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docs: bring the changelog and user guide up to date for the release - #98

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mcdope merged 2 commits into
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docs/changelog-release-prep
Aug 14, 2026
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docs: bring the changelog and user guide up to date for the release#98
mcdope merged 2 commits into
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docs/changelog-release-prep

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@mcdope mcdope commented Aug 14, 2026

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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/ since beta-6 against the Unreleased section:

  • 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 rather than the rule
  • the C# interface parse fix, which had made those repos generate unfinishable levels
  • TODO encounters following their own text

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:195 and both adding-a-*.md guides state the rule: player-visible changes, in player-facing voice.

The drift is measurable:

section entries dev share
beta-1 – beta-3 20 0%
beta-4 23 8%
beta-5 14 7%
beta-6 35 42%
Unreleased (before) 27 51%
Unreleased (after) 24 20%

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.md claimed the game opens a workspace on "the highest-complexity file". That's the exact behaviour that got fixed, and it contradicted README.md, which already said least-complex. Also now 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 — 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.md promised a locked room for every private method and a teleporter for every goto pair. Both are capped now, so both promises overstated the generator.

mechanics.md needed 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 --noEmit clean, no broken relative links in any touched file. No code changed.

mcdope added 2 commits August 14, 2026 23:17
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.
@mcdope
mcdope merged commit 3d8d049 into master Aug 14, 2026
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