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TODO: okgame Granular Tasks

  • Hook SFX library (IDs 0-87) into AudioManager.
  • Implement 8-directional animations for Yuu (64 frames) using data/sprites/yuu.json.
  • Fix depth-sorting and collision bugs using extracted hitBoxFromTop values (24px for kids, 30px for adults).
  • Implement YuuEntity class to centralize player logic and animations.
  • Standardize NPC logic with NPCEntity hub.
  • Fix server-side scoping and emit bugs in server/index.js.
  • Optimize audio by prioritizing OGG variants in performance-constrained environments.
  • Implement system path configuration for external tool launching (Aseprite, Tilemap Studio) in CustomGameEditor.ts.
  • Implement AI sprite/tileset processing and wiring in GenerativeAIManager.ts and CustomGameEditor.ts.
  • Implement rate-limiting and input validation for RPG world sync packets.
  • Implement unified particle system and integrate into WorldScene.
  • Refactor weather and footstep effects to use a unified particle system.
  • Evaluate bobui C++ integration with cpp_port/ and implement Wasm bridge skeleton.
  • Implement AI-driven NPC Dialogue generation in WorldEditor.
  • Implement FFT-driven Audio Visualizer (FFTVisualizer & ProjectM/Butterchurn).
  • Implement real-time AI NPC chat in WorldScene.
  • Implement WebGPU-Ready Particle System skeleton and hardware detection.
  • Implement full WebGPU-based compute-shader particle demo.
  • Finalize chiptune3.worklet.js UTF8 string handling (v3.0.18).
  • CRITICAL: Fix isHitTile() — HitDetectionSystem called before legacy fallback, blocking all movement
  • CRITICAL: Fix isHitTile() — FLOOR_IDS checked before WALL_IDS, walls didn't block
  • Repository sync: forward-merge feature branch (v3.0.25) into master
  • Repository sync: reverse-merge master collision fixes into feature branch
  • Repository sync: merge dependabot security update
  • Production deploy: collision fix build + deploy to Hetzner
  • Server: fix profiles.json permissions (EACCES)
  • Cleanup: remove 220+ stale JS files from Hetzner server
  • Connect WasmPhysicsBridge to actual physics loop for performance
  • Build and deploy v3.0.25 stable to Hetzner production
  • Wire WebGPUParticleSystem fully into WeatherRenderer with WGSL hardware detection.