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Releases: donneeee/RLogs

rLogs v0.1.159

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@github-actions github-actions released this 13 Sep 09:38

rLogs v0.1.159

Highlights

  • Fixes packet-only cold attaches on a mirrored adapter by deriving the local character identity from the server's self-only SyncToMeDelta route.
  • Uses that independently established identity to accept scene recovery only from the matching local team member; roster order, leader state, position, HP, and remote members are never used to guess the player.
  • Keeps recurring team scene state recovery-only, so it cannot overwrite richer canonical scene, line, or instance evidence.
  • Reconciles the combat overlay, mechanics map, and Automarkers to the same latest exact scene, including unique dungeon/objective recovery when a transition packet was missed, while ambiguous evidence remains unresolved.
  • Recovers late-attached dungeon scenes from recurring dirty snapshots when their scene_uuid resolves to exactly one shipped scene; unknown and ambiguous values remain unresolved.
  • Removes the session-sticky scene latch that could leave live surfaces on a previous dungeon and clears scene-bound mechanics state whenever the exact scene changes.
  • Preserves every observed difficulty tier in desktop history, including non-Master families and tier-only evidence, instead of silently dropping the tier.
  • Enlarges the uncircled, player-colored skull-and-crossbones death markers and adds a dark contrast edge without changing their layout or interaction target.
  • Adds localized 1s, 5s, and 10s desktop history curves plus a shared inspection playhead across the graph and separate skill, status, and death lanes; playback remains website-only.
  • Launches the fullscreen Overlay Canvas as one canvas-owned surface instead of routing the native window through Mechanics Map, while keeping Combat Overlay separate and preserving transparent passive widgets after Done or Escape.
  • Retains the run-scoped local skill-observation receipt, per-participant timeline completeness disclosure, and public report projection revision 14 from 0.1.157.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): observed 25247556, using the reviewed 24687926 compatibility epoch for stable packet and display identities
  • Canonical event schema: 10
  • Public report schema: 17; projection revision 14; public reconciliation schema 22; combat timeline schema 9

Capability status

  • Available: packet-only local identity and scene recovery from authoritative self/team routes, exact local outbound skill rows, receipt-proven complete local skill coverage, truthful per-participant timeline disclosure, multi-adapter capture continuity, opt-in ExitLag loopback capture, local Automarker preset Save/Save As/Load, and the unified overlay canvas.
  • Conservative: Complete proves uninterrupted observational coverage produced by an honest official rLogs client. It is not cryptographic attestation against a modified client.
  • Locked: native party-visible Automarker placement remains disabled until its game-owned dispatch path and server-observed lifecycle are fully verified for the current build.
  • Paused: historical public-report projection backfill remains disabled pending an explicit operator rollout and deployed forward/rollback canary.

Known limitations

  • Other players' complete skill timelines require their own compatible synchronized POV logs.
  • A cold mid-session attach outside a uniquely identifiable dungeon can remain unresolved until an authoritative scene-bearing update is observed. rLogs does not infer the local player from an ambiguous party roster or guess between scenes that share evidence.
  • Production publication remains revision-gated: the verifier, backend, Pages gateway, and public health check must agree before a desktop release is published.

Build provenance

  • Source commit: df98617f75b460f667ad35e54901f820f8ce527e
  • Artifact: rLogs_0.1.159_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: D6D259251904419E63DCEB19D2EFD7552AB8F65397ED5B6FD69D16675F41DC6D
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.159_SHA256SUMS.txt

rLogs v0.1.150

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@github-actions github-actions released this 11 Sep 22:44

rLogs v0.1.150

Highlights

  • Gives automarker presets an explicit local Load action that restores the selected setup's name and exact XYZ points without opening the Mechanics Map or transmitting game traffic.
  • Separates the unverified native action as a clearly disabled Place in game control; Save, Save As, Load, and scene-family isolation remain usable independently of DPS and the overlay canvas.
  • Removes expired mechanic geometry from the real game map on time even when no new packet revision arrives, while keeping removal-driven signals visible until the game removes them.
  • Makes scaled overlay dragging, resizing, saving, and reloading share the same authority bounds, eliminating edge snapping and preserving natural panel height while layout data is delayed or unavailable.
  • Adds a five-artifact hosted reconciliation proof that retains one canonical combat spine, prevents secondary-POV damage duplication, and verifies exact source-set and rDPS conservation behavior.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; preset families and stable labels carry forward, while mechanics, native placement, and rDPS semantics remain exact-authority gated
  • Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
  • Overlay layout schema: 2, backward-compatible; scaled geometry uses the existing authority clamps

Capability status

  • Available: Local automarker Save, Save As, and explicit Load by reviewed activity family; quiet-period mechanic expiry; scale-consistent overlay editing; and synthetic five-POV reconciliation conservation coverage.
  • Locked: Native Place in game remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Multi-POV death merging remains disabled until each secondary death is derived from a verified sealed artifact with its own server-time evidence and collision-safe identity mapping. Historical projection publication remains paused until a deployed isolated staging canary passes.

Known limitations

  • Load restores a saved setup locally; it does not place party-visible in-game waymarks. Place in game remains disabled and does not send packets.
  • The Mech Facility M1 capture is useful negative evidence but did not reveal a decoded outbound placement request, so another placing-client capture is still required for native automarkers.
  • Five-POV reconciliation is now covered by sealed synthetic artifacts, but production raid validation still requires a real same-instance 5+ POV corpus.
  • ExitLag compatibility still requires native validation with ExitLag Legacy-NDIS and Npcap installed; the passive capture path cannot expose traffic that Npcap itself does not provide.

Build provenance

  • Source commit: 763d10dfa57596f7097e1a599794c58cb1798dbc
  • Artifact: rLogs_0.1.150_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: CB8F7F8165632E2F0168B51E95834A217287403B92FFBA2D0A83FF91E28805AA
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.150_SHA256SUMS.txt

rLogs v0.1.149

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@github-actions github-actions released this 11 Sep 21:15

rLogs v0.1.149

Highlights

  • Adds bounded automatic discovery for an ExitLag-style Npcap Loopback route that appears after rLogs starts capturing.
  • Polls only the snapshotted, nonzero BPSR process IDs and admits at most one late \Device\NPF_Loopback reader; rLogs does not capture the ExitLag process, read game memory, or inject traffic.
  • Keeps every initial and late adapter behind one shared game-protocol signature filter, so unrelated loopback traffic cannot leave the capture boundary.
  • Preserves normal and manual capture behavior: PID 0 never enables probation, an already selected loopback adapter is not duplicated, and all-initial-open failure still reaches the existing dumpcap fallback immediately.
  • Stops and joins the late-route coordinator on capture stop, confirmed game traffic, finite-session expiry, all-reader termination, or the 30-second probation limit.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): capture transport is build-independent; reviewed protocol pack 24687926 remains required for exact build-sensitive parsing, mechanics, and rDPS semantics
  • Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
  • Capture stack: Npcap is required for native loopback admission; existing dumpcap fallback and explicit adapter selection remain supported

Capability status

  • Available: Automatic late admission of one BPSR-owned Npcap Loopback route during a bounded startup window, with three initial readers plus one reserved late reader and unchanged shared signature filtering.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Multi-POV death merging remains disabled until each secondary death is derived from a verified sealed artifact with its own server-time evidence and collision-safe identity mapping. Historical projection publication remains paused until a deployed isolated staging canary passes.

Known limitations

  • ExitLag must expose the redirected BPSR socket through Npcap Loopback while the 30-second probation window is active. Native validation still needs to be performed on an ExitLag Legacy-NDIS setup with Npcap installed.
  • If the game route appears only after probation ends, select Npcap Loopback explicitly or restart capture after the route exists.
  • This release does not inspect ExitLag processes, alter routing, inject packets, or use RAM access; it can only consume packets that Npcap makes visible.
  • Native in-game automarker transmission remains unavailable; saved scene-family marker presets and preview behavior do not send placement packets.

Build provenance

  • Source commit: 2fc526a1942bcad0f0a90e7f7cce0c24732d0501
  • Artifact: rLogs_0.1.149_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: 4EE80F127FDEF7534E779198A2B27011EB56A57E9586403C6C829117862E95AF
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.149_SHA256SUMS.txt

rLogs v0.1.148

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@github-actions github-actions released this 11 Sep 20:20

rLogs v0.1.148

Highlights

  • Adds 1-second, 5-second, 10-second, and whole-run eDPS/aDPS pairs to the Combat History damage-chart inspector for every visible player, plus a visible-player total.
  • Uses the canonical recorded microsecond duration for fractional run endings, keeping graph samples, event lanes, the cursor, and terminal markers aligned.
  • Keeps incomplete history honest: time-local eDPS/aDPS remains unavailable when the reducer did not publish a complete validated rate clock; wall time is never substituted.
  • Prevents unsupported builds from inferring a Battle Imagine item, icon, tier, rarity, or maximum tier from a current-build ability mapping. Stable names carry forward only from an item ID that was actually observed.
  • Keeps Hide, Lock, Done, and Escape in the independently localized Overlay Canvas control path rather than making a specific overlay module own the canvas.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; ordinary parsing and stable ID-backed localization carry forward, while inferred Imagine presentation, mechanics, and rDPS identities remain exact-authority gated
  • Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
  • Combat History schema: 1, backward-compatible; exact cursor variants require a complete reducer-authored rate clock
  • Overlay layout schema: 2, backward-compatible

Capability status

  • Available: Exact 1s/5s/10s/run eDPS and aDPS inspection in Combat History, visible-player totals, canonical fractional-run timing, participant-controlled graph/event visibility, stable observed-item Imagine labels across compatible builds, and independent canvas-level Hide/Lock/Done controls.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Multi-POV death merging remains disabled until each secondary death is derived from a verified sealed artifact with its own server-time evidence and collision-safe identity mapping. Historical projection publication remains paused until a deployed isolated staging canary passes.

Known limitations

  • Combat History records without a complete reducer-authored rate clock cannot expose time-local eDPS/aDPS variants. The app displays them as unavailable instead of estimating them from wall time.
  • Timeline playback remains website-only; the desktop app provides inspection and event navigation without playback.
  • Secondary-POV death rows are not copied from public/client timeline JSON. The public death schema does not yet retain each death event's own server time, so safely aligned multi-POV death merging requires a later sealed-replay schema slice.
  • The local forward/rollback rehearsal validates the transaction layer but does not replace the final hosted-verifier staging canary, so production historical reprojection remains paused.
  • Automatic late-route discovery for modern ExitLag redirection remains follow-up work; manual Npcap Loopback selection remains available.
  • Native in-game automarker transmission remains unavailable; saved scene-family marker presets and preview behavior do not send placement packets.

Build provenance

  • Source commit: 112279c4ed2e4dab9d85141ba01ec970dd64fd94
  • Artifact: rLogs_0.1.148_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: FA39273D15543EB0442E9DE457AF1A2079DB35CA7077E18F8A7406BFE811E7FF
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.148_SHA256SUMS.txt

rLogs v0.1.147

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@github-actions github-actions released this 11 Sep 18:55

rLogs v0.1.147

Highlights

  • Keeps the shared overlay canvas painted across live feed revisions. Existing map, player, party, target, objective, action, and mechanic nodes are reconciled in place instead of replacing the visible surface and causing a flash.
  • Places Lock, Hide, and Done in the canvas-level control bar, independent of the mechanics map. Hide closes the shared overlay surface without changing the saved layout; Scroll Lock or the main app restores it.
  • Keeps Escape equivalent to Done while editing: it returns the canvas to transparent click-through play mode without hiding any configured overlay modules.
  • Uses stable mechanic-instance identity during live updates, including duplicate effects on different targets, while still replacing genuinely different action entries.
  • Couples each Combat History participant control to that player's graph trace, event lane, skill markers, status events, and death markers, with matching accessible pressed state.
  • Removes redundant raw scene-number chrome from Combat History while retaining the exact scene ID as localized evidence metadata.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; ordinary parsing, stable localization, and real-map presentation carry forward only through a digest-verified compatibility epoch, while build-sensitive mechanics and rDPS identities remain evidence-gated
  • Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
  • Combat History schema: 1, backward-compatible; event lanes are participant-controlled independently of the selected graph metric
  • Overlay layout schema: 2, backward-compatible

Capability status

  • Available: Stable in-place shared-canvas updates, independent canvas-level Hide/Lock/Done controls, Escape-to-play mode, Scroll Lock visibility recovery, transparent click-through play mode, participant-controlled graph and event timelines, digest-verified real-map carry-forward, and canonical-clock desktop rDPS history graphs.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Multi-POV death merging remains disabled until each secondary death is derived from a verified sealed artifact with its own server-time evidence and collision-safe identity mapping. Historical projection publication remains paused until a deployed isolated staging canary passes.

Known limitations

  • Secondary-POV death rows are not copied from public/client timeline JSON. The public death schema does not yet retain each death event's own server time, so safely aligned multi-POV death merging requires a later sealed-replay schema slice.
  • The local forward/rollback rehearsal validates the transaction layer but does not replace the final hosted-verifier staging canary, so production historical reprojection remains paused.
  • Existing public reports remain on their immutable timeline version until guarded reprojection is enabled. Reports without retained exact skill, status, hostile-cast, or death evidence cannot synthesize those events later.
  • Automatic late-route discovery for modern ExitLag redirection remains follow-up work; manual Npcap Loopback selection remains available.
  • Native in-game automarker transmission remains unavailable; saved scene-family marker presets and preview behavior do not send placement packets.

Build provenance

  • Source commit: ff3a8ce7e8950817696423c664c88ef28a2f9282
  • Artifact: rLogs_0.1.147_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: F684BA2B633461E55FAD873B5BE78BA4930EF432661A18EB051DCFB72536BB31
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.147_SHA256SUMS.txt

rLogs v0.1.146

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@github-actions github-actions released this 11 Sep 17:58

rLogs v0.1.146

Highlights

  • Keeps the recorded skill, status, and death timeline independent of the selected graph metric. A player with no healing or authoritative rDPS trace no longer disappears from the event lanes, and the same participant control still hides or restores both that player's trace and events.
  • Recomputes the saved-history graph scale from visible traces. Hiding a dominant player now expands the remaining traces instead of leaving them compressed against the bottom of the chart.
  • Carries the real game map and its reviewed world transform into digest-verified non-seasonal compatibility builds. The map falls back to player-relative radar for an unverified deployment, build, or protocol digest.
  • Keeps the mechanics trust boundary separate from map presentation. Compatibility mode may display the real map, but mechanic, cast, status, objective, boss, cooldown, resource, and HUD interpretations remain unavailable until the exact build is reviewed.
  • Keeps stable scene, monster, action, and status names visible when runtime identity is missing or still resolving. Unknown IDs remain explicit numeric fallbacks, and richer status metadata remains authority-gated.
  • Stops selecting a map source by nearest numeric build. Local preparation now stages only the compatibility epoch's explicit reviewed source, and compatibility authority cannot be backdated before that source build.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; ordinary parsing, stable localization, and real-map presentation carry forward only through a digest-verified compatibility epoch, while build-sensitive mechanics and rDPS identities remain evidence-gated
  • Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
  • Combat History schema: 1, backward-compatible; event lanes are participant-controlled independently of the selected graph metric
  • Overlay layout schema: 2, backward-compatible

Capability status

  • Available: Digest-verified real-map carry-forward with exact-build mechanic gating, stable-ID scene/monster/action/status presentation, visible-only graph scaling, participant-controlled skill/status/death lanes, native shared-canvas editing, canvas-wide Hide with Scroll Lock recovery, transparent click-through play mode, and canonical-clock desktop rDPS history graphs.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Multi-POV death merging remains disabled until each secondary death is derived from a verified sealed artifact with its own server-time evidence and collision-safe identity mapping. Historical projection publication remains paused until a deployed isolated staging canary passes.

Known limitations

  • Secondary-POV death rows are not copied from public/client timeline JSON. The public death schema does not yet retain each death event's own server time, so safely aligned multi-POV death merging requires a later sealed-replay schema slice.
  • The local forward/rollback rehearsal validates the transaction layer but does not replace the final hosted-verifier staging canary, so production historical reprojection remains paused.
  • Existing public reports remain on their immutable timeline version until guarded reprojection is enabled. Reports without retained exact skill, status, hostile-cast, or death evidence cannot synthesize those events later.
  • Automatic late-route discovery for modern ExitLag redirection remains follow-up work; manual Npcap Loopback selection remains available.
  • Native in-game automarker transmission remains unavailable; saved scene-family marker presets and preview behavior do not send placement packets.

Build provenance

  • Source commit: 18d0b49d13fc99190a49d254cab5705886557367
  • Artifact: rLogs_0.1.146_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: A7CF3531576BB0C4875B6BA61FE359AD7A13DA393EE7E7A576D339D66EEBD425
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.146_SHA256SUMS.txt

rLogs v0.1.145

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@github-actions github-actions released this 11 Sep 16:44

rLogs v0.1.145

Highlights

  • Moves shared-canvas controls out of the Mechanics Map module and into an independent canvas editor bar. Module visibility, Lock, Hide overlays, and Done remain available even when the map is hidden; the map toolbar now contains only map-specific controls. Hidden overlays can be restored from the main app or with Scroll Lock.
  • Prevents the native Overlay Canvas from disappearing during a drag. The focus policy now recognizes an actively editable canvas without globally trusting unrelated WebView2 processes, and normal focus hiding resumes in passive mode.
  • Keeps play mode fully transparent and click-through: the canvas, editor chrome, borders, shadows, and nested card backgrounds disappear while each widget retains only its explicitly configured background opacity. Edit mode keeps the darkened workspace and translucent module boundaries.
  • Adds independent hostile-mechanics visibility controls to desktop and website timelines without changing player-line visibility, plus keyboard-accessible disclosure of every exact retained skill use inside dense visual clusters.
  • Adds a desktop saved-history rDPS timeline backed only by the reducer-authored canonical rate clock. Missing, partial, boundary-drifted, or non-conserving clock/series evidence fails closed without changing ordinary damage, healing, or damage-taken graphs.
  • Withholds unreviewed design-time strings from the English combat catalog instead of presenting them as trusted localized action names. Ordinary build-compatible parsing and reviewed labels continue to carry forward between non-seasonal updates.
  • Moves every user-facing Mechanics Map surface label and reviewed mechanic callout into the locale package, including scene/map fallbacks, preparation states, marker descriptions, and accessibility text.
  • Adds an isolated Wrangler/Miniflare rehearsal that performs guarded schema-17/timeline-8 forward publication and consumes the queued inverse rollback against local D1 and R2, verifying pointer, catalog, membership, reconciliation, immutable-object, digest, and foreign-key restoration without touching production.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; ordinary parsing, reviewed localization, maps, and non-seasonal compatibility carry forward, while build-sensitive mechanics and rDPS identities remain evidence-gated
  • Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
  • Combat History schema: 1, backward-compatible through default-empty status and exact skill evidence fields
  • Overlay layout schema: 2, backward-compatible; passive mode uses only each module's configured background opacity

Capability status

  • Available: Native shared-canvas editing with independent global controls, canvas-wide Hide overlays with main-app/Scroll Lock recovery, transparent click-through play mode, Done/Escape edit exit, configurable Scroll Lock visibility, exact desktop and website player skill/death/status lanes, independent hostile-mechanics visibility, dense-cluster exact-event disclosure, canonical-clock desktop rDPS history graphs, localized Mechanics Map surface/callouts, trusted build-aware action presentation, and a production-free local forward/rollback transaction rehearsal.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Historical projection publication remains paused until a deployed isolated staging canary runs the hosted Rust verifier against a retained artifact and records a successful forward publication plus queued inverse rollback.

Known limitations

  • The local forward/rollback rehearsal validates the real transaction layer but does not replace the final hosted-verifier staging canary, so production historical reprojection remains paused.
  • Existing public reports remain on their immutable timeline version until guarded reprojection is enabled. Reports without retained exact skill, status, or hostile-cast evidence cannot synthesize those events later.
  • Automatic late-route discovery for modern ExitLag redirection remains follow-up work; manual Npcap Loopback selection remains available.
  • Native in-game automarker transmission remains unavailable; saved scene-family marker presets and preview behavior do not send placement packets.

Build provenance

  • Source commit: 12a79f03ba19055ab8d80e6194b4c02fadfa1141
  • Artifact: rLogs_0.1.145_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: 5898A523AED90D98E13AAD4B7530E05F35B50B551109D84CC1A0D32E5B622693
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.145_SHA256SUMS.txt

rLogs v0.1.144

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@github-actions github-actions released this 11 Sep 14:41

rLogs v0.1.144

Highlights

  • Adds exact status-effect lifecycle spans to the desktop Combat History timeline. Spans use each player's graph color and visibility control and appear only for an unambiguous packet-observed Applied-to-Removed/Consumed lifecycle.
  • Uses the full trusted, build-aware status catalog for desktop lifecycle names and explicitly labels unresolved identities as unlocalized instead of inventing a buff, debuff, or display name.
  • Publishes and renders synchronized public timeline schema 8 status lifecycles on the website, including canonical multi-POV clock alignment and the same player visibility coupling.
  • Hardens synchronized rDPS range publication: incomplete clocks, swapped player tracks, duplicate or out-of-range buckets, forged participant totals, and per-bucket provider/recipient conservation failures now fail closed.
  • Keeps the shared Overlay canvas transparent during play while retaining the darkened editing canvas and translucent module boundaries.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; ordinary parsing, localization, maps, and non-seasonal compatibility carry forward, while build-sensitive mechanics and rDPS identities remain evidence-gated
  • Public report schema: 17; projection revision 12; public reconciliation schema 21; combat timeline schema 8
  • Combat History schema: 1, backward-compatible through default-empty status evidence fields
  • Overlay layout schema: 2, backward-compatible; passive mode uses only each module's configured background opacity

Capability status

  • Available: Exact desktop and website skill/death/status timeline lanes, trusted status presentation, synchronized-POV lifecycle alignment, fail-closed rDPS range clocks and ledgers, transparent passive shared-canvas widgets, editor-only dark canvas and module bounds, Done/Escape edit exit, and configurable Scroll Lock visibility.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Historical projection publication remains paused until a staging forward-publication and queued inverse-rollback exercise is recorded.

Known limitations

  • Existing saved local histories without retained status transitions cannot display lifecycle spans unless their original evidence can be replayed. Existing public reports remain on their immutable timeline version until guarded reprojection is enabled.
  • Automatic late-route discovery for modern ExitLag redirection remains follow-up work; manual Npcap Loopback selection remains available.
  • Status spans intentionally omit incomplete, duplicate-terminal, ambiguous, non-participant, and cross-runtime evidence. Unknown effects remain visibly unlocalized.

Build provenance

  • Source commit: 711e9d956dcfe8adc272835e05cd1ff51f1b1834
  • Artifact: rLogs_0.1.144_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: 818CE563EB7A76CB36789D1D191BD201DF90661C725A2896E670232A139E2773
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.144_SHA256SUMS.txt

rLogs v0.1.143

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@github-actions github-actions released this 11 Sep 12:50

rLogs v0.1.143

Highlights

  • Adds separate hostile cast lanes to the desktop and website timelines, showing exact observed cast starts before the player skill/death lanes without inferring boss identities.
  • Keeps hostile cast lanes visible when player graph lines are toggled off, and uses trusted localized action names and icons where available.
  • Publishes timeline schema 7 with a bounded reducer-authored hostile-source roster, exact evidence, target-aware single-POV deduplication, and canonical multi-POV clock alignment.
  • Localizes desktop death-cause summaries and every fallback label through the UI catalog.
  • Locks the Overlay canvas visual contract with regression coverage: a dark translucent edit canvas, no passive canvas/backplates, and only user-configured widget background opacity during play.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; ordinary parsing, localization, and non-seasonal build compatibility carry forward, while rDPS remains limited to reviewed identities
  • Public report schema: 17; projection revision 11; public reconciliation schema 20; combat timeline schema 7
  • Overlay layout schema: 2, backward-compatible; layouts without Background values migrate to 0%

Capability status

  • Available: Exact hostile cast and player skill/death timeline lanes, trusted skill presentation, synced-POV cast alignment, transparent passive shared-canvas widgets, editor-only dark canvas and widget bounds, Done/Escape edit exit, and configurable Scroll Lock visibility.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely. Historical projection publication remains paused until the inverse rollback transaction is implemented and tested.

Known limitations

  • Existing public reports are not automatically upgraded to timeline schema 7. Bounded audit-only dry runs are safe while publication is paused, but older submissions will not gain exact skill, death-cause, or hostile-cast lanes until rollback-safe reprojection is enabled.
  • Automatic late-route discovery for modern ExitLag redirection remains follow-up work; manual Npcap Loopback selection is available.
  • Hostile actors are intentionally labeled by trusted presentation data or raw actor ID; rLogs does not guess boss names.

Build provenance

  • Source commit: a57257045c63eefacd979d0828cfc3c907afedcd
  • Artifact: rLogs_0.1.143_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: 69860F57D284B46525F7E6C53F52FF49DFED8850BC8E54A46110709227086BA5
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.143_SHA256SUMS.txt

rLogs v0.1.142

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@github-actions github-actions released this 11 Sep 11:32

rLogs v0.1.142

Highlights

  • Removes the Mechanics Map canvas's redundant 94%-opaque full-widget paint so passive gameplay shows only the real map and mechanic content over the game.
  • Hides the map's waiting or unavailable notice after Done or Escape; editor-only status chrome no longer remains over gameplay.
  • Keeps the shared Overlay canvas dark and its widget bounds translucent only while editing. Passive widget backplates remain controlled exclusively by each widget's Background percentage, which defaults to 0%.
  • Promotes 16 exact current-build SkillTable action names through the reviewed desktop localization catalogs, improving website observed-action coverage from 232/262 to 248/262 without guessing unresolved identities.
  • Maps exact timeline skill icons referenced by /game-assets/... to matching trusted site-owned assets, while rejecting mismatched or unsafe paths.

Compatibility

  • Platform: Windows x64
  • Game deployment: Global
  • Game build(s): reviewed pack 24687926; ordinary parsing and localization carry forward across non-seasonal builds, while rDPS remains limited to reviewed identities
  • Public report schema: 17; projection revision 10; public reconciliation schema 20; combat timeline schema 6
  • Overlay layout schema: 2, backward-compatible; layouts without Background values migrate to 0%

Capability status

  • Available: Transparent passive shared-canvas widgets, real-map rendering without an extra opaque canvas fill, editor-only map notices, independent Background and Widget opacity controls, Done/Escape edit exit, configurable Scroll Lock visibility toggle, and expanded exact current-build action localization.
  • Locked: Native in-game automarker placement remains disabled until a current-build outbound placement route and matching visible lifecycle are proven safely.

Known limitations

  • Existing public reports are not automatically upgraded to timeline schema 6; retained reports require a rollback-safe reprojection before exact skill lanes and death-cause evidence appear for those older submissions.
  • Automatic late-route discovery for modern ExitLag redirection remains follow-up work; manual Npcap Loopback selection is available.
  • Overlay monitor selection and per-monitor DPI-aware setup assignment remain follow-up work.

Build provenance

  • Source commit: 34901a19d99a90e9d6096d1a19211a5f10c9fe51
  • Artifact: rLogs_0.1.142_x64-setup.exe (Windows x64, NSIS)
  • Installer SHA-256: DD0C225A657ED18FA67AEF07011CC1C07882047B0FF6308D5D1602DA6E219E30
  • Signing status: Not Authenticode signed
  • Checksums: rLogs_0.1.142_SHA256SUMS.txt