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orion-ecs / keen-eye / 30132396849
64%

Build:
DEFAULT BRANCH: main
Ran 24 Jul 2026 11:01PM UTC
Jobs 1
Files 1003
Run time 2min
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24 Jul 2026 10:56PM UTC coverage: 64.782% (+0.001%) from 64.781%
30132396849

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github

tyevco
feat(samples): Add NOVAFALL Phase B - the juice pass (trail, particles, camera, audio, HUD)

Heat becomes spectacle and power on top of the Phase A core, with two new
deterministic mechanics and a full presentation layer that the headless
--simulate mode provably never depends on.

Gameplay (runs identically headless and windowed):
- Floor Smash: at Plasma+, landings shatter the floor (fragments, 4-frame
  hitstop via the TimeScale singleton, camera kick), cost one heat tier,
  award +250, and can never fire on two consecutive floors
- Graze Sparks: threading within 12 units of a gap edge awards +50, bonus
  heat, and a rising-pitch ting per consecutive graze; detection uses the
  KeenEyes.Spatial quadtree (with a teaching note contrasting it against
  CollisionSystem's row scan)
- FrameEvents lifetime reworked: published in Update, consumed same frame by
  sim + juice, consumed next frame by EarlyUpdate camera/hitstop, then
  cleared by FrameEventsClearSystem
- --simulate now prints deterministic smash/graze counters; for seeds with
  no events the final state is byte-identical to Phase A

Presentation (every system no-ops without its extension):
- Comet trail: position ring buffer rendered as three layered DrawLineStrip
  ribbons, plus an additive cone ParticleEmitter, both scaled by tier
- Glow: four concentric additive circles under the ball, heat-keyed and
  sine-pulsed
- Palette as state: a Palette singleton driven by six TweenVector4 channel
  entities + an applier system; four tier palettes tween over 0.6s
- Camera as actor: CameraState singleton + EarlyUpdate CameraSystem (trauma^2
  shake clamped under 6 units, smash kick, speed zoom-out, crush zoom-in)
  composed into the ortho projection handed to I2DRenderer.Begin(matrix)
- Particle pools drawn by the sample's own render pass (stock
  ParticleRenderSystem disabled) so additive blend, camera shake, and the
  readability contract (particles UNDER floors) all hold; fragment bursts
  draw as ... (continued)

8750 of 12782 branches covered (68.46%)

Branch coverage included in aggregate %.

51896 of 80833 relevant lines covered (64.2%)

1.0 hits per line

Coverage Regressions

Lines Coverage ∆ File
3
69.15
-0.53% src/KeenEyes.TestBridge/Process/ManagedProcess.cs
1
79.82
-0.88% src/KeenEyes.TestBridge.Ipc/IpcBridgeServer.cs
Jobs
ID Job ID Ran Files Coverage
1 30132396849.1 24 Jul 2026 11:01PM UTC 1003
64.78
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Source Files on build 30132396849
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