Posted August 20, 2026 by ernest_dev
- Added the Godot map workbench, runtime map preview, and versioned map content workflow for developing the next presentation client against shared rules.
- Added a deterministic runtime asset pipeline with atlases, manifests, reproducibility checks, and explicit memory and frame-budget validation.
- Added a radial hex-selection palette and improved graphic-map clouds, markers, routes, cities, resources, and hover or movement feedback.
- Improved local single-player and hot-seat turn ownership so AI players wait for the human submission, consecutive AI turns resolve in order, and input remains blocked only until the human turn is fully ready.
- Fixed AI handoff lifecycle failures caused by late provider writes and disposed HUD widgets by keeping stateful overlay subscribers mounted and cancelling asynchronous publication after disposal.
- Hardened authored terrain semantics and updated performance fixtures so generated river tiles always retain a valid base yield terrain.
- Expanded command, renderer, HUD, provider, architecture, performance, coverage, protocol, and mutation regression gates while reducing oversized production and test libraries without relaxing quality thresholds.