tester handout regenerated for Friday (build 4.11.913): section A rebuilt around the week's 9 fielded fixes (#162 headliner + #156/#154/#164/#163/#135/#128/#166/#169, Cyd's #48-family, #136 explained-authentic), #167 added to monitor, #132 cross-referenced to the #164 beam family, counts recomputed (58 open)
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@@ -1,7 +1,8 @@
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=============================================================================
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BT411 -- ALL OPEN TRACKER ISSUES (59), SORTED FOR PLAYTESTERS
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Updated 2026-08-10 (evening) -- after Oracle's full annotated sweep, which
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closed 35 issues. Thank you Oracle: that is what this list is for.
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BT411 -- ALL OPEN TRACKER ISSUES (58), SORTED FOR PLAYTESTERS
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Updated 2026-08-12 -- for the Friday 8-player night, build 4.11.913.
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Last week's reports produced 9 root-caused fixes; they are ALL in this
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build. Section A is the payoff -- please verify.
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=============================================================================
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HOW TO REPORT: drop a line in Discord with the issue number and PASS /
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FAIL / what you saw. Screenshots and rough times help; logs get collected
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@@ -11,32 +12,65 @@
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-----------------------------------------------------------------------------
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A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build)
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-----------------------------------------------------------------------------
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#149 Glass cockpit stutter / hitching ** HEADLINER **
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First fielded build with the fix. Glass users -- especially Oracle:
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mission load and play should feel smooth again (repaints now skip
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windows whose gauges did not change).
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#150 Double kill credit (one kill counted twice) ** HEADLINER **
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First fielded build with the fix (868's double-kills were pre-fix).
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TEST: kill someone with a missile volley -- scoreboard +1, not +2.
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#69 "Sunder V1" renamed to DENKOU
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TEST: vehicle picker shows Denkou -- era witnesses, confirm spelling.
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#71 Closing the Plasma window lost it until restart
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TEST: X the plasma window -- it minimizes to the taskbar; click restores.
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#25 Gamepad turn profile (stick X could not turn the mech)
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TEST: RajelAran -- bind an axis to "Turn" in content\bindings.txt.
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#27 Autocannon/Gauss dealt the wrong damage type
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Oracle asked for a RETEST before closing: ballistics should feel/score
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like solid shot (no blast splash).
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#162 Kills/deaths multi-counted; -500 death penalty missing ** HEADLINER **
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A same-frame double-hit death credited the killer twice. Fixed and
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stress-proven at 4 and 8 nodes. TEST: watch the scoreboard math all
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night -- kills exact, one death = one -500. Wrong? Screenshot it.
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#156 No fade-to-black at mission end ** HEADLINER **
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The window slamming shut WAS the bug. Rounds now end with a 1-second
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fade to black (and start with the white flash + fade-in).
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#154 Generator: no alarm at thermal trip / never came back
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"Generator out" (Yip's voice) now speaks AT the trip. Recovery was
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always the manual's rule: back online at HALF-cooled after a spin-up.
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TEST: ride heat until the generator drops -- voice at the loss?
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#164 (Conn Man) hanging laser beam riding the rudder
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Beams can no longer draw unless the weapon is genuinely firing.
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If ANY beam hangs anyway, your log names the weapon -- that log is
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GOLD, send it with the rough time.
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#163 Frozen in the ended mission / hang on exit
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Ordered exit everywhere. TEST: host and non-host, end of every round.
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#135 Coolant leak with NO flashing annunciator
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The leak was flashing the WRONG lamp (and could stick forever).
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TEST: take a leak (ram someone) -- the generator lamp for THAT loop
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flashes, and stops when it should.
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#136 Leaking SHUT loop responds to component toggles
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EXPLAINED AS AUTHENTIC: the alarm SOUND is one-shot per new leak,
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the lamp FLASH is continuous while leaking. Confirm the description
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matches what you see and we close it.
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#128 Ramming terrain = instant coolant leak
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Ram damage eligibility fixed -- walls and rocks no longer puncture
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loops. TEST: bump terrain hard; leaks come from combat, not curbs.
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#166 LRM ready on MFD but refuses to fire (until eject)
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Root cause was an eject PRESS whose release got eaten (Steam overlay
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/ focus steal). Structurally fixed + every eject is logged.
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TEST when it happens anyway: tap EJECT (authentic unjam) and report.
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#165 X'd-out weapons appear to still fire
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Could NOT reproduce -- destroyed weapons refused 4,213 straight
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trigger pulls on the bench. What you likely saw: the recharge dial
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still cycles under the X (arcade does too) + surviving weapons'
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beams. Every energy discharge is now named in the log -- if you see
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it again, we will know the weapon by name.
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#169 (Lynx) LEAVE LOBBY button clipped; 8-player roster clutter
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TEST: host with 8 -- roster clear of the LAUNCH button, LEAVE fully
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visible.
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#48-family (Cyd) Secondary-display phantoms + stale colors + plasma junk
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Phantom filled boxes around inactive CONTROL MODE entries and the
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stray block by the heading dial: GONE. Armor rosette colors on glass
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panels now track live. Plasma marquee no longer shows boot garbage.
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#27 Autocannon/Gauss dealt the wrong damage type (retest for Oracle)
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Ballistics = solid shot, no blast splash. BONUS this build: ballistic
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rounds can now genuinely MISS a moving target -- dodge and the round
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carries downrange (authentic; shells fly a full 5 seconds).
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#38 Mech colors reverted on respawn
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TEST: custom paint, die, respawn -- colors stay.
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#39 Controls were live before the game screen appeared
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TEST: mash fire during load -- nothing happens until the scene shows.
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#21 Recharge arc + fire-ready dot dark after eng-page use
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TEST: use the engineering page mid-fight, weapon keeps firing.
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#30 Weapon-state presentation (jam lamp confirmed working)
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TEST: btejam lamp lights ONLY on a real jam.
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#41 (David/Auric) launcher killed before it could run -- forensics armed
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TEST: if join.bat ever fails again, send content\lastrun_join.txt.
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#56 MFD buttons drift away from where they are drawn
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TEST: alt-tab / focus changes mid-round -- buttons stay aligned.
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#147 Range caret vanished for the session (ticks stayed)
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Monitoring: if it happens, the log traps the culprit -- just report it.
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Monitoring: if it happens, the log traps the culprit -- just report.
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#158 (Sauron) could not move after respawn until throttle cycled
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TEST when it happens: does cycling the throttle free you?
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YES -> the #146 release mechanic (expected). NO -> map + spawn spot.
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@@ -44,32 +78,28 @@ A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build)
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-----------------------------------------------------------------------------
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B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
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-----------------------------------------------------------------------------
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#24 Controller hat/look view sticks (recovers after wiggling)
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#37 Mech torso appears BACKWARDS to other players (transient)
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#74 8BitDo gamepad works solo, dead in Steam MP (VexUbiquity)
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#102 Owens: full-throttle run -> hold reverse = animation/audio hang
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REPRO known (exterior cam, savannah); self-clears on a torso twist.
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#125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it)
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#126 Peer weapon fire invisible AND silent from some positions
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#128 Ramming terrain = INSTANT coolant leak -- Oracle re-confirms STILL LIVE
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#130 Vulture "skating" (gliding without walk animation)
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#132 (Conn Man) persistent yellow line on the HUD in every mech
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#135 Coolant leak with NO flashing annunciators -- Oracle re-confirms LIVE
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#136 A SHUT leaking loop starts/stops leaking with COMPONENT toggles
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(Oracle marked "Clarify" -- one more description pass requested.)
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Possibly the #164 beam family -- if you get it, note which weapons
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you fired last and send the log.
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#143 One panel hit -> smoke erupts from MULTIPLE places at once
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#153 Basic-mode elevation limit only applies after cycling modes (fix pending)
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#154 Generator Out warning fires on the WRONG EDGE (at recovery, not trip)
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Refined by Oracle: the stuck-forever gen did NOT reproduce; era rule =
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gens return at HALF-cooled (red bar portion gone). Threshold audit due.
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#153 Basic-mode elevation limit only applies after cycling modes
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#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant stay live
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(Oracle mapped the exact bank split; #50 closed into this ticket.
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Flicker half = authentic. Next: is the bank capture authentic too?)
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(Oracle mapped the exact bank split; flicker half = authentic.
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Next: is the bank capture authentic too?)
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#159 (Conn Man) lag during drops -- missiles / fire exploding in empty space
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NOTE: shooter + target + rough time; match receipts measure the rest.
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#160 Pod cab: RIO axis dropouts + boot wedges (hardware investigation)
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Cab-side only. Bounded-write hardening is in this build; the cage
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Cab-side only. This build adds a sharper stall detector; the cage
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hardware work continues with Nick.
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#167 (Oracle) reticle lock circle absent on ALL targets for a stretch
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Monitoring: note the time and whether a relaunch cleared it.
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-----------------------------------------------------------------------------
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C. STILL-OPEN ERA QUESTIONS
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@@ -110,16 +140,13 @@ E. KNOWN GAPS -- confirmed and on the list, no need to re-report
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#121 Sensor HEAT has no consequences yet
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#123 Searchlight: the visible LIGHT + night-fog swap still to come
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#145 IR "predator vision": decode done, display not implemented
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#156 Fade-to-black at mission end not happening
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-----------------------------------------------------------------------------
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F. INTERNAL ENGINEERING BACKLOG (nothing to test)
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-----------------------------------------------------------------------------
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#14 Glass panel unreconstructed button handler backlog (census)
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#17 Cavern upper-butte halves lack a collision stream (authenticity TBD)
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#21 Weapon recharge arc dark after eng-page use (symptom trail -> #62)
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#28 Confirm the vital-subsystem-crit death path can fire (machinery in)
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#30 Weapon "unavailable" (level-7) display verification + accessor cleanup
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#63 PlayerStatus reads raw 1995 offsets (databinding trap, dormant)
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#64 damageZone shadow field (half-fixed; consequences disarmed)
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#65 HandleMessage non-virtual across 10 classes (latent dispatch trap)
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@@ -128,8 +155,9 @@ F. INTERNAL ENGINEERING BACKLOG (nothing to test)
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#117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI
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=============================================================================
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End of list. 59 open issues total:
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12 verify (2 headliners), 17 reproduce, 3 era questions, 3 design calls,
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14 known gaps, 11 internal.
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35 issues closed 2026-08-10 on Oracle's annotated sweep.
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End of list. 58 open issues total:
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19 verify (2 headliners), 13 reproduce, 3 era questions, 3 design calls,
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13 known gaps, 9 internal.
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Last sweep: 35 issues closed 2026-08-10 (Oracle's annotated pass); this
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build fields fixes for 9 of the tickets YOUR reports opened since.
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=============================================================================
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