soul
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2b09e87733
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SimRateTests: rounds leave from the shooter's pose at their moment; a zero cooldown fires at the shortest cycle
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2026-10-23 06:09:40 +02:00 |
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soul
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aeac4e2958
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SimRateEquivalence: survivor hull and first kill are held to the 95% interval of their difference, as the win rate is
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2026-10-23 06:09:39 +02:00 |
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soul
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b679a38edc
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Two-AI digest repinned once for rounds-per-step; the step-cost test measures a round's birth with the shot queue grown
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2026-10-23 06:09:36 +02:00 |
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soul
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b1380204a3
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SimRateTests: split the step cost into a round's birth and its resolution
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2026-10-23 06:09:34 +02:00 |
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soul
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d038ee393a
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SimRateTests: the fixture gun's round costs what the fixture reactor can pay at 0.01 s
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2026-10-23 06:09:32 +02:00 |
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soul
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a1519c9b2b
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diag (temporary)
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2026-10-23 06:09:31 +02:00 |
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soul
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c00be8b35c
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SimRateTests: probe the fast-gun capacitor on failure
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2026-10-23 06:09:30 +02:00 |
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soul
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1870e23bfd
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Rounds per step: a gun's capacitor holds a step's inflow so every round of the step is paid; the mine-laying test's cooldown no longer pins the one-lay-per-step cap
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:28 +02:00 |
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soul
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3b466f8c9b
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SimRateTests: step-cost test compiles
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2026-10-23 06:09:25 +02:00 |
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soul
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95b7aeb7a2
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Rounds per step: a held gun fires every round its cooldown allows in a step, each born at its own moment inside it; the shortest-timer pin is gone
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:22 +02:00 |
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soul
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5adaef4697
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Two-AI digest repinned once at the game step (step-exact rules, 30 Hz); shortest-timer test pins the four guns authored below two steps
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:20 +02:00 |
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soul
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48ba0a6204
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SimRateTests: idle banking, magazine cadence, glowing passive target; equivalence and shortest-timer tests; ping-arm trace repinned for the exact decay
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:18 +02:00 |
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soul
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549437536a
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Cooldowns shorter than a step end in it; tests that pinned the old tick-quantised cadence and Euler decay follow the exact rules
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:17 +02:00 |
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soul
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b9e0e5b5eb
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SimRateTests: whole-step counts by MathF.Round
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:15 +02:00 |
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soul
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f0362025d9
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Step-exact rules: timers keep their overshoot, passive sensing decays exactly (group B, 60 Hz, digest not repinned)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:14 +02:00 |
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soul
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e2f0fc9dc4
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SimClock owns the game tick: TickRate, GameStep, ForGame(); the 60 default and ActionGameManager's literal step are gone
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2026-10-23 06:09:12 +02:00 |
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