Jacket_M65_TigerStripe_Patched.et.meta": "658512e1ff18389932a47624513d56aef0ea6a7b1b71d5de8b39fa127de769ee",
"escapists-patch/Prefabs/Characters/Uniforms/Jacket_M88_base.et": "93b8453c1452b21d2bda2934c503b07a41c6a8641bbf45f569c21350e4e3d3a8",
"escapists-patch/Prefabs/Characters/Uniforms/Jacket_M88_base.et.meta": "104a389bacbddcf4d2f938cba68b10fd4530c81223cf902adfc5501e51a4c369",
"escapists-patch/Prefabs/Characters/Uniforms/Jacket_Tanker_USSR_01/Jacket_Tanker_USSR_01_base.et": "ae605ff397836037e17b7b21bb7db32323d55745256e64e42423f9ae1d353645",
"escapists-patch/Prefabs/Characters/Uniforms/Jacket_Tanker_USSR_01/Jacket_Tanker_USSR_01_base.et.meta": "06d46e927bdb92aeb12856966812a944782d432c3a832ad8d9f5c998afbe99e5",
"escapists-patch/Prefabs/Characters/Uniforms/Jacket_US_BDU_base.et": "eea1a6e1c49a38bd6a6ab6450990695ddd9bd9700013d79ab8358bbe231e6294",
"escapists-patch/Prefabs/Characters/Uniforms/Jacket_US_BDU_base.et.meta": "6a492b8a31bed7db145a2c419e25ca4894f3a578b74cf0c7a4b00512f1479a9f",
"escapists-patch/Prefabs/Characters/Uniforms/Suit_KLMK/Suit_KLMK_base.et": "be210c5e9492621a16a04d0c6b815487ba337b42c355127ac76a11cd1f109459",
"escapists-patch/Prefabs/Characters/Uniforms/Suit_KLMK/Suit_KLMK_base.et.meta": "1f21cfd82bce281e2cd50986f0ded8e974545d8d481c9e935d8e1a7400b06eb0",
"escapists-patch/Prefabs/Characters/Uniforms/Suit_Tanker_US_01/Suit_Tanker_US_01_base.et": "e278548232e5c11603b86006c6184581674e969380e4729d65c7ac82af98ff55",
"escapists-patch/Prefabs/Characters/Uniforms/Suit_Tanker_US_01/Suit_Tanker_US_01_base.et.meta": "7ceb163e10d80336118585d934c0f3f6e743a7298d7a877f402084baf8a264a2",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_ALICE_Medium.et": "8f3bf70ba09ebacfa1a28a12c227124d9de85d873cfc23bba769f50ee545ead1",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_ALICE_Medium.et.meta": "61612ddddd6e103518dad67eab01fcc72986bc429d6b9ac969137f476d6cd951",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_ALICE_Medium_assembled.et": "3a15856b9f40660ebd765036b1c902531fdc0885802233ab2e03b5be44d1c3db",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_ALICE_Medium_assembled.et.meta": "7223838bac409f61f2234537cbe0168dbb490c6062cc266fb39d6c535e6ddd1c",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_IIFS_FieldPack.et": "3c456ef65ac9e82dac0a36463799c6bb00a4b72ebca70c28a81d063189453c04",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_IIFS_FieldPack.et.meta": "3d7a4f366bfcc1ad424102e1f221a91ef5c8ecee4d3ada88cc91d41e13c04788",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Kolobok.et": "4cb770b2d6b88b2657ca9900851bcff799bc3d826b17e0f31dc14d18ecc4cb05",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Kolobok.et.meta": "6f5ceadadc66bd6ba8031941a8ce03e15572359230d06002de28e9a0284770b7",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_M70_Swiss.et": "05605c4eee9acc70df6ef042a6ed3e8bfb482d7f76985e10fc7639240808abb5",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_M70_Swiss.et.meta": "e43217419c363f42ec83ddf10f508f19dd35ed3984ab19a63abb939a1ac861ac",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Medical_M5.et": "c17d5c0ab32c6b9ad69bbbb201b0bda6e67a3cf936778bf004cdddfeeb00f8ca",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Medical_M5.et.meta": "f425171d25268dd805b4a2b0475e8ddba102f42c08f8c046ac5789f8b51f0cb3",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Medical_Soviet.et": "0dd38da4c5f65cce3537d8133cc6d40ae0b6ec80f77fbb3b3b37b26ca2febdf4",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Medical_Soviet.et.meta": "e2defcf634d9c40986b592758c22226a494b5cdf725bd254337242e49a42641f",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_RPG_Assistant.et": "fe9feb72eaf6aae99fe5808886ff2520f7a345ac711e28b1f30cfa7da10338c5",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_RPG_Assistant.et.meta": "188f317c0c8a74648221bfc7030e347d4699ec35e013ef819f2d76f9d7058991",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_RPG_Gunner.et": "d36ae6c431d72b32dc7d56117a5cc9f0a722e6a1ab061c7727c517a050e5912d",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_RPG_Gunner.et.meta": "e275c9a0a9133568cfdcb46915a85b4cd3fb7dd52fc0f77baf90e56311802f5b",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Suharka_base.et": "7f64ccca0f90ba51c1ef7eb6f5586c3f59e109b4ce8d9f21cb2214d39d42cf12",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Suharka_base.et.meta": "2b8ce61e9ddb1e9e469c747fd4d6c5176565b8b1e7a6c8b4c6fd39f16b61f761",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Suharka_type2.et": "497c331ef43bf9d287a07f20fa8306c434f99ec89e701915ace4568788a4b4e8",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Suharka_type2.et.meta": "c599046782445724cb4a53abd682dc2fee5dbe26105a20f71f972fb412c5f73f",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Veshmeshok.et": "066a13e190368b09982f94ee663d01111bb1135a0a9abc4a7008448d00b3bbb2",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/Backpack_Veshmeshok.et.meta": "99112032863d20910cd8cc1476bdb2d8befa699d2adbfc0b0e3615f88ef4e166",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/FILBE_Backpack.et": "d916e45452b62f2da86159489b74a268500608abe525e47f0e961fe089aa1838",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/FILBE_Backpack.et.meta": "23300f705f2afd0a9343ea5d1adc2d4d63d70d35e0da7bef1cb963957fdc6227",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/FILBE_Backpack_Heavy.et": "59aeef62b03a2e4a13c160c6f28a7feb2f6037b83ab19028f177ba3990420154",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/FILBE_Backpack_Heavy.et.meta": "dd1bd5df67d3c4d84fe61c5b7ff24d422797fa3f1502507829090435dbfb1282",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/FILBE_hydration_pack.et": "2b119bab03d0092a5e2cbbad82c631ef3ea20ce10d10fa17faebd567894aa469",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/FILBE_hydration_pack.et.meta": "24d287958d97bf777e6c2161a74df89fa398c3a4076acd9a0907c8308e1153db",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_511_rush12/Backpack_511_rush12_base.et": "6fd3b2a452d4713826f8fcbfd21c3e1c2eee01ba3f6e4ed1b63e6720bbd630fd",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_511_rush12/Backpack_511_rush12_base.et.meta": "54504ab186fb3ff03b333fad39c7dfda29947c4977d6ff9d64c7182ec1475666",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Ratnik_6B46/Backpack_Ratnik_6B46.et": "e15ae6282732b739db54527bc8fdfe81c1274886d4f9afcabc3ec18d02492c4b",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Ratnik_6B46/Backpack_Ratnik_6B46.et.meta": "3b872d49e1d8da367226759c10c20b076a33c809d0c9d5a2961049c46745e4eb",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Ratnik_6sh117/Backpack_Ratnik_6sh117.et": "5e9b64c3c1bc36782cff619742c8bbe4c537201b58205d5d24eaf4a8153a39a1",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Ratnik_6sh117/Backpack_Ratnik_6sh117.et.meta": "e8eb63cafa3bba4997686fcd746e0cd2b45fced3fdcc0f8564933516bcb5172e",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Ratnik_6sh118/Backpack_Ratnik_6sh118.et": "05f62416f2da5b591b1c27be40c514997e48cf805d0baca3e4ea464c18478aa6",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Ratnik_6sh118/Backpack_Ratnik_6sh118.et.meta": "97e1072fafee6033005fb254914abc3d51a40f0aaa6ebfc6923ea1ed417a29ba",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Wartech_BB102/Backpack_Wartech_BB102_base.et": "9cbd67c8a69232d89b95930b9b5d204ae2eab60c386eb17de92bd83d152ec078",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_Wartech_BB102/Backpack_Wartech_BB102_base.et.meta": "b6fa72a3c1ea2f16b1bd5c3f7b10c4d2de6bbec6ef67d4029712159248378041",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack.et": "5212d8b4797006afc220080e58efc146f5f81f695b6ea58bdf519257bee13837",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack.et.meta": "be8902502435a48ecc0abe3711f21be85d807da661d0211e9fdbdc4038e0c41a",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_ATACS.et": "354dc9b10ce8ca87ce8eb7955a4f0d144bc6c0a1f3fe6810292daf52ea1e1748",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_ATACS.et.meta": "2a216d09d0fc659b97c098388d9919339a7e446e8dfd0c25c5edfa728b83e27a",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_MC_Black.et": "50640ebb82f05aa9954c438a4479864f45b353d49faa26642954f8257197fce2",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_MC_Black.et.meta": "21cccc2eb06f2d3a73b48a3f365f433194524acc4592afed2f0c4e2910d28804",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_Multiterrain.et": "5d449668953103ce90bee658c1d4293271cae00b2c807904c463ec105f54a694",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_Multiterrain.et.meta": "439576767a36105e6391c6fddf65da337aba4114de98f06cb67b81ba0f34d6bb",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_OD.et": "cda0f3bc354b644ea522c078cdd80a375741f3fbbbe8bd772def75d7c0e3fc2a",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_OD.et.meta": "3286cc9db06bf35a2fd343f8afc8cb4ffaee243ed6fe152a611a6c570f0c20bb",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_multicam.et": "4140d8e5ac0084c0ee4f994ec6a71ea1dbc287e22c3c58fa48857262702c476f",
"escapists-patch/Prefabs/Items/Equipment/Backpacks/backpack_ZipOnPanel2.0/ZipOnPanel2.0_pack_multicam.et.meta": "f9ee7b1193e1695610657299068b9a7ba30746dbdefcec1c54cda30a59d57e96",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull.et": "03af13f2fe8dd860b7118a9fc12e3c081aac7e26847cd770e3e0ed97485ba700",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull.et.meta": "f1f8d521bac66aa0b5530862b51639defe7635dedb1a724eef9cd364d09951d0",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull_Back.et": "7716d4d05bf5e6226957a6e7f6ee7ce5b731289a1df2a164b57aebbe8f72a709",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull_Back.et.meta": "0bfb0416b37c904f97a1c8c2dbda1a8498cfc3d0b9cc12cd01f11d0ba2bb2ad5",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull_Helmet.et": "b4b828c79229380e3beaca8d53d2ef3db2061654f59ba73ab56481aab1d659a5",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull_Helmet.et.meta": "31e763a24c7624ab75212d5689ab55f4e679735f4034e0a93a34afc2a50ae366",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull_Pack.et": "be4ab09f440dc41b8e4d1cb54eca91078c6765cfc5831496466c00c05724697a",
"escapists-patch/Prefabs/Items/Equipment/Patches/ESCP_Skull_Pack.et.meta": "a9d48cce76b5208c91d1f90c125963e4c2533f634afad13ec160203a6c735b5a",
"escapists-patch/Prefabs/_ESCPDebug/CharFILBEFit1.et": "f043d9aa8fde3fde62c29d142bdd7522d8e55f5833aae4fc506e0e163f39dea9",
"escapists-patch/Prefabs/_ESCPDebug/CharFILBEFit1.et.meta": "779935d511265d25628978184d07dd23aae3de3c12e26511205de1b6488b5ecd",
"escapists-patch/Prefabs/_ESCPDebug/CharFILBEFit2.et": "d87d9324249f238d3b075943a9809f6b43bf0a5f98a7ff709cd8b2f4e5616074",
"escapists-patch/Prefabs/_ESCPDebug/CharFILBEFit2.et.meta": "ba9927d2ce1d9a650273fe58065669cfe5394c37ea7d592afcdd13dda0302bb6",
"escapists-patch/Prefabs/_ESCPDebug/CharFILBEFit3.et": "76814586e6715bc255286bb93d7fbe048c3a1a89acbecbc4d1f171722ca344d0",
"escapists-patch/Prefabs/_ESCPDebug/CharFILBEFit3.et.meta": "02dc6dccea360364bc6c9ba15a1569b1eabd245516c06ad9b2f46f786322e216",
"escapists-patch/Prefabs/_ESCPDebug/CharGear1.et": "653c6b66563f1bff092f7ba4f74666fa51a063f1667e3e2c7dcbff1010d173c5",
"escapists-patch/Prefabs/_ESCPDebug/CharGear1.et.meta": "9e45b171616626d3342091b18ace2d1137478c06bf5e09ebcf8104534ce569ae",
"escapists-patch/Prefabs/_ESCPDebug/CharGear2.et": "d78a162975e8650b801b5be5a218088382d381f0b4f64622664c673d795ace88",
"escapists-patch/Prefabs/_ESCPDebug/CharGear2.et.meta": "4da326804005c97938c859809c49fac9dac228e86ac72329beb53fc6bc01a286",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourM1.et": "814da9bdb66365d8daed186d62ac9e6940529fd9334a9091c6e7cef1912f0c9e",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourM1.et.meta": "cf856a875b18c336f5005fb9de72c6ec74599931914026adc955b9139895650e",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourM1Tilt.et": "87dbc5ae16cda3230d9b9d61ca3b33cc327db494da6248774572ba1d0d7730bc",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourM1Tilt.et.meta": "8f022f3c3ddaec4a879d3cd9cc648696a7afa7bc0af2596df891dc7309007cba",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourPASGT.et": "3a052bc57c5099ad4c9cf470943acd0034fa3bee69d4564b78092c4b6b70fedd",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourPASGT.et.meta": "9ca4c7c76fd5ae3e358656a3b8a5ee13598a2ff5ca9c6e9ce3a5a0fe58da9c96",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourPASGTTilt.et": "3db2f11830872ec63ae91b4f08b39248824765dce53d562e15ff2032c3e46f01",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetFourPASGTTilt.et.meta": "78342ddab8a2c04d16a8f9a634872b493377356f5bd49d319ea26b0bcee81ac4",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTFront1.et": "9fa494c0653a05a4b62b6fcddeece5e22918bf93ba973ab39f2fb889ad667be9",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTFront1.et.meta": "9ad9b05f0ce713a479d34a5d1cb431e8fe455dc93333310107c1883f8dd9643d",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTFront2.et": "6e6b5ca474a17edc6497b767743d55eeb5f46f31b724658ea85d263df9ef4b34",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTFront2.et.meta": "f5f955899fafaa4a41e16a1904d7bb70389347de9b7ebaef06b76c8b34e8c112",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTFront3.et": "e3a3c4837e17ca52db15e29fc39c35ab4cb1c00e33c4a11a573ff4b0b865e858",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTFront3.et.meta": "b64d2a2bc0ddb3e5bd6fa4b1320d2eeb16e5f76535b91a8803e9a74f4b3f46a0",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTRear1.et": "54030fc52189ae70eff80cd770956c239f16cc772541a975eb8c8b73dd25fb3b",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTRear1.et.meta": "0618331eb609b5b532a3e20beccfc886e43625f38ff81f77d15bc7690dddd9e0",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTRear2.et": "e36ba83df18f417a0085ffb8229d9d21197b48545cc0817ec8ccd8383c312d3a",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTRear2.et.meta": "0b01283fe92cae30bf47e54f6e38ae000653fb27df6543f337407c57a492f6bb",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTRear3.et": "d77ec36f1f75baf07ceb9e38b4439ae6f13445b5e0f93cb7b77cb98df20da84e",
"escapists-patch/Prefabs/_ESCPDebug/CharHelmetPASGTRear3.et.meta": "13c30640b1908f47c6da67fd881b0430d69a4f581b51d3777b6cc2e78268449b",
"escapists-patch/Prefabs/_ESCPDebug/CharTigerFit66.et": "7325a3e33daacd3bf522c9135fcae5aaa19e449c4db52be9a8a80740d9868520",
"escapists-patch/Prefabs/_ESCPDebug/CharTigerFit66.et.meta": "28ae6c3c9d98dfd13835e87e5f30de03dcb0ff025deb4baf09fe1ebf0793014c",
"escapists-patch/Prefabs/_ESCPDebug/CharTigerFit67.et": "be48215f404dd4e8560d2b991e8635a4e93942600b2ad38bcb82a121455a5557",
"escapists-patch/Prefabs/_ESCPDebug/CharTigerFit67.et.meta": "eaa4615864bc9b253f3dd1f32c25542550f23773280ca1866c4ace61da1c600f",
"escapists-patch/Prefabs/_ESCPDebug/CharTigerFit68.et": "b411b59961ee42db5088afc5d5bf61d3e59c8a7dbf128feac940ba83c40eccb2",
"escapists-patch/Prefabs/_ESCPDebug/CharTigerFit68.et.meta": "de104a8a6c072a508c858b3d6cd7c0201e6e6cb5ceeda24a694799abba4e126e",
"escapists-patch/Prefabs/_ESCPDebug/GearFILBE.et": "4273df31a80ca8621581339a4f7aef0b8d6d55234e03f95957322b830dab8f27",
"escapists-patch/Prefabs/_ESCPDebug/GearFILBE.et.meta": "4779b12e7ecd8bb8849346aaabcb9800ee8ec723be765cb92168d7b9b6f9a519",
"escapists-patch/Prefabs/_ESCPDebug/GearFILBEFit1.et": "503014cdf4f826e4cdf81915df4452d88e218c58ac55c2db21f5e9f565291c33",
"escapists-patch/Prefabs/_ESCPDebug/GearFILBEFit1.et.meta": "8a7348d0a19822e10e062305a58d6337a82d61dc9fd91c39eb0911bfaa932478",
"escapists-patch/Prefabs/_ESCPDebug/GearFILBEFit2.et": "5770eacb70da360743418cfda2e8da90c7ee8bdb2fec5745872f42ecf0b13525",
"escapists-patch/Prefabs/_ESCPDebug/GearFILBEFit2.et.meta": "427062afeaa3613e6b55847a53b89d6e907f1df4c18e95e59ef967be0826b586",
"escapists-patch/Prefabs/_ESCPDebug/GearM1.et": "01b49694615db2187251a672334847a018b5cd9486265dd5bb10196a61707765",
"escapists-patch/Prefabs/_ESCPDebug/GearM1.et.meta": "6a4019b8ab670ac1ac5e7a5ca25b42f466bed7355cb533fb244b3f9577fee343",
"escapists-patch/Prefabs/_ESCPDebug/GearM5.et": "9bc94ede40b929ce1082aa036568d84c9e15a8d40da48baddcfd4f156fb8233b",
"escapists-patch/Prefabs/_ESCPDebug/GearM5.et.meta": "07caa5e3868837ea4a54a83cc97bbe103170bf03aac4d9f7a5b7722727a65338",
"escapists-patch/Prefabs/_ESCPDebug/GearPASGT.et": "3eed9d554a9980f0227abf96a8ae815d4724b7dc4eb2858b1c7d52e5643b8c98",
"escapists-patch/Prefabs/_ESCPDebug/GearPASGT.et.meta": "e5f4f8bf6ff9699ef6cb8edbaf5018e78f72876473f76fe8e991fc34c7ff60cf",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourM1.et": "f4e0a280ba3d13fa85a955ee31b8bc0cd9dfc584f737c712a8f5ae67f0dafae7",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourM1.et.meta": "05cea2bb21ab97c6e01cc0752f8f2b1917bb2d0df19ecd93fbd3990db8e3ef29",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourM1Tilt.et": "f0dc7865fc4a21e72aceb4a7d3588ff1bd9d748884f3a79816a0fc1819af1df9",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourM1Tilt.et.meta": "f79c1f175e81f7949eb3359fca70ccbbe4335ecc7d26c65d859f1ed8c66d13e0",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourPASGT.et": "01ea6fa20590fe3ad26cbbf3e1b87c2e74a5fcd631989cf1a0b77dd350678b05",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourPASGT.et.meta": "a01b312784805d9c2fc24d9180c85c3e0c36241b4c461318a9b850cda2f44cec",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourPASGTTilt.et": "c291114210171b0b6a0501a5684c9d6df3a7212f630696a0b8377e7e11d1b5bc",
"escapists-patch/Prefabs/_ESCPDebug/HelmetFourPASGTTilt.et.meta": "f3751486872ad1278fbe26b1e3fba6744d422c01374c7cba421126ab4b8be5c0",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTFront1.et": "65bc7abac576d3c17822b609f72c92a957c42b4cb7cbbe7d38e7c45f3adc215b",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTFront1.et.meta": "53ec0ebced3c482a0495e06fa44dc7779bd59968eff251d99d6352f9893a38f8",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTFront2.et": "e7e0e63fd242feb9706f6d3b2479b9153aee2078d1355e7f12581765be1dd8e7",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTFront2.et.meta": "8fe87ecc675e163c125bc194513e964c90e54df2c785ba3531bf0df30c38c29a",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTFront3.et": "9788e9de001b477897aa77c2a4379c2d11fbf3b3b7f1684244d09f05d7d9e5e2",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTFront3.et.meta": "ece97f945cf0595232e1ca5207fcbdc55b4f76e8b3757438261b50b771d5376b",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTRear1.et": "3e08bdb142cf2470ee2b7ceaad5a33d20c0142e15d30195953923e90e4f4b5d4",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTRear1.et.meta": "4fd6bf7091f47e5a8702d09929f9037fcd4c8149ba614392fee791fddbd1dc92",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTRear2.et": "544f8e5a96fc0768ce2b3927b7def6f50dde6c5b7c55c053c4ee59a8e0565489",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTRear2.et.meta": "26a5a91621c45c9bf6104ff71e9e819341f43606ebd9c0305d3c17d7fe061562",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTRear3.et": "31454710876a877217aab9aec08ea90c66d4f42bf8db2f16e32888ca0a0059e6",
"escapists-patch/Prefabs/_ESCPDebug/HelmetPASGTRear3.et.meta": "bb6cb5e8ecda38f7378f5c94a5d23fd08e531f2d018e2a56d9fbe82ed85f0aaa",
"escapists-patch/Prefabs/_ESCPDebug/TigerFit66.et": "7583fff28b5db08d6da28bcfd5df55deba8170b7161548e0508f14a41a4f334a",
"escapists-patch/Prefabs/_ESCPDebug/TigerFit66.et.meta": "e92eb4a8df52936d8c68e20d2316a74e9ec9d6f06e399538948f077ef19b91e8",
"escapists-patch/Prefabs/_ESCPDebug/TigerFit67.et": "a0a7d127293c08987d28f3e160e69f2e2537c6a9e1363eb7a080dceb98de795e",
"escapists-patch/Prefabs/_ESCPDebug/TigerFit67.et.meta": "b07e8f7eaf5cfb30bc370b7cead96910365c7f6b4d8e00c1b3ce6924d3bbdb17",
"escapists-patch/Prefabs/_ESCPDebug/TigerFit68.et": "5d491854b47893ab50b71d1d70298041bc7696997a1c68bc8cfe223e2d92d3d7",
"escapists-patch/Prefabs/_ESCPDebug/TigerFit68.et.meta": "1acb86a96f19fabde1e594f8ea1b8990a0b355e6114f5b032f1a5dd123fe50f3",
"escapists-patch/README.md": "cc5afa38b5b3177bc143fb170e82c08dcab74a2cfa719f568cbf9c1aa25b4daa",
"escapists-patch/Scripts/Game/EscapistsPatch/ESCP_AutoPatches.c": "0232a89435019b20fceec37135f92598145ac77894a98ea5a5f7942be18bf422",
"escapists-patch/TESTING.md": "344d032f42b18b18d400daa2935576875c5317b5cc42a4020dd89b77df76beb6",
"escapists-patch/Tools/build_textures.py": "6a0240adf01fcd1aa48efb6fde78a370e8e61407fab2942c1ab57a4113c426d2",
"escapists-patch/Tools/export_patch_meshes.py": "48f7731fcc57622c90ac575e0c4a8748ef2ff8e15882a437937193eb49b92a88",
"escapists-patch/Tools/verify_assets.py": "39fb7b3e4d67409ff7dd8a40d883662ac1266ced3a6db84eab26926a6e422c1a",
"escapists-patch/Tools/verify_gear.py": "d7df9acdf8d99cb96d460f61ae94a3291dcc1bfbb9796ce57bc38a012b3e2ed7",
"escapists-patch/Tools/verify_uniforms.py": "d3de406ab6fcb267e3a776e5e71494650d53651d8645239f25a9aa74b70533f3",
"escapists-patch/addon.gproj": "e234f2a7903933a86ee6a0be8719006a98d2bff06a9f39508eb2baa98a2e32a8",
"reforger-statistics/AGENTS.md": "74fc082b1e6c70abc3fa4e99a5f289bffd30625c309392c8664350c2dcb228dd",
"reforger-statistics/MAINTAINER_NOTES.md": "346dabbd1a5e0ce56b5aac7be06c91f2011f9b671161fcc829a06ebdc0bdfda8",
"reforger-statistics/MAPS.md": "30ba372dde52740ee09bbb22d4e2c293afda20e251ce6cfe91b819efeaccd282",
"reforger-statistics/ModBrowser653511F4AE001B05/addon.gproj": "925385584840803646b02b832e4680cf04a8296c9d284ca268b51b8cb19176e4",
"reforger-statistics/NogovaRecreated/README.md": "8e7bd24229284e0794b994f899e1da6af96e660d47cf562a49a08f826788af83",
"reforger-statistics/NogovaRecreated/Tools/generate_nogova_heightmap.py": "bcb830378ec15d3d612a82d5e2767db7bf5924bbefa44c3f7bfce6508a598ac8",
"reforger-statistics/NogovaRecreated/Worlds/NogovaRecreated/nogovarecreated/nogovarecreated.terr.meta": "24243ba2ac2926fdb1fff0405fb40d079b86060816692024319eaadab35afcc3",
"reforger-statistics/NogovaRecreated/Worlds/NogovaRecreated/nogovarecreated.ent": "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855",
"reforger-statistics/NogovaRecreated/Worlds/NogovaRecreated/nogovarecreated.ent.meta": "c930722a465fed142452360442917b1e328cc81fe691fb03f17fcf67e6e8dd56",
"reforger-statistics/NogovaRecreated/Worlds/NogovaRecreated/nogovarecreated_Layers/default.layer": "7bd60da4456ef72567e7521972ad2da35bc1e98b111465f4884b5ee7eacf08ac",
"reforger-statistics/NogovaRecreated/addon.gproj": "c38a08818c6c265a7e083f4daccd4fb9e288236c81bdc6c00489b1cf23c6f548",
"reforger-statistics/README.md": "1066ecc10864286880695cdc35995e641a6dfb3b33a8ed8a70ca7a52bce5d279",
"reforger-statistics/Scripts/Game/ReforgerStatistics/RFS_StatisticsGameMode.c": "bef865f08d4368bb6d2903826b8ca5c44317fb6954d6096752c7305b9c024803",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Clipboard.c": "0351359a89acd3e5548b08abe34a0c35e3c01791fbc4d1739ba2c29e2bf3e44f",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Components.c": "459252728379a1af3cb601c1873700a7695dcc51208cadf7dc978c829a5381c8",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_CreateEntity.c": "c5c2aebb9ec2d82d86eed8cb7945a6b72fef82e1b27fdcea9139887d211e79b1",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_DeleteEntity.c": "a45080f34548e360f9f7b9d227d75e84963f7d1c3adc7aeec93f1b280fe45267",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_EditorControl.c": "d4ab44c4fe4550de70c90b6a5a4d58cdf1e6c6282576c062b9a27fdeffb10e7b",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_ExecuteAction.c": "ad5572ab6e94009926029a3f53c73f28d73508795f94d00dd1a292c86e747806",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_GetEntity.c": "2d3e4ba796c74cf920178588fa0acb23e83462423d4d8dda3165e9042327969a",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_GetState.c": "e695c16fba27141e00f2b37c2eb7bde8f5ac9b7dcec8cfa9360a568f2749475c",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Layers.c": "93f88fa2618d00a6ea364693830bf84249e8f116a26c99443e7177a364ff2e9d",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_ListEntities.c": "c01d16c58ecc5e6eba5e9ed9ee8ec197f90ea1d6d9783267f4744694f8b2498c",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Localization.c": "43c2bc3718df7047147c2190c586308a2e45de74375e2bebcf419dc3bfe1f0f3",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_ModifyEntity.c": "f01a3442a19a45fb2032e2177b0c7c2dd5b4cb32bc219685a047ed5b0ce0b74d",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Ping.c": "f7fd1e089315a2f7c52d05dfd479754569666872ef9301e9569689dee7ce72b2",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Prefabs.c": "eac3e032494512809671341d666ef125eb3a5dfedae654867db91c9fa72b5eb8",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Reload.c": "26fcc69b68680c8a749d4d0830dc89411b482e66875a235693aa6de1978e15c1",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Resources.c": "0a51834fe3dbd92aaa12fe3c4196ccc7756284dd3f6d0338f35311918dc41ffc",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_ScriptEditor.c": "0b1ad81f2ec305bb69d3079a08d03765e149e62eef1c6ba5c34b055eb47aa7a0",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_SelectEntity.c": "028e4ec21667a5fe1d8437709c81afc0f55beb33f621db930d4cfea893cd1a8a",
"reforger-statistics/Scripts/WorkbenchGame/EnfusionMCP/EMCP_WB_Terrain.c": "e553fb2fdfa1285c208a731a2a8fa443df5990dfa763c5225bdd50cc79e4bdf6",
"reforger-statistics/Tools/EnfusionMapMaker/Enfusion/Scripts/WorkbenchGame/EnfusionMapMaker/AutoCameraScreenshotWorldEditorTool.c": "b032182dc79490f236f34cf72e1acf7388fa73bb1ef75216af49869b6c8bcf79",
"reforger-statistics/Tools/EnfusionMapMaker/Enfusion/Scripts/WorkbenchGame/EnfusionMapMaker/ResourceQueryWorldEditorTool.c": "8b126c6b5aa793061164cdb8b41239f6e08c16188ff73634637170c6622cd1db",
"reforger-statistics/Tools/EnfusionMapMaker/Enfusion/addon.gproj": "98a71462d0dd07fe5fb8c1a1c6d641dbb5359ffd7b63faee6114112e3887100f",
"reforger-statistics/Tools/EnfusionMapMaker/README.md": "fdfc5a33d9b052354964eb59fa41a62ead5c1d6edd2c98e352c2671d754c4ecc",
"reforger-statistics/Tools/EnfusionMapMaker/Scripts/create_zoom_levels.py": "7918876af71452d9a6c256ea8fa151fe392bf57de35779a666adf71b116b5826",
"reforger-statistics/Tools/EnfusionMapMaker/Scripts/crop_screenshots.py": "56ef111f2b563b62ec59f0aec207cdf52b4b7e1342419c33da58fce7f58d7948",
"reforger-statistics/Tools/EnfusionMapMaker/UPSTREAM.md": "acf26612dad9e95d7ae2fcb9d1651a6865f6b14d4e9ee4d3de1f2cb3eb8b94d0",
"reforger-statistics/Tools/import_map_tiles.py": "b2b72c102fe6604c9bf9cf359d5dcc65c227eb214fd1af375017887bae829b06",
"reforger-statistics/Tools/x11ctl.py": "cca150c5cd9e711273df2ad98a6ffdf0a18de29839c14e938f9887865874df32",
"reforger-statistics/Workshop/IMAGE_SOURCE.md": "754525d21c54f4d83ee7ac386373f0ca9382c8b8a672151e298cf687644f0179",
"reforger-statistics/Workshop/LISTING.md": "ad45525219f08863ffdb93141c286fdea324806bb3d88b3dfe13de454f42b236",
"reforger-statistics/addon.gproj": "852939fe636606e19515b9b1b94ed61982bcb1c0cc9bd0b6fd53bbe26c594871",
"reforger-statistics/analysis/2026-07-30-captured-events.md": "c2bf50544fd345d839a74ba5909984e69747e3b5fb71ad4894691c7027e4149b",
"reforger-statistics/build/MissionNightGear/addon.gproj": "30006449a8336ab5dfee4ffd7abbce3202ff75a32b40cea23cdfb5fdcf060bf6",
"reforger-statistics/build/ReforgerStatistics/addon.gproj": "852939fe636606e19515b9b1b94ed61982bcb1c0cc9bd0b6fd53bbe26c594871",
"reforger-statistics/data/README.md": "401f37e81fa6379480d051579edf2be16ce0681cecd076a4f656d3d667b10676",
"reforger-statistics/receiver/maps.py": "07d90dc3659ec6500193e62b35366be456c8c12589c9204435fd249c0b135d01",
"reforger-statistics/receiver/server.py": "d36ee5eeab78a426568d5d15720c057dff87b73fb8a048c4cd01c6384cfb597c",
"reforger-statistics/tests/map_regression.py": "6d9162745726e84c80f3c427447819607447762207b1ab2f2c62773ecf7ffc8e",
"reforger-statistics/tests/statistics_upload_regression.py": "cff3a9d699e8a869ba3e135a818a210d8c31a7b5445ba2fa8b3d02c3ac604470",
"tools/check.py": "1b5a97c644599f444612bced0f72daf3feb9adc84f311db883f5348fb789037c"
}
@@ -0,0 +1,32 @@
{
"scope": "local alarm intelligence and bounded original-vehicle structural-seat sampling",
"registered_programs_passed": 245,
"initial_full_check_programs_passed": 244,
"native_compilation": "passes after correcting reserved local identifier event to danger",
"native_attempts": [
"../native-2026-09-30-alarm-compile-initial/report.json",
"../native-2026-09-30-mounted-production-initial/report.json",
"../native-2026-09-30-mounted-structural/report.json"
],
"latest_native_assertions_passed": 48,
"latest_native_fixture_failures": 2,
"installed_resource_errors": 13,
"native_proven": [
"all six roots of one ready production convoy retain original crew and ledger",
"eight real cargo weapons excluded from unarmed truck mounted snapshot",
"source/external inputs unchanged and hidden/muted cleanup confirmed"
],
"not_proven": [
"native alarm hearing/event preservation",
"installed mounted weapon-magazine counts",
"real mounted radio delivery",
"three-convoy reliability",
"physical mounted rearming",
"remote clients/multiplayer",
"FPS improvement"
],
"independent_review": "Agents reviewed alarm policy and hearing guards, reproduced structural-seat traversal overflow and exercised actual bounded methods. Source regressions do not substitute for failed native proof.",
"original_reference_sources_unchanged": 533,
"final_addon_manifest_sha256": "ebcb2be42927785ef7c6adafec09ae0290f2f89a16144e1c57e0fa61e3d16fc9",
"packaged_handoffs": "unchanged older snapshots"
}