PASS: traffic distance/grace, all-observer veto, player claims, foreign custody, bounded spawn cadence, failure/stall retention and shutdown preserve nearby/claimed entities PASS: actual observer collection includes spectator targets and controlled bodies; missing views/controllers and open editor cameras veto spawn/cleanup PASS: civilian traffic defaults to three; menu command resolves to persisted 0..6 setting with zero disabling new cars PASS: bounded exit-road selection can turn along a coastline when the opposite road is unavailable; no-route case is withheld PASS: managed traffic pins both native garbage entries; release/retirement removes only those pins, including partial creation PASS: exhausted/blocked opening keeps configured radius; distant objective fallback rejected; bounds, player clearance, separation, force cap and retry delay retained PASS: separated rear vehicle approaches, opposite infantry sectors, radio-gated ownership, failed-order preservation, visual cover or bounded supported reconnaissance, bounded dismount/search/regroup and loss cleanup PASS: production dismount/boarding allocation, all crew allowances, waypoint ownership, one-time vehicle detach/restore and capture/teardown guards PASS: covering support requires the original conscious turret gunner, valid mounted driver, live crew and delivered assignment PASS: alternate positions exclude failed and occupied stages, roll back on failed planning/allocation, and preserve the total time budget PASS: only original fit loaded healthy uncaptured gunners stay mounted; driver can leave; infantry readiness excludes the retained gunner but regroup requires all survivors PASS: actual HQ allocator selects reachable reports, distinct cover/flanks, simultaneous fronts, bounded reservations and failed-radio/placement rollback PASS: shared own-force attack spacing, own-group refresh, exact release, expiry/deletion, finite capacity and fresh confirmed sighting-only flank permission PASS: actual convoy foot transport detachment is idempotent; regroup restores only its live friendly uncaptured original truck PASS: opposing native flank orders are transactional; arrived teams sweep twice, travelling/boarding teams retain orders, failed redirects retry and replayed contacts are ignored PASS: expired-report approach, arrival-only search, completion, newer/older/replayed reports, visual priority, interrupted search and bounded travel PASS: nearest reported idle team, blocked teams, guards, active/pending orders, combat, radio routes, stale status and distance limit PASS: six editor listeners transferred idempotently, unrelated handlers retained, authority guard and lifecycle ordering PASS: takeover reconnect creates only missing managers, restores native roles, never grants non-admin access, skips stale/disconnected/client states PASS: Game Master button becomes enabled on native permission arrival and disabled on revocation; no permission bypass PASS: native creation called once per editor; pending/duplicate ownership waits, host works, retry is bounded and stale-world callbacks cannot create editors PASS: catalog-independent cleanup removes original subscriptions once, handles never-initialized/preload items, preserves live validation and opted-out/editor behavior PASS: shared config transaction rejects client writes, preserves first-save/prior/fallback state across open, write, backup, partial-copy, readback and mismatch failures PASS: actual Save/Commit preserves semantically valid backup across unrelated menu edits and repairs; unknown fields/default sections retained; actual terrain parser; other parsers, catalog and disk doubled .....TTS request rejected: authentication failed (403) TTS request completed (200) ...TTS request completed (200) TTS request completed (200) .. ---------------------------------------------------------------------- Ran 10 tests in 0.511s OK PASS: actual welcome tick waits for URL/readiness/server permit, preserves local once-only state across worlds and refuses stopped callbacks PASS: account greeting survives client/controller/round changes; owner validation, delayed readiness, idempotent retry, stale replies and bounded ledger PASS: original body/equipment retained past old timeout; expiry, death, canonical account/body, occupied controller, failed handoff and no replacement life frame_ms=33.3333 buffered_step_variation=0.0336441 baseline=1.32469 frame_ms=16.6667 buffered_step_variation=0.0660537 baseline=0.822226 frame_ms=6.94444 buffered_step_variation=0.0253502 baseline=0.427864 PASS: actual view buffer validates samples, follows position/roll/FOV, rejects stale/foreign/reordered data, buffers jitter without drift, bounds memory and expires gaps PASS: actual relay rejects noncanonical sources, live/foreign/stale viewers, invalid/replayed/fast packets; bounds leases and owner-only target delivery PASS: production scope sampling preserves ordinary views, selects active ADS only, carries zoom/zeroing/illumination and rejects mismatched/unstreamed optics; native APIs doubled PASS: native head/helmet fade is local, target-scoped, restored on exit/switch and does not overwrite a later camera owner PASS: production TTS settings/test/enable/failure/disable/timeout flows preserve fallback, secrets, authorization, saved state and late-callback cancellation PASS: TTS admin authorization, limits, case preservation and menu control contract Traceback (most recent call last): File "/home/jakub/devel/escapistsrereintroduced/tools/prefab_identity.py", line 30, in check_prefabs identity = root_id(path.read_text()) File "/home/jakub/devel/escapistsrereintroduced/tools/prefab_identity.py", line 19, in root_id raise ValueError('Prefab needs exactly one saved root entity ID') ValueError: Prefab needs exactly one saved root entity ID The above exception was the direct cause of the following exception: Traceback (most recent call last): File "/home/jakub/devel/escapistsrereintroduced/tools/check.py", line 116, in if __name__=='__main__':check() ~~~~~^^ File "/home/jakub/devel/escapistsrereintroduced/tools/check.py", line 34, in check print(f'PASS: {check_prefabs((ROOT/"addons").rglob("*.et"))} prefabs have unique saved root entity IDs') ~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "/home/jakub/devel/escapistsrereintroduced/tools/prefab_identity.py", line 32, in check_prefabs raise ValueError(f'{path}: {error}') from error ValueError: /home/jakub/devel/escapistsrereintroduced/addons/core/Prefabs/Items/Equipment/ERRM_AtlasLeaf.et: Prefab needs exactly one saved root entity ID