RESTORATION LOG

The Chronicle

A record of restoration. These entries document the ongoing efforts to stabilize The Library and push back the encroaching Flux. Development began January 2nd, 2026.

Viewing:

Narrative & Dialogue

Narrative & Dialogue:

  • [Game] Feat(story): Wing 5 dialogue book - the descent's connective tissue
  • [Game] Feat(story): Hub dialogue book - the staff, the records, the slow waking
  • [Game] Fix(story): cross-book audit - Standard Weight lifecycle, orphan badge flag, item-keep dependencies

The Codex (Docs):

  • [Game] Docs(codex): establish documentation readiness baseline
  • [Game] Docs(codex): accept world foundations v2.2

Narrative & Dialogue

Puzzle Logic:

  • [Game] Feat(design): core puzzle specs for Wings 2-4 - nine puzzles reduced to engine primitives

Character & NPC:

  • [Game] Refactor(story): de-template pass on Wing 2-3 books + anti-template rule

Narrative & Dialogue:

  • [Game] Feat(story): Wing 2 dialogue book - engine-ready production text
  • [Game] Feat(story): Wing 3 dialogue book - engine-ready production text
  • [Game] Feat(story): Wing 4 dialogue book - engine-ready production text, template-breaking by design

The Codex (Docs)

Visual Rendering:

  • [Game] Chore(production): wire START_HERE entry point, production_truth checker, session runbooks, and engine data leftovers

Engine & Platform:

  • [Game] Docs(reports): static-analysis audits for game engine, DOS architecture codebase, and GameStudio Desktop

Narrative & Dialogue:

  • [Game] Feat(story): Casting Sheet & Voice Corpus - full speaking cast named and voiced

The Codex (Docs):

  • [Game] Docs(production): add solo-dev production system (methodology, scene playbook, discipline workflows, templates, interactive tracker)
  • [Game] Feat(story): canon v2.0 - thesis, story spine, five wings, Curator corpus, Codex trueing

Chronicle: JUNE 16, 2026

Visual Rendering:

  • [Game] DOS architecture(test): assert art-frozen NPC null-actor path degrades cleanly (t1b)
  • [Game] DOS architecture(npc): art-frozen NPCs draw placeholder box (Ruling A parity)

Audio & Sound:

  • [Game] Feat(audio): Phase-9 footsteps, dialogue blips, music stingers (dual-target)
  • [GameStudio] Fix Phase 9 audio contract: align to Researcher spec (stingers/sfx/footstep/behavior)
  • [GameStudio] Mask_bake DEPTHG.BMP + audio hydration + bakeDepthMask dosOcclBmp
  • [Game] Tools(audio): make OGG-only / path-less silent-on-DOS architecture warning LOUD
  • [Game] DOS architecture(scenewire): cut_play_music fires track as audio event (parity fix)
  • [Game] Cliffside (W1S01): audio_manifest.json at real asset path
  • [GameStudio] Correctness: fix DOS architecture descriptor paths + probeDosEvidence tests + audio sibling hydration
  • [Game] Fix(audio): conform Phase-9 to the locked cross-lane spec (AUD2, per-char blips, trigger stingers)
  • [Game] Feat(audio): per-stinger duck_pct (spec diff 3) - optional, default 40, both targets

Character & NPC:

  • [Game] DOS architecture: cutscene actor_move/face NPC-by-id (npcrt_find_actor)
  • [Game] DOS architecture: walkbehind / depth-occlusion draw-order consumer (Phase-5)
  • [Game] Scene(w1s01): Cliffside 4-screen walkable cluster (gate/path/shack_ext + loop)

Engine & Platform:

  • [GameStudio] Fix: resolve 39 tsc -b errors blocking the release build
  • [Game] DOS architecture: conversation CHOICE-node menu widget (task a1294a8e)
  • [Game] DOS architecture(build): wire 14 data-driven system sources into build.BAT
  • [Game] Phase-5 DOS architecture occlusion: mask_tga_to_bmp.py + build_manifests.sh DEPTHR/DEPTHG step
  • [Game] DOS architecture(test): cutscene -> flag -> conversation CHOICE end-to-end (headless)
  • [GameStudio] DOS architecture Debt Law enforcement + G23 settings round-trip + scenePackage dosEvidence
  • [Game] Engine(hub): retire hand-coded Threshold->Rotunda rect (G16)
  • [Game] Engine(ixn): examine (look-verb) consumer + visible_if_not gating, both targets
  • [Game] Scene(DOS architecture): port the Cliffside W1S01 cluster to DOS architecture (closes DOS architecture debt 1b2b38c9)
  • [Game] Test(DOS architecture): repair stale test_ixn_dos_parse against live v2 W1S01 cluster
  • [GameStudio] Interactions: block 'acquire' POI type in validator (engine silently ignores it)

Miscellaneous:

  • [GameStudio] Screen-editor: nav mask bake-to-TGA/BMP, draw UX (backspace+hint), delete cards, UI-scale hint
  • [GameStudio] Launch: add opt-in - wayland flag for native Wayland (x11 stays default)
  • [GameStudio] Screen-editor: mask bake conformance - write to registered path, not invented name
  • [Game] Feat(save): persist NPC pose + patrol/wander resume across save/load (G21 v5, dual-target)
  • [Game] Content(w1s01): production examine narration for all 4 Cliffside screens

Narrative & Dialogue:

  • [GameStudio] Phase 9 audio: footsteps + dialogue blips + stingers + Cliffside round-trip
  • [GameStudio] Interactions vocabulary: conversation/use_item/give_npc in pois[], Tauri dialogue read, Phase 9 audio hydration
  • [GameStudio] G3+G24: Hub manifest round-trips + dialogue batch re-export + deriveScreenName multi-word fix

World Development:

  • [Game] G3: Hub scene_00_atrium - 3 missing manifests (item/npc/audio)
  • [GameStudio] Cutscene authoring: fired_flag (play-once guard) + 2 tests

Chronicle: JUNE 15, 2026

Features & Systems:

  • [Game] Test: stub new npc_runtime external surface in behavior harness
  • [GameStudio] Fix(g23): native desktop tool/codex path verification in introduced binary

Puzzle Logic:

  • [GameStudio] Phase 4+6: puzzle contract exporter + C-stub scaffold + pattern library (G10)
  • [Game] Engine: inventory/puzzle vocabulary - combine, use-on-target, give-to-NPC, examine (G8)

Audio & Sound:

  • [Game] DOS architecture: audio manifest DOS architecture port - AUD1 converter + audload runtime (Phase-3)
  • [GameStudio] Fix(exporters): seed audio/item/npc cluster field from authoritative descriptor dir
  • [Game] Engine(G21 follow-ups): audio-zone reload SFX guard + item-POI consumed seed (d62df1f6) (x2)
  • [GameStudio] C5+Walkthrough: audio zone trigger+events UI, puzzle walkthrough steps, hub exporter cross-ref tests

Character & NPC:

  • [Game] DOS architecture: NPC multi-actor DOS architecture port - NPC1 converter + npcload/npcrt runtime (cfaa2359)
  • [GameStudio] Walkthrough: dual-target readiness row per system (Lin/Win vs DOS architecture) - G20
  • [Game] Engine: data-driven walkbehind (G6) + per-scene depth-map actor scaling (G18)
  • [Game] Engine: actor-vs-actor collision - player can't walk through NPCs (G19)
  • [Game] DOS architecture: character registry DOS architecture port - CHR1 converter + chrload (e6451f7c)

Engine & Platform:

  • [Game] DOS architecture: cutscene DOS architecture port - CUT1 converter + cutload runtime (Phase-3)
  • [Game] DOS architecture: journal/quest-log DOS architecture port - JRN1 converter + jrnload (Phase-3, JRN1)
  • [Game] DOS architecture: hints DOS architecture port (HNT1) + db28611a - flip hint persistence ON both targets
  • [Game] DOS architecture: scene-loop integration - wire ixn/cnv/npc/itm/cut/aud live (a6b221bb)
  • [Game] DOS architecture: branching-conversation DOS architecture port - CNV1 converter + DOS architecture runtime (03c27abd, links 4-5)
  • [Game] DOS architecture: item manifest DOS architecture port - ITM1 converter + itmload/itmrt (combinations + examine)
  • [Game] Engine(save): db28611a - flip conversation visited-topic persistence ON (both targets)
  • [Game] DOS architecture: interactions DOS architecture port - IXN1 converter + DOS architecture .IXN loader (G16, links 4-5)
  • [Game] Engine(save): revert premature Lin/Win conv+hint persistence to session-only
  • [Game] Engine: Phase-8 journal + hint systems (D2 / G14) + save v4
  • [Game] Engine: Phase-7 cutscene/scripted-sequence system (G9)
  • [Game] Engine: save-format v3 - conversation visited-topic persistence (G21)
  • [GameStudio] Scene_package: per-target (linux_win|DOS architecture) readiness columns - DOS architecture Debt Law enforcement (G20)
  • [Game] Engine: register Elisha conversation flags so the proof's state-change persists
  • [Game] Engine: promote rich Elisha first-meeting graph (branch + give_item + exhaustion)
  • [Game] Engine: interactions visible_if flag gating (pre-freeze gap) + public flag_from_name
  • [Game] Engine: conversation topic-exhaustion + once-only nodes (G13)
  • [Game] Engine: fix pending_exit/transition target id lifetime (deep-copy into engine-owned buffers)
  • [Game] Engine: wire conversation triggers - talk POIs + NPC-click-to-talk

Miscellaneous:

  • [GameStudio] Phase 8: journal + hints authoring surfaces (game-level, flag-triggered, progressive tiers)
  • [GameStudio] Fix(ci): clippy -D warnings in mask_bake (div_ceil + resize padding)
  • [GameStudio] Phase 5 (B1-C #4): occluder authoring UI + depth/occlusion mask bake
  • [GameStudio] Phase 5 (B1-C #4): occlusion foot-baseline green encoding core
  • [GameStudio] Phase 5 (B1-C #4): record plate hard-alpha contract on OccluderZone
  • [Game] Chore: stop tracking live .archon cluster board state (tasks.json churns)
  • [GameStudio] Mask bake-back: write_mask_tga Rust command exposes encode_tga_bottom_origin (G4)
  • [GameStudio] Conversation exporter: normalize give_item to ratified {operation:give_item,item_id} shape (b4a14a74)
  • [GameStudio] Feat(tauri): read_dir_entries command for desktop directory enumeration
  • [GameStudio] Fix(interactions): seed cluster field from authoritative descriptor dir
  • [GameStudio] Fix(screen-editor): resolve relative asset paths against game root for canvas preview
  • [GameStudio] Feat(g15): migrate last dead plugin-fs write surfaces to write_binary_file Rust command

Narrative & Dialogue:

  • [GameStudio] Fix(storyboard): make project.storyboard the sole source of truth; kill global-key clobber

The Codex (Docs):

  • [GameStudio] Phase 4: Conversation Authoring Guide + Manual-AI Steps directive doc
  • [Game] Docs(codex): record Phase-8 meta-systems + Death/Score deliberate OUT (D2)
  • [GameStudio] Docs(Codex): mandatory cutscene fired_flag rule in Manual_AI_Steps (d62df1f6 d2)

World Development:

  • [GameStudio] Phase 7: cutscene authoring surface → cutscenes.json (closed opcode set + play_cutscene)
  • [GameStudio] Scene import: hydrate editable item/npc/conversation arrays from sibling manifests (ad4199b5)
  • [GameStudio] Fix(g17): resolve scene cluster from authoritative descriptor, not stale storyboard slug
  • [Game] Scene: register reachable Cliffside w1s01_shack_int proof scene (Elisha talkable)
  • [GameStudio] Feat(scene-package): desktop-native generate + write scene_package.json
  • [GameStudio] Fix(scene-import): resolve repo scene_id from authoritative descriptor; stop clobbering it on storyboard sync

Chronicle: JUNE 13-14, 2026

Features & Systems:

  • [GameStudio] Feat(interactions): desktop-native export in the introduced binary

Visual Rendering:

  • [GameStudio] Lint: ignore src-tauri build artifacts; downgrade React Compiler advisory rules to warn
  • [GameStudio] Docs: add build a Scene, Start to Finish - single continual scene-build guide

Engine & Platform:

  • [GameStudio] Feat: add launch.sh - reliable launcher for NVIDIA/Wayland/WebKitGTK
  • [GameStudio] Feat: UI scaling (GSD_UI_SCALE webview zoom) + auto-rebuild launcher + desktop entry
  • [GameStudio] Feat: harden launcher for rofi/app-launcher use (PATH, notifications, build lock)

Miscellaneous:

  • [GameStudio] Test: ratchet coverage thresholds to current measured floors
  • [GameStudio] Chore: gitignore coverage output dir
  • [GameStudio] Fix(catalog): read registry.jsonl via read_existing_file, not plugin-fs

Narrative & Dialogue:

  • [GameStudio] Content(walkthrough): clear stale blocked chips (dialogue + item pipeline)

Chronicle: JUNE 13, 2026

Features & Systems:

  • [GameStudio] Fix(types): propagate SceneWorkflowStage rename + extend EditorContext

Puzzle Logic:

  • [GameStudio] GAP #1: gated-puzzle POI authoring (visible_if / acquire / sets_flag)

Audio & Sound:

  • [GameStudio] Scene-package: add asset_pending honesty class (audio buildable-silent)
  • [Game] Proof(cliffside): reclassify audio links as asset_pending (honest)
  • [Game] Wave D5: audio director module (manifest-driven music/ambience/zone/event)
  • [GameStudio] C5: audio_manifest.json exporter + L-AUD links + SceneAudioConfig engine export
  • [GameStudio] Fix(test): align puzzle/audio/migration fixtures with current schema
  • [Game] Wave D5: wire audio director into scene lifecycle + headless walk harness

Character & NPC:

  • [Game] Wave D4 walk: F9 debugging trigger + canon-correct Elisha fixture + headless harness
  • [Game] Add character registry and actor y-sort foundation
  • [GameStudio] C3: characters.json exporter + L-SPK link (global character table)
  • [GameStudio] Feat(walkthrough): B4 - live scene-package readiness in the Walkthrough panel
  • [GameStudio] Types: add ambient .d.ts for animationManifest.js utility
  • [GameStudio] Fix(test): align character + scene-validator fixtures with current schema
  • [Game] Add D7 Threshold interactions walk harness

Code Maintenance:

  • [GameStudio] Clippy: clean src-tauri to -D warnings (13 lints, real fixes) (x2)

Miscellaneous:

  • [GameStudio] Types: replace any with unknown / proper types in core types.ts (cascade)
  • [GameStudio] Types: remove no-explicit-any across source files (real types, no casts to any)
  • [GameStudio] Test: remove no-explicit-any in test fixtures (vi.mocked + unknown casts)
  • [Game] Wave D4: give_item conversation event consumer
  • [Game] Wave D4: fail-open raw-string conditions for choice options
  • [Game] Cliffside proof bundle: regenerate with GAP #1/#2/#3 capabilities
  • [Game] Add item runtime acquire by id
  • [GameStudio] GAP #2: per-screen ambience override (ext->int wind-muffle)
  • [GameStudio] GAP #3: give_item conversation EventAction
  • [GameStudio] ExportAll: preserve sequences/once_flag in batch re-export (G1 batch parity)
  • [GameStudio] Test: useAppConfig web-mode settings persistence round-trip
  • [GameStudio] C2 follow-ups: cardinal facing in npc_manifest + canon-correct Elisha fixture
  • [Game] Wire NPC manifest runtime
  • [GameStudio] C2: item_manifest + npc_manifest exporters (L-ITEM + L-NPC links)
  • [GameStudio] C4: conversation exporter (React-Flow → flattened node-map) + L-CONV validation
  • [GameStudio] Fix(types): manifest/wrapper/result type drift
  • [GameStudio] Fix(types): React-Flow, Claude terminal, screen-editor view-model drift
  • [GameStudio] Fix(test): augment vitest Assertion types via jest-dom/vitest entrypoint
  • [GameStudio] Fix(test): align test fixtures with current type schema
  • [GameStudio] Fix(validation): scopeValidator read screen.zones not stale interaction_zones
  • [GameStudio] Fix(types): store/hook arg-count, enum, config + JS-module typing
  • [Game] Wave D3: add NPC patrol and wander behaviors
  • [Game] Wave D4 Pass-2 choice UI + D6 talker-closeup plumbing

Narrative & Dialogue:

  • [Game] Make unknown dialogue once flags non-fatal
  • [GameStudio] Dialogue exporter: preserve sequences/once_flag on re-export (G1) + stable beat ids (G2)
  • [Game] Qa(dialogue): engine-contract verifier for exported dialogue JSON
  • [GameStudio] Fix(types): interaction zones examine-only + DialogueGraph field drift

Stability & Fixes:

  • [GameStudio] Lint: fix rules-of-hooks bug, case-declarations, unused-vars, require import
  • [GameStudio] Lint: fix prefer-const (9 real errors, rule stays error)
  • [GameStudio] Readiness-model honesty pass: classify forward-deps vs author errors
  • [GameStudio] Fix(types): unused-symbol sweep - tsc -b now GREEN (0 errors)
  • [GameStudio] Fix(types): runtime-bug fixes from type drift (store/field renames)

World Development:

  • [Game] Cliffside proof: regenerate scene_package with honesty-layer readout
  • [Game] Cliffside (W1S01) genericity proof bundle: full 5-exporter + scene-package run
  • [Game] Consume scene item manifests
  • [Game] Regenerate authoritative Hub scene_package.json against complete exporter set (C5+C2)
  • [Game] Wave D4: conversation runtime (content/event/branch traversal) + scene hooks
  • [Game] Scene_package(HUBS00): record conversations as n/a (narration-only Hub)
  • [Game] Codex: reconcile Hub sequencing cross-refs (Scene 00 -> Hub -> Wing 1)
  • [Game] Hub HUBS00: first interactions.json (Wave C1 exporter output) + refresh scene_package.json
  • [Game] Hub: global characters.json (Elisha, Grand Curator) + refreshed scene_package
  • [Game] Consume scene interactions manifest
  • [Game] Feat(hub): first generated scene_package.json for HUBS00 (B2 milestone)
  • [GameStudio] Feat(scenePackage): B3 link validator - resolve links + gate exported on green
  • [Game] Chore(hub): revalidate HUBS00 scene_package.json with B3 link resolution
  • [GameStudio] Wave C1: interactions.json exporter + scene-package L-TRANS/L-FLAG + re-mounted EntryExitPointsPanel
  • [GameStudio] Feat(scenePackage): B2 generator - scan descriptors + on-disk assets → scene_package.json
  • [GameStudio] Feat(desktop): scan_repo_scenes Tauri command + desktop import wiring

Chronicle: JUNE 12, 2026

Features & Systems:

  • [GameStudio] Feat(studio): import repo-introduced scenes into the studio scene list

Visual Rendering:

  • [GameStudio] Feat(studio): prior sprite-pipeline, wiki, and python-shell permission work
  • [Game] Docs: add Generation Guide, refresh registry + Hub draft/art-style notes

Character & NPC:

  • [GameStudio] Feat(studio): in-app Scene Builder production walkthrough panel

Miscellaneous:

  • [GameStudio] Feat(studio): pick accepted generations as screen backgrounds (auto-fill masks)
  • [GameStudio] Test: align vitest React environment so RTL suites run
  • [GameStudio] Chore(gitignore): ignore nested Archon workflow state
  • [GameStudio] Feat(studio): mount Generation Catalog route/nav and dev registry middleware
  • [GameStudio] Feat(studio): real game-project + path-template validation in web mode

Narrative & Dialogue:

  • [GameStudio] Feat(studio): export bundled dialogues to engine JSON (Tauri/web), re-export-all
  • [Game] Fix(engine): own dialogue portraits via cluster ResourceManager

The Codex (Docs):

  • [GameStudio] Docs(changelog): record Phase 7 studio cohesion work

World Development:

  • [Game] Feat(tools): add scene-asset derive orchestrator + ESRGAN upscale; extend gen_registry/validator
  • [Game] Feat(hub): wire Hub Threshold Gallery screen
  • [Game] Chore(hub): drop placeholder backgrounds for un-generated Hub screens

Chronicle: JUNE 11, 2026

Puzzle Logic:

  • [Game] Fix: eliminate walk tearing via logic-tick frame pacing

Visual Rendering:

  • [Game] Docs: art style lock - Hand-drawn Fantasy LoRA route approved
  • [Game] Docs: asset-class routing in art style lock - characters via chat-gen, not LoRA
  • [Game] Docs(hub): scale law, serial generation protocol, warm material direction; tools: object cutout + sprite scale-check QA
  • [Game] Feat(tools): generation registry - provenance database for AI-generated art
  • [Game] Feat(tools): generative art pipeline tooling
  • [GameStudio] Checkpoint: sprite pipeline, Claude integration, and design docs

Audio & Sound:

  • [Game] Fix: Set XDG_RUNTIME_DIR in run.sh for Linux architecture audio; document ALSA prereqs

Character & NPC:

  • [Game] Docs: add animation system implementation plan and phase 1/2 completion

Engine & Platform:

  • [Game] build: header dependency tracking (-MMD -MP) in all targets
  • [Game] Fix(engine): explicit spawn points on SceneExit; arch return lands at archway base

Miscellaneous:

  • [Game] Fix: Correct 8-way direction system after 16-way migration

World Development:

  • [Game] Feat(hub): HUB_S00_ATRIUM scene cluster scaffold + design drafts
  • [Game] Feat(engine): scripted scene transitions + click-to-enter Hub archway
  • [Game] Fix(w1s00): double free on cluster exit (manifest owned by scene manager)

Chronicle: JANUARY 30 - FEBRUARY 02, 2026

Visual Rendering:

  • [GameStudio] Feat: Display single sprite frame from sprite sheet in Character Editor
  • [GameStudio] Fix: Replace undefined spriteSize with frameHeight variable
  • [GameStudio] Feat: Auto-detect sprite sheet dimensions and fix direction mapping

Character & NPC:

  • [GameStudio] Feat: Add Character Registry and rename NPC terminology to Character
  • [GameStudio] Feat: Add walk speed setting to character placements
  • [GameStudio] Fix: Use camelCase for Character type fields to match Rust serde
  • [GameStudio] Feat: Add walk animation preview and snap-to-start button
  • [GameStudio] Feat: Enhance character movement controls with 16-way directions and timing
  • [Game] Feat(actor): Add dual sprite sheets, improve animation, and simplify to 8-way

Miscellaneous:

  • [GameStudio] Feat: Move object behavior to per-placement, add bounds visualization
  • [GameStudio] Feat: Add centralized Object Library accessible from global navigation
  • [GameStudio] Feat: Add path configuration system and improve Object Library filtering
  • [GameStudio] Feat: Simplify to 8-way directional system throughout

Stability & Fixes:

  • [GameStudio] Fix: Move persistRegistry before saveRegistry to fix hoisting error

The Codex (Docs):

  • [Game] Docs: updated documentation for dual sprite system and 8-way directions

Chronicle: JANUARY 29-30, 2026

Visual Rendering:

  • [GameStudio] Feat: Add monocle version support for backgrounds and sprites
  • [GameStudio] Fix: Reload sprite images when path changes

Miscellaneous:

  • [GameStudio] Fix: updated description templates to match narration style guide
  • [GameStudio] Feat: Rework Screen Editor UI and add Interactions Editor
  • [GameStudio] Fix: Screen Editor canvas sizing and layout reorganization

Narrative & Dialogue:

  • [GameStudio] Feat: Add comprehensive dialogue, narration, and NPC system

The Codex (Docs):

  • [GameStudio] Docs: updated all documentation for Screen Editor and Interactions Editor
  • [GameStudio] Docs: updated README.md to v1.2.0 with all current features
  • [GameStudio] Docs: Add monocle image feature documentation to Screen Editor guide

World Development:

  • [GameStudio] Feat: Add Object Registry system for reusable scene objects

Chronicle: JANUARY 29, 2026

Features & Systems:

  • [GameStudio] Feat: Add data integrity features - backup, export, migration safety
  • [GameStudio] Docs: updated Feature Status and Settings Help with data management features
  • [GameStudio] Docs: updated plan and feature status for completed Phase 2
  • [GameStudio] Chore: updated About dialog version to 1.2.0 and document post-Stage 2 features
  • [GameStudio] Feat(ui): Implement New Scene creation dialog

Audio & Sound:

  • [GameStudio] Feat(audio): Implement audio asset CRUD operations
  • [GameStudio] Fix(audio): Register audio context in help system
  • [GameStudio] Fix(audio): updated audio formats to match game engine capabilities
  • [GameStudio] Feat(audio): Add MIDI to OGG conversion backend
  • [GameStudio] Feat(audio): Add MIDI to OGG converter tool UI
  • [GameStudio] Docs: Add comprehensive help documentation for MIDI to OGG and Settings
  • [GameStudio] Feat(audio): Add adjustable OGG quality setting to MIDI converter

Character & NPC:

  • [GameStudio] Refactor(menu): Remove non-functional menu items and fix UI issues
  • [GameStudio] Chore(release): Complete Stage 2 Refactor and release v1.2.0

Miscellaneous:

  • [GameStudio] Fix(validation): Fix initialization order and Zustand compatibility
  • [GameStudio] Feat(screen-editor): Add vertex editing and depth mask elevation controls
  • [GameStudio] Fix: updated description templates to match narration style guide
  • [GameStudio] Feat: Add codebase sync status (Data Integrity Phase 2)
  • [GameStudio] Feat(validation): Add load-time project validation (Phase 3)
  • [GameStudio] Feat(ui): Add Home button to project navigation sidebar

Narrative & Dialogue:

  • [GameStudio] Fix: Correct Tauri dialog import for v2 plugin API

The Codex (Docs):

  • [Game] Docs: Fix incorrect narration style summaries (x2)
  • [GameStudio] Docs: updated documentation for Scene Library, Ollama AI, and codebase scanning
  • [GameStudio] Feat(audio): Add Audio to workflow dashboard and help documentation
  • [GameStudio] Docs: Add complete documentation for Phase 4 audio features

World Development:

  • [GameStudio] Fix: Add wingSettings field to Rust AppConfig struct
  • [GameStudio] Feat: Scene ID system overhaul, Settings improvements, and Ollama AI integration
  • [GameStudio] Feat(wing-settings): Make wing name editable and add browse button for assets folder
  • [GameStudio] Feat: Implement persistent wing settings storage

Chronicle: JANUARY 28, 2026

Puzzle Logic:

  • [GameStudio] Fix: Remove redundant auto-sync causing puzzle creation to hang

Visual Rendering:

  • [GameStudio] Feat(layout): Add draggable center point handles with color-coded connections

Audio & Sound:

  • [GameStudio] Feat(audio): Implement Phase 4 audio system with playback and validation
  • [GameStudio] Fix: Add Audio Editor routing and fix Puzzle Editor empty state

Character & NPC:

  • [GameStudio] Refactor(backend): Migrate all Tauri commands to use structured AppError

Code Maintenance:

  • [GameStudio] Fix(layout): Track connection handles and clean up invalid transitions

Miscellaneous:

  • [GameStudio] Fix: Resolve layout editor stale data and React Flow warnings
  • [GameStudio] Feat(screen-editor): Implement simplified Entry/Exit Zone System
  • [Game] Chore: Remove tools/GameStudio (moved to GameStudioDesktop repo)
  • [GameStudio] Feat(core): Implement Phase 1 scope tracking system with readable IDs
  • [GameStudio] Feat(layout): Improve connection management and add transition point foundation
  • [GameStudio] Feat: Add Screen Editor mask visualization and Layout Editor improvements

Narrative & Dialogue:

  • [GameStudio] Feat(dialogue): Complete Phase 3 dialogue linkage and condition builder
  • [GameStudio] Feat(dialogue): Implement Phase 3 character registry and dialogue scene integration
  • [GameStudio] Chore(storyboard): Remove redundant Design Status dropdown

Stability & Fixes:

  • [GameStudio] Feat(frontend): Implement comprehensive error handling system

The Codex (Docs):

  • [GameStudio] Feat(puzzle): Implement Phase 2 multi-puzzle management and living documentation
  • [GameStudio] Docs: Comprehensive updated to editor documentation
  • [GameStudio] Docs: updated user guide footer version to 1.1.0
  • [GameStudio] Docs: updated Phase 3 status to complete after AppError migration

Chronicle: JANUARY 27, 2026

Visual Rendering:

  • Chore(assets): Add generated sprite sheets and DOS architecture binaries
  • GameStudio: introducing palette related files
  • Feat(docs): Integrated Sprite Generator & Image Convertor help, enhanced Help System with internal linking

Code Maintenance:

  • [GameStudio] Refactor(backend): Split sprites.rs into modular structure

Engine & Platform:

  • Feat(engine): Implemented Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (Truecolor (32-bit))))))))))))))))))))) alpha blending and DOS architecture-safe asset loading

Miscellaneous:

  • [GameStudio] Feat(security): Enable CSP and optimize memory settings
  • [GameStudio] Chore: Sync version numbers to 1.1.0 across all config files
  • [GameStudio] Feat(ux): Comprehensive Workflow & Navigation overhaul
  • [GameStudio] Feat(testing): Complete Phase 1 - Testing Infrastructure

The Codex (Docs):

  • [GameStudio] Docs: updated README and CONTRIBUTING for Phase 1 testing
  • [GameStudio] Docs: updated README version history with Phases 3-4
  • Docs(codex): updated Asset Pipeline and Technical Specifications
  • [GameStudio] Feat: Add dual documentation system with configurable Game Documentation
  • [Game] Docs: Clean up main Codex after GameStudio documentation migration

Chronicle: JANUARY 26, 2026

Visual Rendering:

  • Feat: Sprite Generator Overhaul (Preview, Zoom, Colors)
  • GameStudio v1.1.0: Enhanced Sprite Generation & UI Scaling
  • Feat(sprites): Add DOS architecture 256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (256-color (8-bit))))))))))))))))))))))) BMP export to Sprite Generator
  • Feat(DOS architecture): Backport dynamic sprites and speed controls
  • Feat: Add Sprite Sheet Generator and 3D Asset Support
  • Chore: Add test render outputs
  • Style: Align Sprite Generator UI with App design system
  • Fix: Add missing closing tag in SpriteGeneratorView
  • Feat(sprites): Add Blender-based sprite sheet generator

Character & NPC:

  • Feat: updated Actor system and Archivist sprites

Miscellaneous:

  • Feat: Add undo/redo, native menus, dynamic sidebar, resizable help panel
  • Fix: Correct rust-toolchain action name
  • Fix: Add write permissions for release creation

The Codex (Docs):

  • Engine Fidelity & Exhaustive Codex Sync

World Development:

  • Ci: Add GitHub Actions release workflow

Chronicle: JANUARY 25, 2026

Visual Rendering:

  • Feat: Add Design Bible with Tailwind Typography, smart auto-save

Character & NPC:

  • Feat(gamestudio): Stage 3 refactor with item system and desktop planning

Engine & Platform:

  • Feat(DOS architecture): Complete Stage 3 Chunk 4+5 - Item system with binary manifest architecture

Miscellaneous:

  • Feat: Implement file system storage and game project integration
  • Feat: Add undo/redo, native menus, dynamic sidebar, resizable help panel
  • Initial commit: GameStudio Desktop
  • Feat: Initialize Tauri backend for desktop application
  • Feat: Complete Stage 3 Chunk 4+5 - Data-driven item system with manifest integration

Narrative & Dialogue:

  • Chore: Remove obsolete dialogue files, add Support Refactor docs

Stability & Fixes:

  • Fix: Resolve save/restore scene tracking and bitmap ownership bugs

The Codex (Docs):

  • Feat: Add contextual help system with documentation panel
  • Docs: updated GameStudio Desktop documentation, archive old design files
  • Feat: Complete DOS architecture Chunk 3 (Phases 8-DOS architecture, 9-DOS architecture) + Stage 3 documentation
  • Docs: updated README.md to reflect Stage 3 refactoring progress
  • Docs: Clean up Stage 2 document - remove phases moved to Stage 3

The Codex (Docs)

Character & NPC:

  • Refactor: Complete Chunk 3 (Phases 8, 8B, 9) with context refinements

Engine & Platform:

  • Refactor: Complete Phase 7B - Logging Migration (Windows/PC architecture/Linux architecture + DOS architecture)

The Codex (Docs):

  • Docs: updated documentation for Chunk 2 completion
  • Docs: updated all documentation for GameStudio completion

Miscellaneous:

  • Feat: Complete GameStudio integration system

Chronicle: JANUARY 23, 2026

Puzzle Logic:

  • DOS architecture: Complete Stage 2 Phase 5 (Puzzle State Isolation)
  • Refactor Plan: Add parallel development strategy with logical chunks
  • Stage 2 Phase 5: Isolate puzzle state in scene custom state

Visual Rendering:

  • Chore: remove DIST directory and build artifacts from Git tracking (x2)

Audio & Sound:

  • Feat(engine): implement Phase 7 - Error Handling and Logging System
  • DOS architecture: Implement Phase 7 - Error Handling & Logging System

Character & NPC:

  • Docs: updated Stage 2 refactor plan - Phase 3 complete
  • Refactor(DOS architecture): implement Phase 3 dynamic array containers

Engine & Platform:

  • Chore: clean up c_allegro root directory and add File Organization Guide
  • Feat(engine): implement Phase 3 - Dynamic Array Containers
  • Feat(engine): implement Phase 6 - Scene Auto-Registration
  • DOS architecture: Port Stage 2 Phase 1 (SceneCallbackContext pattern)
  • DOS architecture: Port Stage 2 Phase 2 (ClusterResourceManager for automatic shared asset management)
  • DOS architecture: Implement complete menu system with save/load/settings
  • DOS architecture: Add alpha-blended flux transitions and architecture audit reports
  • Reorganize DOS architecture assets: remove duplicate DATA/DATA paths, add source PNGs
  • DOS architecture: Implement Phase 6 - Scene Auto-Registration System

Miscellaneous:

  • Chore: add remaining untracked design assets and logs
  • Stage 2 Phase 2: Implement ClusterResourceManager for automatic shared asset management

Narrative & Dialogue:

  • Chore: remove legacy DialogueEditor and updated runtime scripts

The Codex (Docs):

  • Docs: comprehensive Codex documentation audit and fixes
  • Docs: updated README.md with Stage 2 refactoring progress
  • Docs(codex): create master navigation and archive deprecated Design Bible
  • Docs(codex): updated reorganization plan with Phase 1 & 7 completion status
  • Feat: Implement visual Dialogue Editor and documentation
  • Codex: Add Design Website, reorganize Development for Stage 2
  • Overhaul README as comprehensive repository index

World Development:

  • Feat(studio): overhaul Game Studio with scene production workflow and visual redesign
  • Stage 2 Phase 1: Implement scene state encapsulation via SceneCallbackContext

Engine & Platform

Puzzle Logic:

  • Complete DOS architecture cluster exit system and puzzle mechanics alignment

Visual Rendering:

  • DOS architecture: Multiple bug fixes and intro palette management

World Development:

  • Complete Phase 6: Full scene state migration to W1S00_State

Engine & Platform:

  • DOS architecture: Add satchel/inventory system and fix UI interaction issues
  • DOS architecture: Fix intro transition and tune constellation timing

Miscellaneous

Audio & Sound:

  • Fixed issue with volume slider in settings menu, and audio mode cycling - Native midi was failing. fixed now.

Character & NPC:

  • DOS architecture refactoring: Phases 1-3 and 8 complete (state management, save/load, intro UX)

Engine & Platform:

  • Complete Phase 5: DOS architecture UI modularization matching Windows/PC architecture/Linux architecture

Miscellaneous:

  • Blockchain timestamp registration
  • Add blockchain timestamp for Master Source Archive

The Codex (Docs)

Puzzle Logic:

  • Improve menu UX, monocle gating, and puzzle interaction

Character & NPC:

  • Complete Phase 1 refactoring: scene instance state system and flag-based persistence

The Codex (Docs):

  • Add comprehensive Engine Architecture documentation
  • Fixed alignment timer reset and monocle asset loading. introduced comprehensive architecture documentation.

Code Maintenance:

  • Clean up architectural dependencies and file structure

Features & Systems

Features & Systems:

  • Implemented menu bar at the top of the screen for system settings.

Puzzle Logic:

  • Fix alignment puzzle timer not disappearing after completion

World Development:

  • Implement Scene Instance System + Resource Manager (Phase 1, Priority 1-2)

Character & NPC:

  • First stage of major refactoring complete. More to come

The Codex (Docs):

  • Updated UI, fixed some issues with navigation after refactoring code. introduced save / restore functionality to game. updated documentation to explain how everything works.

Chronicle: JANUARY 17-18, 2026

Features & Systems:

  • Introduced monocle asset. introduced early implementation of satchel / inventory (x7)

Puzzle Logic:

  • Updated commit / chronicle logic (x4)
  • Updated chronicle logic (x5)
  • Updated monocle gate logic. Monocle function unlocked with two paths. (x2)
  • Updated World Codex: Clarify multi-hinge mechanics (x2)

Code Maintenance:

  • Cleaned up source file assets (x3)

Miscellaneous:

  • Testing auto chronicle updates (x7)
  • Removed unnecessary asset source files (x4)
  • Test push

Narrative & Dialogue:

  • Updated formatting, changed some texts (x4)

Stability & Fixes:

  • Fixed an issue with monitor resolution detection on Windows/PC architecture (x2)
  • Fixed an issue with monitor resolution detection (x8)

The Codex (Docs):

  • Updated codex documentation to reflect new ideas and concepts (x6)
  • Updated core reference codex with chronicle workflow information (x6)

General Updates & Narrative Polish

Narrative and Polish:

  • Major revisions to Codex documentation
  • Refined effects system to better represent the narrative arc (Flux manifestation, Hinge resolution)
  • Dialogue rewritten to serve the story rather than explain it
  • Puzzles made more demanding
  • Fixed mouse movement on Windows build
  • Monocle marker now behaves correctly in the Precipice

Puzzle Mechanics:

  • Update World Codex: Clarify multi-hinge mechanics

General Updates:

  • Test push

Audio System

  • Added secondary audio path for pre-rendered OGG files (selectable from Launcher)
  • This is for systems that cannot handle real-time MIDI synthesis
  • Native MIDI audio path can now be manually specified in Linux/Windows builds

DOS/Windows Split

Major restructuring. The codebase has been split into two distinct branches:

  • DOS Build: Maintains 8-bit Mode 13h graphics for authentic retro hardware
  • Windows/Linux Build: Uses 32-bit color depth and modern rendering

Fixed graphics glitches on the modern build - mouse cursor no longer traces erratic paths.

First Puzzle and Audio

  • Constructed the first true puzzle (the Hinge mechanic in action)
  • Refined Monocle marker rendering (now displays correctly even under visual distortion)
  • Integrated OPL3 FM synthesizer for MIDI audio playback

Architecture Expansion

  • Built the Launcher (game entry point)
  • Implemented 640x400, 256-color palette for authentic VGA graphics
  • Drafted initial scene files for the Atrium and the Precipice (navigable but empty)

Engine Selection

Committed to C and the Allegro library. This provides low-level hardware access with enough abstraction for rapid development.

  • Implemented basic character movement (the Archivist can now walk across the screen)
  • Animation system is functional but rudimentary
  • Codex documentation updated to reflect the new technical direction

Project Initialization

The project has begun. Directory structure established. Currently evaluating whether to use a custom engine or an existing framework.

Repository initialized and ready for development.