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Weapon names no longer accumulate stacked size prefixes when multiple in-game variants share one localization key. BEHR_LaserCannon_S7 (twelve colliding variants) used to render as S7 S9 S7 S7 S7 S7 S7 S7 S7 S12 S8 S9 M9A Cannon; it now renders as S7 M9A Cannon. Same fix applies to weapon descriptions, which had been accumulating one <EM4>Weapon Stats</EM4> block per colliding variant.
Missile names with the same problem (MISL_S02_CS_FSKI_Tempest showing S2 [CS] S2 [CS] Tempest II Missile) collapse to one prefix as well.
A handful of Vanduul plasma cannons (VNCL_PlasmaCannon_S2 / _S3) no longer get a paragraph break + stats block embedded inside the name field. Those entities have no dedicated item_Desc… entry, so their description fallback lands on the name key — the patcher now defensively skips name keys when applying description-style suffixes.
superlighttui is properly feature-gated behind preview_tui instead of being a hard dep — the Tauri release build no longer pulls it. Build the TUI with cargo run --bin preview_tui --features preview_tui.
Changed
Weapon enhancer now picks the variant whose size matches the loc-key suffix (item_Name…_S7 → prefer the size-7 variants) before rendering. CIG re-uses entities for capital-ship hardpoints, point-defence turrets, and Idris/Javelin variants under one display name; the size-match filter restores the value the player actually sees in the in-game market listing.
When the size-matched variants still disagree on a stat, the patcher renders a range (Alpha: 2076-6750, Penetration: 10.50-15.00m, S7-S12) instead of silently picking one. Damage breakdowns are dropped when alpha diverges to avoid combining different damage profiles into one misleading line.
Missile tracking-tag prefix ([IR] / [EM] / [CS]) is omitted when colliding variants disagree on tracking signal, rather than rendering the wrong tag.
Bumped sc-extract / sc-contracts / sc-weapons / sc-installs to sc-holotable/v0.3.0.
Patcher now uses AssetConfig::minimal() for the parse-time asset bundle — sc-holotable's keys-only localization restructure means we no longer need the parse-time LocaleMap build, since cross-record name resolution (blueprint pool → entity name, ship-spawn lists, currency labels) happens at the call site against the post-overlay LocaleMap instead. Cuts a few hundred ms off cold-start parse time and ensures community language packs translate cross-record text consistently.