docs: bring the changelog and user guide up to date for the release - #98
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The changelog had drifted in two directions at once. Missing six player-visible changes: the first-run guided tour, opening a repository on its least complex file instead of its most complex one, the cap on locked doorways per level, in-room teleporters becoming an exception, the C# interface parse fix that had made those repos generate unfinishable levels, and TODO encounters following their own text. And dev entries had grown to 51% of the Unreleased section — more than half a player-facing document, including its two longest entries. README.md and both adding-a-* guides all state the rule: player-visible changes, in player-facing voice. The trend is measurable: 0% dev through beta-3, 8% in beta-4, 42% in beta-6, 51% now. Condensed 14 dev entries into 5 short ones grouped at the end (detail already lives in doc/dev/history.md), and ordered the section New -> Changed -> Fixed. Every original player-facing entry is preserved verbatim. Dev share is now 20%. User docs, checked against the code rather than the commit messages: - getting-started.md claimed the game opens a workspace on "the highest-complexity file". That is the exact behaviour that was fixed, and it contradicted README.md, which already said least-complex. Also documents the guided tour, which nothing outside tips.md mentioned. - hud-and-ui.md still described Keys as a held/total count. The HUD draws one coloured pip per locked room now, and hud.ts's own comment explains why the count was dropped. Adds the cheated-run badge, the Player name setting, and the leaderboard's Player column and bot-profile labels. - level-design.md promised a locked room for every private method and a teleporter for every goto pair. Both are now capped, so both promises overstated what the generator does. mechanics.md needed nothing — it was already current on the flamethrower falloff and on Elites being packs.
…the server The env-validation change makes a typo'd numeric knob refuse to start instead of becoming NaN, and the deployment guide said nothing about invalid values — its TURN_TTL_SECONDS row just read "Default 3600". That matters exactly once, at upgrade time: a container running happily with a typo'd value will fail on its next restart rather than carry on with a wrong number. TURN_TTL_SECONDS is the only numeric variable the operator table exposes, so it is the one to check in .env before pulling. Also spells out why the old behaviour was worse than a hard failure: a NaN TTL or rate limit makes every comparison against it false, quietly disabling the guard it was meant to configure.
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Release prep. The changelog had drifted in two directions at once, and three user-guide pages had claims the code no longer backs.
1. Six player-visible changes were missing
Cross-checked the 41 commits touching
src/sincebeta-6against the Unreleased section:2. Dev entries had taken over
51% of the Unreleased section was
Dev:— more than half of a player-facing document, including its two longest entries.README.md:195and bothadding-a-*.mdguides state the rule: player-visible changes, in player-facing voice.The drift is measurable:
Condensed 14 dev entries into 5 short ones grouped at the end — the detail already lives in
doc/dev/history.md, so nothing is lost — and ordered the section New → Changed → Fixed. Every original player-facing entry is preserved verbatim (checked programmatically: 0 dropped, 0 duplicated, all 7 sections intact).3. User docs, checked against the code rather than the commit messages
getting-started.mdclaimed the game opens a workspace on "the highest-complexity file". That's the exact behaviour that got fixed, and it contradictedREADME.md, which already said least-complex. Also now documents the guided tour, which nothing outsidetips.mdmentioned.hud-and-ui.mdstill described Keys as a held/total count. The HUD draws one coloured pip per locked room now —hud.ts's own comment explains why the count was dropped ("it degrades into collected / collectable, a completionist stat wearing a resource's clothes"). Adds the cheated-run badge, the Player name setting, and the leaderboard's Player column and bot-profile labels.level-design.mdpromised a locked room for every private method and a teleporter for everygotopair. Both are capped now, so both promises overstated the generator.mechanics.mdneeded nothing — already current on the flamethrower falloff and on Elites being packs. Worth saying, since "audit the docs" tends to produce edits whether or not they're warranted.Verification
2,927 src tests,
tsc --noEmitclean, no broken relative links in any touched file. No code changed.