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Änderungsmatrix

Änderung Primäre reale Dateien Weitere betroffene Systeme Tests / lokale Prüfung How-to
Neuer V3-Raum Template-Scene, RoomTemplateCatalogV3.tres Selector, Sockets, Marker, Encounter RoomTemplateSelector/Socket; Preview + Integrationseed Raum
Katalogregel RoomTemplateCatalog.cs, RoomTemplateSelector.cs, RoomTemplateValidator.cs Generator-Matrix, Hash/Presentation SelectorTests, alle Beispieltemplates Registrieren
Neue Enemy-Art EnemyDefinitionResource, DefaultEnemyCatalog.tres, Shared Enemy-Factory Composition, Objective, Replay, Boss-Adds Composition-/Encounter-Tests + Sandbox/DEV-Run Enemy
Encounter-Regel EncounterCompositionCatalogResource, EncounterCompositionBuilder, ObjectiveFactory Doors, Quote, Wellen, RoomState Composition-/RunDefinition-Tests Encounter
Boss BossEncounterResource, Boss-Katalog, Boss-Template Phasen, Attacken, Adds, Hazards, RequiredBossIds, Drops/Replay Boss-/Objective-Tests + Standard-Run Boss
Objective/Quote DungeonRunProfile.cs, ObjectiveFactory, Tracker HUD, Exit, Completion, Replay Objective-/RunDefinition-Tests Objective
Neue Waffe WeaponDefinitionFactory.cs, WeaponTechnicalDefinitionFactory.cs, Scene/Icon Unlock, Mastery, Loadout, Runtime, UI, Replay/Authority Weapons-/Scene-/Authority-Tests + Godot Waffe
Waffenmod WeaponDefinitionFactory.CreateModifications() Unlock, StatCalculator, UI, Hash Mod-/Stat-/Hash-Tests Mod
Mastery-Perk WeaponDefinitionFactory.CreatePerks() Progression, RunRules, UI, Storage Mastery-/Policy-/Stat-Tests Perk
Unlock Progression/UnlockService.cs, RequiredUnlockId Loadout, UI, Nakama/Migration Unlock-/Validator-Tests Unlock
RunMode RunRules.cs, RunDefinition-Bau Loadout UI, Nakama, Replay, Leaderboard Policy/Hash/Serialization RunMode
Power-up Shared/Gameplay/PowerUps RunPolicy, Authority, Stats, Weapons, HUD, Replay, Cleanup PowerUpSystemTests + DEV-Run/Sandbox Power-up
Nakama RPC TS Model/RPC/main/tsconfig, C# DTO/Service Storage, Auth, UI npm build + local integration RPC
Replayevent Shared Runs/ReplayEvent.cs, Recorder, TS Online-/Chunk-Modelle Playback-Presenter, Validator, Schema Roundtrip/Hash/Chunk/Playback Replay
Hub Movement HubNetworkSync.cs, Networking/Movement, Shared/Hubs Remote avatar, headless, replay zwei Clients, boundary/jitter Multiplayer
UI-Screen Feature .tscn/Controller, ggf. GameFlowRoutes DI, Events, Fokus, Netzwerkservice manuelle UI-Matrix UI
Input Action project.godot, ggf. AppBootstrap.cs, Consumer UI-Fokus, Network/Replay manuell + Logic test Input
Runtime Config Core/Runtime, Config-JSON, .run/Workflows Client/Server/Launcher Parser/Validator + alle Env Config
Headless-Port/Registry RuntimeOptions, ServerBootstrap, Registry Firewall, discovery, compose /servers, zwei Clients Headless
Release/Updater Workflows, src/tools, API, Shared/Bootstrap Manifest, version, rollback Bootstrap tests + staging smoke CI/CD

Nach jeder Zeile außerdem Dokumentationsprüfung und Statusseite aktualisieren, wenn sich eine bekannte Lücke schließt.