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
+33 -2
View File
@@ -5,6 +5,12 @@ is capped just above hit-zone destruction and causes unconsciousness. Continued
bleeding still drains blood down to the protected minimum; protection never adds
health or blood. AI retain native lethal damage and recovery rules.
Bleeding uses native wound thresholds and damage after armour. The survival cap
applies to health loss, not to the severity used to decide whether a wound bleeds.
This matters especially for severe hits and already injured body parts: the
engine evaluates bleeding after deducting health. Minor hits below the native
critical threshold can still injure without bleeding.
Passive blood, wound and resilience recovery use one quarter of their native
rates. Bleeding prevents passive blood and consciousness recovery. Bandaging
stops the bleeding and lets blood improve gradually. With sufficient blood,
@@ -27,12 +33,37 @@ admission handling remains active.
The `recovery` fixture exercises the real team-failure timer and treatment on an
admitted prisoner. `medical-combat` checks an actual hunter medic's inventory,
bleeding, consumed bandages, slow blood recovery without saline, natural waking,
finite saline/epinephrine and protected fatal blood loss. Fixtures inject initial
injuries and enter at native item-effect completion; they do not certify manual
finite saline/epinephrine and protected fatal blood loss. The medical fixture
delivers minor and severe bullet damage through the native damage manager,
then seeds low blood for bounded recovery timing. Treatments enter at native
item-effect completion; these tests do not certify manual
interactions or remote multiplayer play. ACE medical overrides require separate
compatibility testing. The 25 September lethal-death result is historical and
has been superseded by the restored revivable-player policy.
## Bleeding correction, 29 September 2026
The [before-fix engine run](evidence/native-2026-09-29-bleeding-before/report.json)
reproduced a bullet wound without bleeding. The player survival cap was also
limiting the native evaluator's second damage calculation against the already
injured hit zone. Bleeding now evaluates damage after armour without that cap;
actual injury and blood loss retain their player-only protection.
The [corrected engine run](evidence/native-2026-09-29-bleeding-fixed/report.json)
passed 35 assertions: minor hits, wound-triggered bleeding, bandaging, slow blood
recovery, waking, finite saline/epinephrine, reopening a bandaged wound with an
otherwise fatal bullet, and protected fatal blood loss. Test actors are separated
from fighting, the healer is invulnerable, and the casualty remains damageable.
The recovery injury is calibrated to the prefab's native damage multipliers.
Earlier [extreme-injury](evidence/native-2026-09-29-bleeding-diagnostic/report.json)
and [near-combat](evidence/native-2026-09-29-bleeding-combat-diagnostic/report.json)
diagnostics are retained, including their failed recovery/actor-survival checks.
Repository checks passed. The final engine run had no script/runtime failures,
unchanged addon sources and confirmed cleanup. The strict runner still reports
13 inherited asset/localization errors. This is local scripted validation; no
Workshop publication or live-server update was performed.
## Local validation, 26 September 2026
Repository checks passed. The updated `medical-combat` engine fixture completed