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
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@@ -29,7 +29,7 @@ assets remain in their native Prefabs, Configs, Missions, Worlds, Materials and
folders. RHS and WCS remain external dependencies, not copied assets. No Workshop
publication or release qualification is part of this migration.
The [30 September development candidate](combined-candidate-2026-09-30.md) packages the current combined source; historical five-addon handoffs remain separate.
The [playtest build guide](playtest-build.md) identifies the latest retained, source-matched development candidate. The [30 September candidate](combined-candidate-2026-09-30.md) and historical five-addon handoffs remain earlier snapshots.
## Source and package checks
@@ -104,3 +104,57 @@ cleanup and unchanged authored/external inputs. The strict native verdict remain
failed because of the four previously documented RHS/WCS localization resource
errors, all retained in the raw log. This is local Workbench evidence, not a
Workshop release or multiplayer qualification.
## Administration: helicopter timer and server items
The Mission page includes **Search helicopter delay** (1–1440 minutes), with
Apply and Random. Saving changes a waiting countdown; an active flight
continues. Random is saved as a selection and resolved to a positive duration.
A failed save leaves the current countdown intact.
The Mods page shows the existing mission-content switches followed by **all
server-loaded addons**, including terrain, audio and script mods with zero
catalogued inventory items. **Edit items** opens that mod's selection page.
Workshop addons remain loaded; the editor controls future automatic equipment
grants, not script execution or authored soldier inventories.
The **Items** page lists registered inventory items defined or modified by each
mod, twelve per page, with prefab paths and equipment eligibility. Items outside
the supported automatic-equipment categories remain visible; enabling them does
not force unsupported clothing, attachments or other assets into the equipment
lottery. Existing content-pack exclusions also continue to apply. Modified
vanilla items may appear under several source mods. Unregistered prefabs and
non-inventory assets are outside this catalog.
Use **Enable/Disable** on an item, or **Enable all/Disable all** for the displayed
mod. Disable actions are red. Each item has a green **Enabled** or red
**Disabled** badge; a mod with a mixture of allowed and blocked items shows
**Mixed** in amber. The badge includes shared-source and current content-pack
blocks, while the row text also explains whether that item is supported by the
automatic equipment pool. Preset changes refresh these states from the server. Bulk actions clear that mod's individual overrides and set its default,
including items added in later versions. An item override takes precedence over
its own mod's default; for shared items, every loaded source mod must allow the
item. Any source's disable wins. Controls affect future random equipment and
matching ammunition, without removing items already issued or changing spawn
chance. Pending grants check the selection again before issuing an item.
Edits save automatically in the `items` section of `$profile:Escapists.json`. The equipment pool
refreshes on its next selection after an edit; no restart is required. **Presets**
cover the complete item selection across all mods. Enter a name and use
**Save / replace**, or select an existing preset and **Load** or **Delete** it.
Names use 1–24 lowercase letters, digits, underscores or hyphens; `active` is
reserved. Up to 16 presets are stored. Loading replaces the working selection;
subsequent edits do not change a saved preset until it is saved again.
Missing mods disappear from the loaded-mod list. Their saved rules and preset
entries remain dormant, without loading or resolving missing resources. If the
same mod returns, its rules become effective again. New mods/items default to
allowed unless their loaded source mod has a disabled default. Failed writes
retain the previous in-memory selection; validated backup recovery and damaged
file protection follow the other mission preference files.
Discovery runs in small batches. Browsing belongs to each authenticated admin
session; edits and presets are shared server settings. Original catalog/timer
evidence: [2 October checks](evidence/server-items-2026-10-02/report.json).
Item editor and preset validation: [native and repository checks](evidence/item-editor-2026-10-02/report.json).