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jakub 6a667d8deb Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
2026-10-13 22:52:53 +02:00

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PASS: faction aircraft profiles provide 12+ cargo capacity; FIA/ION crew comes only from the selected faction
PASS: fleet space is required before pickup registration; dispatch rechecks/replaces only the secondary within the original 48-candidate footprint budget
Policy-only arrival from 90 m offset / 150 m height at 15 Hz: original 65.60s, rescue 32.20s
Policy-only arrival from 90 m offset / 150 m height at 30 Hz: original 65.73s, rescue 32.30s
Policy-only arrival from 90 m offset / 150 m height at 60 Hz: original 65.72s, rescue 32.33s
Policy-only arrival from 90 m offset / 150 m height at 120 Hz: original 65.72s, rescue 32.33s
PASS: faster rescue descent, continuous near-ground braking, alignment gate, unchanged recovery/escort/default profile, and bounded settling at 15/30/60/120 Hz
PASS: split-fleet boarding, escort rejection, lost transport failure and both transport escape boundaries
PASS: actual nearest usable registered-fleet selection, patient reservation priority, independent ranges, audited benches/skids and captured-aircraft handshake guards
PASS: production Cessna boarding requires exact observed occupancy, activates before requesting, caps retries at three with 5s spacing, and preserves transition, ownership, health and seat restrictions; engine behavior is faked
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 0.510s
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: actual orbit branch rotates and zooms without a target; anchor tracking, bounds, collision and menu gating; corpse/vehicle orbit and living player-view fallback preserved
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 123, in <module>
if __name__=='__main__':check()
~~~~~^^
File "/home/jakub/devel/escapistsrereintroduced/tools/check.py", line 41, 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