Quintine
684a54f5ad
feat: rework chroma keyer (interior pockets, fringe erosion, despill) and regenerate SD/HD tiers
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Four-stage keyer in flood_key_magenta: unchanged border flood, strict
interior-pocket key, is_magenta fringe erosion, and despill; hd_assets
inherits it via import. New --reprocess mode re-keys assets/raw sources
without API calls (skips tiles, rebuilds sheets, never touches the
manifest). Pure-key #FF00FF pockets are gone from every HD webp.
2026-08-12 18:04:42 +10:00
MeatSlicer Developer
4f46d54e99
Item system overhaul: rarity bands, per-item caps, source pools + 14 new passives
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- Add ITEM_RARITY (common/uncommon/rare/legendary) with per-item tier caps
- Weighted pools per source: elites favour common, item rooms uncommon,
bosses rare/legendary; legendaries are boss-exclusive; capped items excluded
- Rarity-weighted powerScore so deep common stacks inflate difficulty less
- Differentiate duplicates: Grafted Trigger, Crow Bait, Hollow Bones, Twin Hearts
- 14 new clean passives incl. Chill Gland (activates slowOnHit) and Hooked Sinew
(activates magnetPull); revive magnetPull in pickups
- Rarity-tinted pedestal glow + nameplates, rarity-sorted HUD implant tray,
dynamic help implant pages (8 -> 9)
- Generate 14 item icons via gen_assets.py; bump asset cache to v=38
- Update smoke tests for 60 items, per-item caps, pools, weighted power
2026-07-30 15:21:02 +10:00