Add hidden dev debug console (v0.5.0)
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# Changelog
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All notable changes to **MeatSlicer** are documented here.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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---
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## [0.5.0] — 2026-07-30
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### Added
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- **Hidden in-game debug console** — a dev-only cheat/inspection toolset opened with the backtick `` ` `` key from play or pause, gated behind a launch flag so it stays undiscovered in normal play (`MeatSlicer.exe --dev`, `npm start -- --dev`, `play-dev.bat`, or `localStorage.meatslicer_dev='1'`). Eight tabs reusing the field-manual canvas UI:
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- **Player** — hp/maxHp/shield/level, full-heal, kill, grant levelups, force the perk draft, teleport to cursor, and god-mode / infinite-ammo / one-shot-kill toggles
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- **Weapons** — equip any of the 16 weapons (old weapon goes to the holster), refill/set ammo, drop at cursor, spawn item pedestal
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- **Items** — give, remove, or set exact tier for any item via a stat-rebuild; presets for one-of-everything, max-everything, clear-build
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- **Perks+Active** — grant any of the 22 perks by id, remove drafted perks, equip/fire any active item
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- **World** — warp to any floor, teleport to the boss/item room, clear/kill room, spawn any of the 11 enemy types (count + elite) or any of the 9 bosses by id, spawn pickups
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- **Pressure** — set the pressure value or dial numerically, freeze pressure, live gain/relief readout
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- **Stats** *(read-only)* — the full `p.stats` table in two scrollable columns, diff-highlighted against defaults, plus powerScore, entity counts, and a wall-clock FPS meter
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- **Misc** — timescale (0.25×/1×/4×), freeze + single-frame step, render visualizers (collision circles, arena bounds, enemy HP numbers, hazard shapes, magnet radius), set score/kills/streak, trigger game over, SFX/FX test buttons, and a pin-live mode that keeps the world running behind the panel
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- **Run tainting** — any mutating debug action marks the run so best-score persistence is skipped; the HUD shows a `[DEBUG]` tag and the game-over screen shows "score not recorded". Read-only tools do not taint
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- **Item/perk removal via stat rebuild** — `defaultPlayerStats()` factory extracted from `initPlayer()`, plus `p.perks` tracking in `grantPerk()`, enabling `debugRebuildStats()` to reset and re-apply the whole build
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- **`applyPressureDelta()`** — single mutation point for `G.pressure` (hurt relief, room decay, room-clear gain) so the debug pressure-lock can freeze difficulty in one place
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- **Dev documentation** — `docs/dev-debug.md` (kept out of the player-facing manual)
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### Changed
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- **`spawnBoss()` accepts an optional forced boss index** so the console can spawn any boss by id
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- **`useActive()` accepts an optional force flag** to fire from the debug console outside play mode
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### Fixed
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- **Positional audio NaN guard** — `Sfx.output()` no longer produces a silent/broken node when a caller passes a positionless object (this is why the debug BOSS ROAR test was inaudible); `pan`/`distanceGain` are only computed for finite coordinates
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---
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## [0.4.0] — 2026-07-30
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### Added
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- **Confirmed menu and desktop exits** — explicit confirm dialog before quitting
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- **Locked gore death and enemy health pips** — visual health indicators on enemies, gore-styled death animation locked behind kill state
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- **Variable room shapes and themes** — rooms are no longer uniform rectangles; different shapes and visual themes appear across the descent
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- **Pressure dial expanded to 21 notches** — finer granularity on the pressure mechanic (previously 11 notches)
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- **Five pressure-monster archetypes** — new enemy types that spawn based on pressure level
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- **Boss stairs sealed after victory** — stairs to the next floor are blocked until the boss is defeated; the seal breaks on victory
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### Changed
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- **Pause actions and duplicate weapons polished** — pause menu interactions refined; duplicate weapon handling improved
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### Fixed
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- **Desktop exit disabled in browsers** — the desktop-specific quit action no longer appears when running in a browser
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---
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## [0.3.0] — 2026-07-30
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### Added
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- **Per-weapon ammo refill system** — every special weapon gets an explicit `refill` value (units per ammo pickup, tuned so one pickup funds ~10 kills), replacing the `ammoRefillFraction` log2 heuristic and `ammoWeight` overrides
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- **Stream weapons** — Bile Blunderbuss and The Cauterizer join Red Right Hand as time-denominated stream weapons (`drain` per second) instead of per-shot cost
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- **Boss room ammo** — boss rooms now stock one ammo pickup on entry and drop one guaranteed ammo on death
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- **Calibration tool** — `tools/ammo_sim.js` calibrates every weapon into the 8–13 kills/refill band (all 15 pass); smoke test guards the ammo structure
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### Changed
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- **Sawblades ricochet through enemies** — bounce fix makes them chain effectively
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- **Traps catch 3 victims** — increased from lower cap
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- **Lobbed projectiles arc overhead** — Flesh Masher, Trap Queen, and Swarm Jar payloads now reliably deploy at the target point
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- **Marrow Draught** now covers stream drain
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- **Balance trimming**: Cauterizer burn (2.2s×2 → 1.5s×0.8), bile acid pools (3.5s×1.5 → 2.5s×0.8)
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### Removed
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- **Unused `wpn-hemophage-2.mp3`** — stale audio asset deleted
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---
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## [0.2.0] — 2026-07-30
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### Changed
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- **Toast durations are now per-toast** — `addToast` accepts a third argument for display duration; passive item and active item pickups display for **5.5s** instead of the default 2.5s
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---
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## [0.1.0] — Pre-release (2026-07-29 – 2026-07-30)
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The initial series of commits that built the game from scratch. Grouped by feature area.
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### Added — Core Game
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- **Adaptive progression and item expansion** *(`8ab0857`)* — initial commit with 298 files establishing the entire game codebase: player, enemies, bosses, weapons, items, perks, HUD, rooms, bullets, particles, audio, music, sprites, and the smoke-test harness
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- **Doom-style weapon audio batch** *(`64ac534`)* — all 13 weapon fire one-shots and 4 weapon loops regenerated in a chunky, bass-heavy 1993 Doom style via ElevenLabs
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- **New SfxBank clips**: `ui_active`, `ui_active_empty` (active items), `ui_curse` (legendary pickups), `plr_revive` (Second Skin revive)
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### Added — Items & Progression
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- **Item system overhaul** *(`4f46d54`)*:
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- Item rarity bands (`common`/`uncommon`/`rare`/`legendary`) with per-item tier caps
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- Weighted source pools (elites → common, item rooms → uncommon, bosses → rare/legendary)
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- Rarity-weighted powerScore to cap difficulty inflation from common stacks
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- 14 new passives including Chill Gland (activates `slowOnHit`) and Hooked Sinew (activates `magnetPull`)
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- Rarity-tinted pedestal glow + nameplates, rarity-sorted HUD implant tray
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- Generated 14 item icons; asset cache v=38
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- **Phase 3: 12 hook passives** *(`a93802e`)* — Dead Weight (execute), Cauterized Veins (burn bonus), Pain Engine, Iron Lung, Slaughter Rhythm, Hollow Choir, Sawbone Coil, Glutton's Gut, Thresher Plate, Blood Moat, Meat Hook, Blood Debt
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- **Phase 4: 10 boss-exclusive legendaries** *(`f955232`)* — Butcher's Oath, Second Skin, Twin Sidearm, Crimson Metronome, Abattoir Engine, Gore Crown, Thousand Teeth, Hollow Father, The Last Cut, Meat Grinder (cap 1, boss-only, reset per floor)
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- **Phase 5: Active items** *(`0ec12cd`)*:
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- 10 actives: Bone Nova, Offal Bomb, Blood Transfusion, Cleaver Storm, Butcher's Bell, Marrow Draught, Slaughter Time, Panic Room, Skinner's Coin, Gut Reroll
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- Charges accrue +1/combat room, +2/boss
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- Dedicated active pickup with weapon-style swap-drop; 30% boss / 15% item-room bonus pedestal spawns
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- HUD active slot with charge pips + READY state; ACTIVES help page
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- **Differentiate duplicates** *(`4f46d54`)* — Grafted Trigger, Crow Bait, Hollow Bones, Twin Hearts
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### Added — Pressure & Difficulty
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- **Pressure dial** *(`a02cff5`)* — title-screen dial (-5..+5) tunes pressure rise/relief; score multiplied by live pressure
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- **500ms spawn telegraph** *(`a02cff5`)* — wave spawns telegraph before appearing
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### Added — Weapons
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- **Rebalanced weapon tiers** *(`f71d202`)* via quantitative DPS/range/accuracy/pool scoring:
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- T0: repeater, marrow
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- T1: cleaver, saw, hemophage, eye
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- T2: bile, guthook, fleshmasher, trapqueen, redhand
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- T3: cauterizer, tenderizer, spinaltap, swarmjar
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- **Ammo economy tightened** *(`4dad22d`)* — 25% less ammo per box, 25% fewer ammo drops
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### Added — HUD & UI
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- **In-game field manual** *(`3f856e4`)* — 7-page technical manual (controls, run loop, arsenal, mutations, implants, bestiary, pressure/defense math); renders live from game tables
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- **Vitals HUD** *(`a02cff5`)* — two-row hearts, half-container outlines, half-heart shield pips
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- **HUD opacity slider** *(`a02cff5`)* — in pause menu; boss bar + toasts stay opaque
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- **Readable 8-page field manual** *(`a02cff5`)* — bigger panel + fonts, implants split across pages
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- **Help manual layout fix** *(`d5b1828`)* — tabs shrink to fit 920px panel; implant rows spaced at 26px
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### Added — Visual & Environment
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- **Bigger gore-red Minis** *(`a02cff5`)* — radius 10→14, sprite 32→48 with regenerated art
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- **Wider walkable doorways** *(`a02cff5`)* — clear passage for open doors, teeth only when locked
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- **Item stickiness ramps** *(`a02cff5`)* — 10%/owned item (cap 50%) instead of flat 50%
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- **Generated perk and item icons** *(`9ba0e22`)* — via `gen_assets.py`
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- **Player documentation** *(`c76d126`)* — docs for items, perks, bosses, and gameplay
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- **Desktop build** *(`956f116`)* — Electron app with custom `app://` protocol, borderless fullscreen, single-instance lock, and `MS_VERIFY` diagnostic harness
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### Changed
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- **Bone Knit** *(`8cf9932`)* — now a chance-based room heal: 3% roll per stack to mend half a heart on combat room clear (was guaranteed)
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- **Scrap Feed** *(`a02cff5`)* — diminishing returns like Thick Hide
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- **Ghoul Heart** *(`f955232`)* — now +4 HP (2 full hearts)
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- **Brass Magazine** *(`f955232`)* — ammo efficiency uses diminishing additive formula (same as Scrap Feed)
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- **Audio rebatch** *(`64ac534`)* — weapon fire sounds regenerated in Doom-style
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- **Pinned Electron** `@40.10.2` + `electron-builder@25.1.8` for Node 20 compatibility
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### Removed
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- **Footstep system** *(`64ac534`)* — removed entirely (8 `plr_step*` samples, `Sfx.footstep`, player.js call site, smoke test block)
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---
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## Legend
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| Symbol | Meaning |
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|--------|---------|
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| `Added` | New features |
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| `Changed` | Changes in existing functionality |
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| `Fixed` | Bug fixes |
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| `Removed` | Removed features |
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---
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*Generated from the git log. Last commit: v0.5.0*
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@@ -15,6 +15,13 @@ MeatSlicer is an endless top-down arena roguelite. You are the Butcher, descendi
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| [Enemies](enemies.md) | All 11 enemy types, elites, drops, wave and scaling formulas |
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| [Bosses](bosses.md) | All 9 bosses: rotation, scaling, full attack patterns, counters |
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For developers:
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| Doc | Contents |
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|---|---|
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| [Debug Console](dev-debug.md) | Hidden dev-only cheat/inspection toolset (backtick `` ` `` key, `--dev` flag): all 8 tabs, run tainting, stat-rebuild internals |
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| [Changelog](CHANGELOG.md) | Release history by version |
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### Quick numbers
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- **16 weapons** (1 infinite-ammo sidearm + 15 special weapons across 4 tiers)
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@@ -0,0 +1,118 @@
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# Debug Console (dev only)
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A hidden in-game cheat / inspection toolset. Not linked from the player-facing
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help manual — it is meant to stay undiscovered in normal play.
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## Enabling it
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The console is gated behind a dev flag and is completely inert otherwise (the
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open key does nothing and `G.devMode` is `false`).
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| Launch | Flag |
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| Packaged Electron app | `MeatSlicer.exe --dev` |
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| `npm start` | `npm start -- --dev` |
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| Browser (local server) | `http://localhost:8123/?dev=1` → use **`play-dev.bat`** |
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| Any browser (persistent) | `localStorage.setItem('meatslicer_dev', '1')` in devtools |
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Detection lives in `debugEnabled()` (`js/debug.js`). For the packaged app, the
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`--dev` flag is forwarded into the preload's `process.argv` as `--ms-dev` via
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`webPreferences.additionalArguments` (`desktop/main.js`), and
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`desktop/preload.js` exposes it as `window.MSDesktop.dev` (custom app flags
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aren't guaranteed to reach a renderer's `process.argv` on their own, hence the
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explicit forward).
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## Opening it
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Press the **backtick `` ` ``** (or `~`) key from **play** or **pause**. The
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game pauses (its own `G.mode = 'debug'`). `` ` `` / `Esc` / the `[X]` button
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closes it back to where you came from.
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Navigate tabs with `←`/`→`, number keys `1-8`, or by clicking the tab tags.
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## Run tainting
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Any **mutating** action sets `G.debugUsed = true`. When tainted:
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- `gameOver()` skips the `meatslicer_best` best-score write.
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- The HUD shows a red `[DEBUG]` tag and the game-over screen shows
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`[ DEBUG RUN — SCORE NOT RECORDED ]`.
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- The console footer shows `TAINTED`.
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Read-only tools (the STATS tab, the render visualizers, the FPS counter,
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pinning) do **not** taint. Taint resets on the next run (`resetRun()`).
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## Tabs
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1. **PLAYER** — hp/maxHp/shield/level number rows, full-heal, kill, +1 pending
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levelup, force-open the perk draft, teleport to cursor, +500 score, and
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three toggles: **God mode** (`hurtPlayer` no-ops), **Infinite ammo** (ammo
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topped up each frame), **One-shot kill** (`damageEnemy` forces `dmg=1e9`,
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which still respects Plate Father's plate mitigation).
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2. **WEAPONS** — picker over all 16 `WEAPONS`. Equip (old weapon goes to the
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holster unless it was the Bone Popper), refill ammo, holster current, drop
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the weapon as a pickup at the cursor, spawn an item pedestal, set ammo.
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3. **ITEMS** — picker over all `ITEMS` grouped by rarity, showing current tier.
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Give +1 (routes through `giveItem`), remove 1 tier, remove all, set to max
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tier, or set an exact tier. Presets: *one of everything*, *max everything*,
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*clear build*.
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4. **PERKS+ACTIVE** — grant any of the 22 `PERKS` by id, remove a drafted perk,
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clear all perks. Set / fire an active item from `ACTIVES`.
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5. **WORLD** — warp to floor N (`genFloor` + `enterRoom`), next floor, teleport
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to the boss/item room, clear room, kill all, kill boss, regen floor. Spawn
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any of the 11 `ENEMY_TYPES` (count + elite flag) or any of the 9 `BOSS_DEFS`
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by id (uses `spawnBoss(floor, forcedIndex)`), and spawn pickups at cursor.
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6. **PRESSURE** — set `G.pressure` (clamped to `PRESSURE_MIN..MAX`), set the
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dial, and **freeze pressure** (the `applyPressureDelta` helper in
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`js/state.js` no-ops). Shows live `pressureGainUnits`/`pressureDropUnits`,
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streak, recent hits, and the Abattoir Engine multiplier.
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7. **STATS** *(read-only)* — the full `p.stats` table in two scrollable columns,
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diff-highlighted against `defaultPlayerStats()`. Plus `powerScore()`, entity
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counts, FPS, floor/time.
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8. **MISC** — timescale (0.25×/1×/4×), freeze + single-frame step, render
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visualizers (collision circles, arena bounds, enemy HP numbers,
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hazard/telegraph shapes, magnet radius), set score/kills/streak, trigger
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game over, and SFX/FX test buttons. The **PIN** toggle keeps the panel open
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while the world runs live behind it (and shows a compact always-on-top
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readout when the panel is closed but a visualizer is active).
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## How item/perk removal works (stat rebuild)
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`ITEMS[iid].apply(stats, p)` and `perk.apply(stats, p)` are one-way mutations,
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so removal isn't a subtraction — it's a rebuild. `debugRebuildStats()` resets
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`p.stats` to `defaultPlayerStats()`, zeroes `shieldHp`, then re-applies every
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owned item tier (`p.items[iid]` times, mirroring `giveItem`) and every drafted
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perk (`p.perks`, tracked by `grantPerk`).
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Two caveats:
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- **maxHp-lowering items** (Blood Debt, Butcher's Oath) replay in ownership
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insertion order, so a rebuild can produce a valid but slightly different
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maxHp than the original build order. Current hp is snapshotted before and
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clamped to the new maxHp afterward.
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- One-time player side effects baked into some `apply` functions (e.g. the
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immediate heal from Iron Stomach, the immediate shield from Bone Plate /
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Shield Heart) are re-granted on rebuild. This is intentional and keeps the
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model simple.
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## Architecture
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Everything lives in `js/debug.js`, loaded after `js/help.js` and before
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`js/main.js` in `index.html`. It reuses the help manual's canvas UI primitives
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(`drawPixelPanel`, `drawPixelTag`, `hfont`, `inRect`, `wrapText`) and mirrors
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its `HELP_PAGES` / `updatePauseHelp` structure with a `DEBUG_PAGES` array.
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The hooks into core code are intentionally minimal:
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- `js/state.js` — `debugUsed`/`debugFlags`/debug panel state on `G`, plus the
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`applyPressureDelta()` helper.
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- `js/player.js` — `defaultPlayerStats()` factory (extracted from `initPlayer`),
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`perks: []` field, and the god-mode early-return in `hurtPlayer()`.
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- `js/perks.js` — one line in `grantPerk()` to record the perk id.
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- `js/enemies.js` — one line in `damageEnemy()` for OHKO.
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- `js/rooms.js` — two `applyPressureDelta()` call sites.
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- `js/bosses.js` — optional `forcedIndex` param on `spawnBoss()`.
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- `js/main.js` — `G.devMode` in `init()`, the open gesture in `play`/`pause`,
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the `debug` case in `update()`, timescale in `loop()`, and the
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`drawDebug`/`drawDebugOverlays`/`drawDebugPin` calls in `draw()`.
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- `js/hud.js` + `drawGameOver` — the taint markers.
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