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* feat(server): server-authoritative creature spawn + simulation Wire the server to spawn and simulate creatures using shared bevy_kbve_net::creatures systems: - Enable "creatures" feature on server's bevy_kbve_net dep (creatures feature now implies npcdb for CreatureRegistry access) - Add spawn_creatures_headless to shared crate (ECS-only, no GPU) - Register all creature resources: SpriteCreatureTypes, TerrainMap, GameTime, SimulationCenter, PhysicsLodTimer, PlayerPositions - Register all creature systems: spawn, simulate, brain dispatch/poll, physics LOD - sync_creature_game_time syncs DayCycle/CreatureSeed into GameTime - update_server_player_positions feeds PlayerPositions for LOD Server now spawns creature entities and runs identical behavior trees + simulation as the client. Next: replicate creature state to clients. * fix(docker): add bevy_tasker to server Dockerfile build stages bevy_kbve_net creatures feature depends on bevy_tasker for off-thread behavior tree evaluation. Add bevy_tasker Cargo.toml + stub to planner stage, full copy to cook + build stages.
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Dependency Review✅ No vulnerabilities or license issues or OpenSSF Scorecard issues found.Snapshot WarningsEnsure that dependencies are being submitted on PR branches and consider enabling retry-on-snapshot-warnings. See the documentation for more information and troubleshooting advice. Scanned FilesNone |
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Release: Dev → Main
3 atomic commits ready for main
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