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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.