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feat(swooper-maps): deep-rainforest JUNGLE_FEVER attrition hazard (3rd biome hazard)
Replicate the permanent-damaging-PlotEffect hazard for deep rainforest, placed on the hottest/wettest/densest jungle ...
servedByTier was too coarse to see WHICH droppable caller eats the budget (wallet-scoring vs swap-logging vs
enrichment). Add an optional label to every limiter acquire method and record servedByLabel ...
Replicate the permanent-damaging-PlotEffect hazard for deep cold, placed on the COLDEST tiles by the existing snow
climate-stress score (freeze + elevation, temp = max) — physically grounded, not geometric. ...
Descripcion:
Se arregla la ruta de styles porque se guardó como Style y lo llamé como Styles
Equipo encargado:
Equipo 3
Funcion o componente asignado: Estanques, enfermedades
docs(desert-attrition): feasibility + Path A selective deep-desert/deep-cold hazard design
Investigate applying Civ7 ocean/deep-water unit damage to desert tiles. Verdict: feasible via the data-defined ...
Auto-label Y (temporal stance) on write, symmetric to V (BRO2-361)
Behavioral feature, flag default OFF (CUBE_WRITE_PATH_AUTOEXTRACT_ENABLED). Cut from real origin/main @ 52f3cc6.
Why. The cube-write-path ...
test(placement): verify homeland rebalance + record results (D4 verification)
S7 of the start-distribution homeland rebalance: local-stats verification + closure records. Full gate run over 5 seeds
(84x54, ...
S6 of the start-distribution homeland rebalance. The selection ladder s dispersion reward (clamp01(distance/desired))
saturated at the fixed 12-tile desired buffer, so seats stopped spreading even where ...
S5 of the start-distribution homeland rebalance — the core fix. plan-starts now apportions the SAME total players across
the two homelands by real capacity instead of the fixed playersLandmass1/playersLandmass2 ...