- The UI stopped paying to discover that nothing changed. Layout used to hash
~1,900 frames' worth of inputs every frame just to decide "quiet"; it now
tracks a mutation epoch and answers with one integer compare, and a settled
frame reuses last frame's rendered quads instead of re-rasterizing every
glyph. ~0.9 ms off every idle frame — with a verify mode, forced on across
all 489 UI tests, that re-runs every skipped resolve in full and asserts it
would have produced identical results.
- Across this run of snapshots, the one number everything is graded by: CPU
work per frame at the crowded dungeon spot went from ~29 ms to ~16.5 ms.
- A lighting question got the full treatment and an honest answer. Units
briefly took a different day/night lighting law; it read wrong on screen the
same evening, and a build-by-build hunt a full week back confirmed the
world's look never regressed in the first place — the change is reverted,
nothing about the look changes in this snapshot, and the question stays
parked until the one remaining unknown in the reference client is pinned.
- The character pane's model booth grew a headless eye — a dump of exactly
what it draws, no live session needed — built for that hunt, kept for the
next one.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>