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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.