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feat: remake native enemy and boss attacks - #132
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Main-session review — 06a6be4
Coordinator-owned spec/code/lifetime/security review, not an independent external approval. Implementation accepted for the issue-131 native presentation/candidate scope; observed GitHub CI is still required before merge.
- Contracts / authority / persistence: inspected producer→seven catalogs→candidate gate→actual GLB loader→animation driver→queued presentation→native socket effects. No combat/campaign authority or save-schema source changes. Required native clips are load contracts, not evidence promotion; blocked/unverified production boundaries retained. Original 25 native mesh/skin/bind/material/texture/BIN prefixes retained; 97 new clips physically checked.
- Behavior / geometry: actual all-93 four-phase run passed with 12,138 attacking samples; independent original-source bone-scale/constant-joint-position and actual skinned GPU checks. Six actual scripted aspects and both possessed companion bodies passed; Sky has four independent native owners. Actual normal keyboard/AI UI, built native-load closure, 20 coalesced steps, hit-stop/slow, offscreen pause and airborne subdual exercised. Video scopes and base-Koro fruit-burst pose-only alternate are explicitly qualified.
- Ownership / lifetime / security: per-instance bones/weapon tips and bounded preallocated native trail slots. Repaired cancelled-pending snapshot resurrection, offscreen/pause LOD debt, active-cue root rebind dropping another live scope, and renderer-owned gate birth using the previous frame clock. Scoped cancellation, rebind, repeats, pause and unload checked; latest root-rebind regression failed before and passed after. No purchases, new external service integration, proprietary reference implementation or release-gate weakening.
Defect-catching question: can a cancelled/rebound/offscreen actor emit from an old, foreign or unowned cast on the first presented frame? Final actual runtime receipts and focused ownership regressions show no such failure in the exercised cases. Native/body clocks and root XZ errors are zero across the 93-action run.
Observed gates: integrated 960/0; final application/effects 422/0 after final fixes; native physical/authoring 312/0; release-contract 236/0; final typecheck/build passed. Counts overlap; not a full-repository-suite claim. Large bundle warning, positive retained-memory cost, imperfect-dodge trace damage, blocked asset/campaign qualification and existing Later producer block are disclosed, not suppressed.
No unresolved implementation blocker found within this scope. #130 remains preserved and unpublished; #66/#71/#73 remain independent. See committed asset-source/playtests/evidence/enemy-attack-remake/acceptance.json, inventory, raw runtime receipts and actual H.264 media.
Scope
Closes #131.
Remakes 93 enemy/boss attacks on 25 original native bodies, 97 physical attack/body pairs across eight regions. Includes Koro Branchbreaker, Asha, Ruun/Ghor aliases, Solkar, Orun human/Crowned Beast, six scripted aspects and both actual possessed-companion bodies. No simulation/campaign authority source changes; no paid generation or replacement of approved native geometry.
Runtime evidence
Acceptance and main-session review · joined inventory · 93-action runtime
Watchable native media
All are real 1280×720 H.264/yuv420p, 24 fps encoded artifacts; encoding is not game frame-rate evidence.
Verification
Observed local gates; counts overlap and must not be summed:
bun test tests/app tests/effects: 422 pass, 0 fail, 33 files, 286,869 assertions, 68.33 s.node --test tests/release/*.test.mjs: 236 pass, 0 fail, 4.59 s. This is release-contract coverage, not strict release qualification.tsc -band Vite production build passed; 332 modules, 8.85 s Vite. Existing large-chunk warning retained.Cost / boundaries
Identical before/after workload receipt: canonical
2d86748vs this implementation, 1280×720 DPR1, 120 warmup + 360 measured frames, one actual boar activation, fixed step/frame. Mostly late attack/recovery/idle; not worst-case boss load.