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Rewrite the recorder with improved API, Battle and Atelier capture.
Preserve original API bodies, headers and unknown fields, with clearer links between requests, responses and gameplay observations.
Replace repeated object graphs with focused gameplay snapshots and references, preserving observed inputs and results while excluding UI and rendering internals.
Preserve supported gameplay records without the previous body, collection and depth truncation limits; report unsupported reads and hooks as explicit gaps.
Reduce allocation, native type lookup and checkpoint overhead during recording.
Queue warnings and known Unity material errors without waiting on disk, and save queued records together. A crash can lose diagnostics that have not been saved; API and gameplay records still wait for durable saving.
Speed up archive parsing and hashing, and compress ZIP entries on a dedicated worker without depending on game callback threads.
Add durable saving, stronger crash recovery and verified archive cleanup; fix buffer growth and network-lock failure paths.
Add readable request and record counts for each capture, stream, system and route.
Aggregate repeated warnings and known Unity material null-reference patterns while retaining their details and occurrence counts.
Capture Unity messages and exception stacks from background threads as well as the main thread.
Describe gameplay and queued diagnostic durability separately in capture manifests.
Add capture status and explicit abort commands through capture-control.ps1.
Check client and runtime compatibility before enabling native capture.
Upgrade the embedded runtime to .NET 10.0.13 and adapt BepInEx/Il2CppInterop for the new runtime and native capture.
Fix asset-bundle preservation in the English localization companion.