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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.