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Repair combat feedback and validate benchmark renderer integration - #118
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Reviewed commit: 34df0704cf
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| - uses: actions/checkout@v4 | ||
| - name: Verify pinned specification | ||
| run: grep -q "2377b99c6b6d1654e2cb976ee1b7e07b75c77e1a" SPEC_BASELINE.md | ||
| run: grep -q "790676242b0761e6d4c9a3f78af6768fc0a41693" SPEC_BASELINE.md |
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Update CI to check the adopted specification pin
The final baseline and runtime identity sources pin c07ea6d3a9e2f3916fc69b73bf38bc8176911c3f, but this preflight—and the duplicate at .github/workflows/ci.yml:41—still searches for the intermediate 790676... hash. Because that hash is absent from SPEC_BASELINE.md, both the core and spec-parity jobs exit before running their actual checks. The CI guard should validate the authoritative final pin.
AGENTS.md reference: AGENTS.md:L29-L34
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| bounds: snap.arenaBounds, | ||
| deltaTime: displayDelta | ||
| ) | ||
| cameraNode.position = vfx.cameraPosition(base: CGPoint(x: cameraFollow.x ?? 0, y: cameraFollow.y ?? 0)) |
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Project viewport-dependent cues from the smoothed center
After a direction reversal, CameraFollow moves the rendered camera gradually while snap.camera still contains the old instantaneous PresentationCamera.follow result. FeelPassPresenter, AwarenessHintProjector, FogThinning, and reinforcementChevrons all use snap.camera.center, so they evaluate or place cues against a different viewport; notably, the one-shot unseen-enemy hint can start and consume its display window while the enemy is outside the actual view. Route the smoothed center through these presentation consumers.
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Repairs unexplained combat damage and inconsistent weapon/upgrade feedback under D-103 / CC-001–CC-008 / T1030–T1035, and implements the D-104 benchmark preparation and validation work (BP-001–BP-010, T1042–T1046).
Includes camera/field presentation repairs, immutable damage diagnostics, accessible upgrade selection, frame registration and preparation, Reduced Motion handling, lower-recovery player source studies, and parity-tested direct-state HUD projections. Adds real-renderer evidence for projected environments, building contact/occlusion, camera boundaries and HUD clearance. Candidate artwork and camera policies remain review fixtures; production art admission, continuous shared-scene acceptance and device QA remain open.
Validation at the current local implementation: all 779 core tests in 110 suites pass; latest focused HUD-safe renderer test passes with both motion settings and two zooms; host projection checks and specs validator pass. Earlier full Debug simulator evidence and its exact scope are preserved in docs/review. Current-head Debug/Release and spec-parity CI must pass before merge. Fixes #136 by aligning the exact CI preflight with the existing coordinated specification pin; byte-parity assertions are retained.
Depends on Zero-State-LLC/SS-specs#62; merge specifications first using a merge commit so pinned specification commits remain reachable. Ruleset-008 intentionally rejects older replays. No benchmark fixture is promoted to production assets by this merge. This is an integration checkpoint, not release or physical-device acceptance.
Specs PR #62 is merged (207f8e830771b48310eeeb0dc0754b2bd5bfe991). Local exact specification parity passed. Fixes #137 with an explicit test-only renderer compilation condition for optimized CI tests; ordinary Release builds keep the hooks disabled. No tests or assertions were removed. Final-head CI: https://github.com/Zero-State-LLC/SS-runtime/actions/runs/38868362927 .
Fixes #138 by retaining complete app CI logs and xcresult bundles. Fixes #139 by explicitly marking preload continuation callbacks Sendable; preserved crash evidence confirms the SpriteKit preload queue triggered a Swift actor-isolation assertion. Playback assertions and coverage remain intact.