fix(combat): hydrate skills on spawn/switch, fix grapple anti-cheat dc, monster spawn & cutscenes, and update README feature matrix
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@@ -85,8 +85,9 @@ internal sealed partial class GameRouter
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CombatCodec.SpiritLastUsedWeapon(templateId, weapon.InstanceId));
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await ctx.NotifyAsync(MethodId.SyncSpiritSwitchWeaponAction,
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CombatCodec.SpiritSwitchWeapon(unitId, weapon.InstanceId));
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await PublishSelectedWeaponProfile(ctx, unitId, templateId, weapon, style);
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ctx.Session.Log.Info($"[ACTOR-MIN] presentation unit={unitId} template={templateId} weapon={weapon.TemplateId}/{weapon.InstanceId} style={style.Id} reason={reason} combatModules=false skills=false");
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ctx.Session.Log.Info($"[ACTOR-MIN] presentation unit={unitId} template={templateId} weapon={weapon.TemplateId}/{weapon.InstanceId} style={style.Id} reason={reason} combatModules=true skills=true");
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}
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async Task PublishWeaponSnapshot(
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@@ -175,11 +176,12 @@ internal sealed partial class GameRouter
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// Keep the opening/loading barrier on the proven small traversal capability set.
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// Never activate the entire BuffConfig as one player snapshot: it contains NPC/timeline actions.
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var targetUnitId = state.ActiveSpiritUnitId != 0 ? state.ActiveSpiritUnitId : Profile.InitialUnitId;
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var firstInstanceId = state.NextBuffInstanceId;
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await ctx.NotifyAsync(MethodId.SyncUnitBuffList,
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WorldCodec.UnitBuffList(Profile.InitialUnitId, WebTraversal.InitialCapabilityBuffIds, firstInstanceId));
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WorldCodec.UnitBuffList(targetUnitId, WebTraversal.InitialCapabilityBuffIds, firstInstanceId));
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state.NextBuffInstanceId += (uint)WebTraversal.InitialCapabilityBuffIds.Count;
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ctx.Session.Log.Info($"[CAPABILITY] initial unit={Profile.InitialUnitId} count={WebTraversal.InitialCapabilityBuffIds.Count} loadingSafe=true allBuffsDeferred=true");
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ctx.Session.Log.Info($"[CAPABILITY] initial unit={targetUnitId} count={WebTraversal.InitialCapabilityBuffIds.Count} loadingSafe=true allBuffsDeferred=true");
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}
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}
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