G.hdRemaster persisted in localStorage (meatslicer_hd_remaster), toggled
from the title screen via H key or the bottom-left tag; activation reloads
so the asset tier and canvas resolution swap at boot. draw() applies a
uniform hdScale() transform, the room-layer cache renders at render scale,
and image smoothing follows the tier.
- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art
- Wider, walkable doorways: clear passage for open, teeth only when locked
- 500ms spawn telegraph so wave spawns no longer blindside the player
- Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50%
- Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure
- Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips
- Readable 8-page field manual (bigger panel + fonts, implants split)
- HUD opacity slider in pause menu (boss bar + toasts stay opaque)
- Scrap Feed now has diminishing returns like Thick Hide
- Docs, cache-bust v37, and smoke coverage for all of the above
A [?] HELP button (or H key) on the pause screen opens a seven-page
technical manual: controls, run loop, arsenal, mutations, implants,
bestiary and pressure/defense math. List pages render live from the
WEAPONS/ITEMS/PERKS/ENEMY_TYPES/BOSS_DEFS tables so values never drift.
Also unifies the sfxbank fetch cache-buster with the v36 bump.