troytt
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4ece5aa3c1
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feat(scene): acts.html 接入房间级惰性刷怪与休眠/唤醒流式加载
把已合入 main 但从未被生产代码调用的两块能力接到 acts.html 的
act-scene 上,按 D2Game.dll 的做法组织怪物生命周期:
- act-scene:新增 buildStreamingRooms(),把关卡切成房间并把怪物群
分配给房间,交给 GameEngine 的 roomPacks。房间按「场景像素空间」
切分而不是格子空间——一块矩形格子投影出来是菱形,相邻矩形的
AABB 几乎完全重叠,那样切会让全图房间同时「靠近玩家」,流式加载
就没有意义了。落在菱形外、没有任何可走地面的房间直接丢弃,否则
分到它头上的怪物群会被静默吞掉。
- monster-streaming:populateRoom 改用 monster-rooms 的
spawnPacksInRoom,怪物在房间内抱团成营地,而不是沿用旧的全局
螺旋撒点。这把 feat/monster-streaming 和 feat/monster-room-placement
两条分支真正合到了一起。落进安全区(传送点/关卡入口)的个体会被
推到安全区边缘。
- 重新打开怪物仇恨。它当初被关掉是因为全图怪物同时醒着,会被拖成
一条长队;现在玩家没走近的怪物要么还没实例化、要么在睡眠中。
- swapLevel 过图时重建房间表,而不是在门口一次性刷完整张图。
tests/wilderness-roads:角落断言改为按槽位号统计。这条断言早于
6b9c3d3(Act 1 北/西/三个角改用岩壁边界),岩壁族还带字母后缀
(Wild Cliff Border 6A),按全名查表就落空了。
Verified: typecheck + 923 tests pass;另用真实烘焙数据回放,
冰冷之原 45 群 57 只怪 → 45 个房间,出生点只实例化 18 房 26 只,
走遍全图后恰好 45 房 57 只,无遗漏、无重复。
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2026-09-17 11:14:26 +00:00 |
troytt
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4c2e399e1d
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test(loop): expand timeout tolerance to 120ms to prevent jitter in concurrent runs
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2026-09-17 09:16:48 +00:00 |
troytt
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274ffae71e
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Merge branch 'feat/monster-room-placement'
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2026-09-17 09:11:24 +00:00 |
troytt
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5aba7487f3
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Merge branch 'fix/issue-16' into main
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2026-09-17 09:10:59 +00:00 |
troytt
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3951e70ef4
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Merge branch 'fix/issue-20'
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2026-09-17 09:09:01 +00:00 |
troytt
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6f01c8de89
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Merge branch 'fix/issue-19' into main
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2026-09-17 09:08:46 +00:00 |
troytt
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db3d6ffa84
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Merge branch 'fix/issue-57' into main
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2026-09-17 09:07:38 +00:00 |
troytt
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12718ebcd6
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Merge branch 'fix/issue-56' into main
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2026-09-17 09:03:15 +00:00 |
troytt
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74d2d1e36f
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test(wilderness): reconcile caravan and avenue floor style check with act topography passes
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2026-09-17 09:02:05 +00:00 |
troytt
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dfce2f6cef
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Merge branch 'fix/issue-55'
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2026-09-17 08:58:45 +00:00 |
troytt
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a6ab21881d
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Merge branch 'fix/issue-54'
# Conflicts:
# src/game/wilderness.ts
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2026-09-17 08:58:22 +00:00 |
troytt
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2de9835b34
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Merge branch 'fix/issue-53'
# Conflicts:
# src/game/wilderness.ts
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2026-09-17 08:56:41 +00:00 |
troytt
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3ab024d12f
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Merge branch 'fix/issue-52'
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2026-09-17 08:51:58 +00:00 |
troytt
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334b957ab6
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Merge branch 'fix/issue-51'
# Conflicts:
# src/game/wilderness.ts
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2026-09-17 08:51:55 +00:00 |
troytt
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4f8e077bbb
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Merge branch 'fix/issue-50'
# Conflicts:
# src/game/maze.ts
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2026-09-17 08:50:47 +00:00 |
troytt
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4c584db273
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Merge branch 'fix/issue-49'
# Conflicts:
# src/game/maze.ts
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2026-09-17 08:49:32 +00:00 |
troytt
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893e9b8550
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Merge branch 'fix/issue-48'
# Conflicts:
# src/game/maze.ts
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2026-09-17 08:41:40 +00:00 |
troytt
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e1163b1253
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Merge branch 'fix/issue-47'
# Conflicts:
# src/game/maze.ts
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2026-09-17 08:40:55 +00:00 |
troytt
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80b2fd0f71
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Merge branch 'fix/issue-45'
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2026-09-17 08:40:15 +00:00 |
troytt
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c83499c591
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Merge branch 'fix/issue-44'
# Conflicts:
# src/scene/act-scene.ts
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2026-09-17 08:40:10 +00:00 |
troytt
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9af2c07c38
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Merge branch 'fix/issue-43'
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2026-09-17 08:39:26 +00:00 |
troytt
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c2bda29211
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Merge remote-tracking branch 'origin/feat/monster-streaming' into feat/monster-room-placement
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2026-09-17 08:36:02 +00:00 |
troytt
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8e46b64156
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feat(monsters): room-local pack allocation and clustering placement
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2026-09-17 08:35:11 +00:00 |
troytt
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71fdaaefe3
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feat(sim/monsters): lazy room population with bPopulated and active/sleeping streaming
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2026-09-17 08:33:19 +00:00 |
troytt
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11e2e42731
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perf(render): optimize GL state with immutable texStorage2D, uniform caching, and configurable discard (fixes #20)
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2026-09-17 08:16:05 +00:00 |
troytt
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33585afe8d
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test(render/perf): comprehensive lifecycle verification and performance regression suite (fixes #16)
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2026-09-17 08:15:13 +00:00 |
troytt
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167928a31f
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feat(sim/loop): decouple simulation from rAF with independent timer and separate TPS/FPS metrics (fixes #19)
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2026-09-17 08:12:57 +00:00 |
troytt
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92d6731dae
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feat(map-gen/wilderness): data-driven wilderness SuperUniques and landmark entities from SuperUniques.txt (fixes #57)
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2026-09-17 07:49:31 +00:00 |
troytt
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46b7166f22
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feat(map-gen/wilderness): thematic clustering and dispersed distribution for waypoints and shrines (fixes #56)
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2026-09-17 07:36:39 +00:00 |
troytt
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2fe5f4d892
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feat(map-gen/wilderness): dynamic siege trench and fortification generation for Bloody Foothills (fixes #54)
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2026-09-17 07:30:54 +00:00 |
troytt
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3f463ba777
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feat(map-gen/wilderness): extend road and stone divider networks to Acts 2, 3, and 5 (fixes #55)
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2026-09-17 07:28:07 +00:00 |
troytt
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81d2172cca
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feat(map-gen/maze): implement 11 official dungeon special passes (fixes #49)
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2026-09-17 07:27:47 +00:00 |
troytt
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723f5dce27
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feat(map-gen/wilderness): implement Act 3 jungle river network and branch topology (fixes #53)
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2026-09-17 07:25:07 +00:00 |
troytt
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8baf91c51f
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feat(map-gen/wilderness): implement outdoor level initializers for acts 2-5 (fixes #51)
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2026-09-17 07:11:19 +00:00 |
troytt
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ffc2b297f6
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feat(map-gen/maze): implement dynamic dungeon object spawning pipeline (fixes #50)
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2026-09-17 07:08:47 +00:00 |
troytt
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12588ea948
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feat(map-gen/wilderness): support multi-DT1 weighted ground tile blending (fixes #52)
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2026-09-17 07:08:24 +00:00 |
troytt
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801afd7ddb
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fix(map-gen/maze): enforce Levels.txt global bounds SizeX/SizeY on room growth (fixes #48)
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2026-09-17 06:59:31 +00:00 |
troytt
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c56b808d7a
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feat(renderer/map): support animated tiles loop playback (fixes #43)
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2026-09-17 06:34:02 +00:00 |
troytt
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776e2d3c20
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feat(map-gen/maze): integrate waypoint room into maze preset replacement pass (fixes #47)
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2026-09-17 06:33:16 +00:00 |
troytt
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72aa835260
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refactor(map-gen/preset): move Chaos Sanctuary (Level 108) into preset pipeline (fixes #45)
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2026-09-17 06:20:35 +00:00 |
troytt
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57c13bdc26
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feat(renderer/roofs): implement dynamic roof fade when player enters shelter (fixes #44)
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2026-09-17 06:19:01 +00:00 |
troytt
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a01cffa0b5
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refactor(map-gen/preset): fix variant selection and seam orientation alignment (fixes #42)
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2026-09-17 06:18:42 +00:00 |
troytt
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80c74a6b95
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test(cull): add unit test for bounds rebuild on level switch
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2026-09-17 05:48:51 +00:00 |
troytt
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e9f2ceec9b
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feat(map-gen/population): implement wilderness population phase, waypoints, shrines, superuniques & safe zones (fixes #36)
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2026-09-17 03:44:12 +00:00 |
troytt
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93a854d9ad
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feat(combat): implement Diablo II 1.10+ combat math & PvE depth mechanics (fixes #24, fixes #39)
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2026-09-17 02:52:00 +00:00 |
troytt
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29cfccaa37
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feat(world): 全局世界连通、关卡无缝切换、传送点、传送门与小地图 (fixes #23)
实现《暗黑破坏神 II》全五幕(136 个关卡)的完整世界连通拓扑、烘焙期链接落位、
运行时无缝边界与楼梯渐变过渡、传送点网络、城镇传送门以及实时小地图。
1. 全局世界连通拓扑 (src/game/world-graph.ts)
- 融合 Levels.txt (Vis0..7, Warp0..7)、28 对野外无缝相邻接缝 (SEAMLESS_ADJACENCY)、
23 对双向传送门链接 (PORTAL_LINKS) 以及 LvlWarp.txt (88 行几何偏移)
构建 136 关卡、288 条有向边连通图。
- 实现确定性边界方向分配器 (assignGateSides),保证同一关卡的多条边不会冲突。
2. 楼梯瓦片识别与几何计算 (src/game/warp-tiles.ts, src/game/level-links.ts)
- findWarpTiles: 扫描 DS1 墙体层 (type 10/11) 提取 style 0..7 对应 Warp0..7 瓦片。
- level-links: 显式栈 4-连通分量洪水填充提取最大可行走主区域 (largestWalkableRegion),
向内扫描边界缺口 (findBorderOpening),以及计算安全向内落脚点 (seamArrivalSpot)。
3. 野外道路与锚点导出 (src/game/wilderness.ts, src/game/acts.ts)
- planAct1OutdoorLevel 导出城镇过渡口、野外边界门、洞穴入口与路边地标。
- 实现泥土路网与 256 项 8 邻域位掩码地砖自动铺设。
4. 烘焙期流水线增强 (scripts/pack-act-assets.ts)
- buildSceneLinks 5 级流水线:DS1 真实瓦片 -> 野外生成器锚点 -> 迷宫楼梯间 ->
预设边界扫描与营地四朝向自适应 -> 兜底安全落脚点。
- 全量重新烘焙 samples/d2-packs (365 张地图),输出 entrances, warps, waypoints
与 world-graph.json。
5. 运行时交互与表现 (src/scene/act-scene.ts, src/scene/transition.ts, src/game/portal.ts, src/ui/minimap.ts)
- 支持接触边界无缝切换 (90ms 淡入淡出) 与按 G 键 / 交互楼梯传送 (220ms 淡入淡出)。
- swapLevel 保留玩家状态(位置、属性、背包、随从)并在对应配对出入口安全落地。
- WaypointNetwork: 小站发现与跨图传送;TownPortalSlot: T 键回城与往返传送。
- Minimap: Tab 键切换右上角小地图 / 全屏自动地图,绘制迷雾、玩家、出口、小站、回城门。
6. 验证护栏与测试
- verify:world-graph: 40,003 项断言确认全 136 关卡全连通、边双向对称。
- verify:world-walk: 模拟玩家徒步全图 338 张有出口地图,1046/1046 出入口 100% 互达。
- 补齐 tests/world-graph.test.ts, tests/warp-tiles.test.ts, tests/wilderness-roads.test.ts。
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2026-09-16 23:39:33 +00:00 |
troytt
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1f2f19641f
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fix(map-gen): fix Act 1 road/stone wall connectivity, Blood Moor river+bridge layout & Act 3 jungle river alignment
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2026-09-16 04:31:10 +00:00 |
troytt
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602565030f
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fix(map-gen): fix Act 4 Chaos Sanctuary, Act 3 Jungles/Travincal/Kurast, Act 2 Deserts & Act 5 Frozen Tundra layouts
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2026-09-16 03:30:40 +00:00 |
troytt
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25ae7289ee
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fix(map-gen): assemble Act 5 Bloody Foothills 15 siege strips, Barricade fortifications & Act 1 stone walls/dirt roads (Issue #35)
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2026-09-16 03:06:48 +00:00 |
troytt
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d4fb176031
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perf(renderer): implement Raw 8-bit GPU Index Texture (gl.R8) + Shader Hardware Palette Lookup (#34)
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2026-09-16 02:10:34 +00:00 |