Show Escape mission text after terrain takeover; record Workshop 0.0.135
continuous-integration/drone/push Build is passing

This commit is contained in:
2026-10-31 15:52:27 +01:00
parent 2c2158702d
commit 0e1e7790f9
10 changed files with 972 additions and 33 deletions
+8 -6
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@@ -177,7 +177,7 @@ mode are not qualified. Escape disables further saving when taking over; it does
not delete existing saves. Existing authored Escape scenarios and editor worlds
are left on their normal startup path.
## Displayed mission name
## Displayed mission name and text
Automatic takeover reports **Co10 Escape Reintroduced - <terrain>** through the
native server mission-name callback, for example **Co10 Escape Reintroduced -
@@ -203,13 +203,15 @@ resolution runs only when the cached terrain input changes.
The [native comparison](evidence/terrain-lookup-loop-2026-10-04/report.json)
reproduced 80 repeated warnings over 20 seconds before this correction and zero
afterward, with the same terrain title and scenario resource. The loading screen refreshes
its existing title widget, so copying the header before the Escape bootstrap no
longer leaves the original scenario name on screen. It accepts the current header
its existing title and description widgets, so copying the header before the Escape bootstrap no
longer leaves the original scenario name or instructions on screen. Confirmed takeover reads `m_sDescription` and `m_sDetails` from Escape’s authored `Missions/ERR_Everon.conf`, without copying its world or scenario identity. Details take precedence over the short description, matching native translation and the 1,000-character display limit. It accepts the current header
or another copy of that same scenario; other incoming scenarios retain their own
titles. Loading progress, descriptions, imagery and hints keep their native lifecycle.
titles and descriptions. Loading progress, imagery and hints keep their native lifecycle. The authored Escape text is read once at takeover; resource-load failure leaves the source text intact.
The original runtime name and game-mode label are restored on world cleanup, so
restarting with takeover disabled cannot inherit the Escape label. Clients wait
The [31 October native widget checks](evidence/terrain-mission-text-2026-10-31/native-checks.log) verified that an already-created loading screen changes from terrain details to the authored Escape text, then restores the original text. The isolated Workbench world has no mission header, so the fixture supplies one at the header-read boundary; the resource loader, presentation methods and actual loading layout/component run in the engine. This is not remote multiplayer or initial connection timing acceptance. All focused presentation/takeover/selection/loading regressions passed. The final native run completed with unchanged inputs and confirmed cleanup; the strict runner reports 13 existing world/localization errors plus two empty-image errors from the synthetic header, with no script errors. The text assertions passed; this fixture does not qualify loading imagery. Earlier fixture setup failures are recorded in the evidence directory.
The original runtime name, game-mode label, description and details are restored on world cleanup, so
restarting with takeover disabled cannot inherit Escape labels or instructions. Later text changes by another system are preserved. Clients wait
for the actual Escape bootstrap instead of guessing from locally enabled mods.
The public server-browser listing can retain the startup terrain after an in-process
terrain redirect. A live RKS #2 check on 2026-10-04 confirmed Chernarus was loaded