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Handoff — 2026-06-22 — Version 3.0.25

Agent

Pi (AI Coding Agent)

Session Summary

Full repository synchronization protocol executed: multi-branch intelligent merge (forward + reverse), two critical collision bug fixes, production deployment, and workspace cleanup.


What Was Completed

1. REPOSITORY SYNCHRONIZATION (Step 1)

  • Fetch all: git fetch --all --tags on root repo
  • Submodule update: submodules/bobui updated (tracking github.com/robertpelloni/bqt.git)
  • Master up to date with origin/master

2. INTELLIGENT MERGE ENGINE (Step 2)

Branches analyzed:

Branch State Action
jules-3-0-10-sanitization-and-editor-updates Active — v3.0.25 with Wasm, WebGPU, AI NPCs Reverse-merged master into it, then forward-merged into master
jules-3-0-9-engine-sync Stale — all features already in feature branch Ignored
jules-port-legacy-engines Stale — submodule additions later removed Ignored
dependabot/npm_and_yarn/npm_and_yarn-2b7950959a Single security fix Forward-merged into master

Reverse Merge (master → feature branch):

  • Created merge-master-into-feature branch tracking the big feature branch
  • Merged master with collision fixes into it
  • Conflicts resolved in: VERSION.md (kept 3.0.25), package.json (kept 3.0.25), WorldScene.ts (kept both GenerativeAIManager + HitDetectionSystem imports, applied collision fix ordering)
  • Restored HitDetectionSystem.ts from master (was deleted in feature branch)

Forward Merge (feature branch → master):

  • Merged merge-master-into-feature into master
  • 50 files changed, 2625 insertions, 571 deletions
  • No conflicts (already resolved in reverse-merge)

3. CRITICAL BUG FIXES (Applied in both branches)

Bug #1 — Player Could Not Move

  • Root Cause: isHitTile() checked HitDetectionSystem BEFORE legacy fallback. getHitLayerValueAtPixels() returns true (blocked) when utilityLayersLoaded is false (which it always is — markUtilityLayersLoaded() never called).
  • Fix: Moved legacy fallback check to run FIRST.

Bug #2 — Walls Don't Block / Walk Through Objects

  • Root Cause: FLOOR_IDS check on ground layer ran BEFORE WALL_IDS check on objects layer. Walls on floor tiles were skipped as "walkable".
  • Fix: Reordered: wall on object layer checked before floor exception.

4. PRODUCTION DEPLOYMENT

  • Rebuilt: VITE_SERVER_URL=https://ws.bobsgame.com npm run build
  • Deployed to Hetzner /srv/www/bobsgame.com
  • Re-deployed twice: first fix (movement), then second fix (walls)
  • Verified with full production stack check (all 4 checks passed)
  • Cleaned 220+ stale JS files from server

5. BACKEND MAINTENANCE

  • Fixed profiles.json permissions (EACCES fix)
  • Restarted bobsgameweb-server systemd service

Production Readiness

  • Version: 3.0.25 merged, deployed frontend at v3.0.10 (latest stable build)
  • Frontend: https://bobsgame.com — collision fixes live
  • Backend: https://ws.bobsgame.com — clean, healthy
  • Feature branch: Fully merged into master with collision fixes

Next Steps

  1. Build and deploy the v3.0.25 feature set (Wasm, WebGPU, AI NPCs) to production
  2. Verify collision system works with the new physics bridge
  3. Test WebGPU particle system on target hardware
  4. Update audio performance manager for mobile targets