Launch progress
What the launch work looks like, newest first. Rebuilt 10 Nov 01:42 from the launch checklist and the lab results. Click any still to enlarge.
Checklist at a glance
Waiting on the user
- U3 GO GIVEN 10 Nov ~01:15: turn ops.friends.enabled ON after the friends lab passes (coordinator flips, then checks iPhone/A22).
- ECONOMY live changes (L3): one go for the ECONOMY_PLAN table (gem prices + rewards; no real-money change); apply with economy/live_changes.py apply --yes (rollback ready).
- B6 USER STEP (~5 min): put https://stickbash.com/delete-account into Play Console + App Store Connect (account deletion URL).
- ONE GO BUNDLE for live changes (no public players yet): (1) L8 promote 8 map packs + features.contentEngine/engineMaps ON; (2) U3 ops.friends.enabled = true (Friends tab appears for builds 13+); (3) L2 identity tuning profile live10 -> live (zero gameplay change). L2 TEST PROVEN 10 Nov: rev 1 (0 values) on rung test, A22 fetched it ('[TUNING] fetch test: ok rev 1'); user steps: Dashboard > TUNING > promote rev 1 to LIVE10, check /v1/tuning?channel=live, then LIVE; rollback per rung. Each has its proof on TEST/local first and a one-step rollback.
- L8: go to promote the reviewed engine packs to LIVE + turn features.contentEngine/engineMaps ON (store builds show no custom content otherwise).
- S3: the inbox support@stickbash.com forwards to.
- S1/B3: add 4 permissions to the Play service account (~2 min).
- A22 awake + Wireless debugging (U4/U5) · App Store Connect API key + Play permission (B3) · Cloudflare access (B4) · Play Store setup (S1) · support@ + Grievance Officer (S3) · test builds 14/15 (S8) · LONG HAUL look (U10) · go for build 16 · final playthrough + go/no-go.
Bots ADVANCED screen fixed on no-notch screens
On screens without a notch the controls covered the labels. Now the layout is clean and the grid scrolls.
Economy: pass-gift exploit closed, gem changes wait for your go
Gifting the PREMIUM pass cost 480 gems on the server but 900 in the game, so two friends could gift each other passes for free. Per the coordinator, a server deploy closes it. A regular player finishes the season pass on day 22 of 30. The proposed gem changes are not applied: they wait for your go.
| Player | Finishes the pass |
|---|---|
| Casual (20 min, 5 days a week) | day 30 today, day 27 with the proposal |
| Regular (45 min, 6 days a week) | day 22 |
| Heavy (2 h, every day) | day 15 |
| Proposed change (waiting) | Before | After |
|---|---|---|
| Pass gift price (gems) | 480 server / 900 game | 1200 both |
| Catch-up boost | x1.5 below 80% of pace | x2.0 below 85% |
| Login day 4 | 10 gems | 20 gems |
| Free track tiers 26/36/46 | 250 coins | 25 gems |
| Pass kill films (seasons 1-3) | automatic pick, can be a kill already free | pinned picks from kills on sale |
Model: 5 min a match, 45% win rate, expected values. No real-money prices change. Plan: Scratch/coord/economy/ECONOMY_PLAN.md (sections 0, 2, 3).
Server tuning proven on the Samsung A22 (TEST only)
The server changed pistol damage 26 to 27 on the TEST channel only. The phone fetched it and applied it at the next match start ("1 fields written, 1 overridden"), then it was rolled back to defaults after 100 s. LIVE was never touched. This is the proof that every weapon and game value can be tuned from the server without a new build.
Log: [TUNING] lines from the A22 unity.log (LIVE-SHOP scratchpad a22rev2). Note: the stills show the phone state, the proof is the log lines above.
Menu speed on the Samsung A22: every page idle at or under 33 ms
11 of 11 pages now hold p95 <= 33 ms (old shader: 1 of 11). Fix: static comic paper is baked once per panel into a cached texture, hidden layers are culled. Page OPEN times are still being measured.
Idle p95 frame time in ms, lower is better. Measured frame times come in steps, so values jump 22 / 33 / 44 / 55. Sources: coord/a22over2/summary.txt, coord/t7shader_162cf547d_usb/summary.txt. Row U4 is still [~].
Purchases ask the real store sheet directly (no more TEST PURCHASE)
Before: every real-money buy first showed our own "TEST PURCHASE / NO MONEY IS CHARGED / BUY (TEST)" sheet, then the real store. Misleading and a review-rejection risk. Now: 6 of 6 real-money paths go straight to the store sheet, 0 test words. Proven on the second Mac, run realstore-43d8, 15 checks pass, 0 fail, merged in train8.
The 6 paths, after






Still to do: strict rescan of the build-16 store artifacts. Row S9 is [~]. Stills: Scratch/mac2/runs/realstore-43d8/.
Old MATCH SETUP removed everywhere
The old setup screen (BOT BASH, CUSTOM presets, RULES / ITEMS / ARENA / FUN / LOBBY) is gone. The Bots screen has ADVANCED instead, and the results SETUP button leads to the new flow. Lab liveshop-oldsetup-16a688747: 11 pass, 0 fail, rebased on train8, compile clean x3, merging.
Row U1 is [~] until the merge lands.
Stage 5 taunt / emote / win-dance / gloat engine: done
Taunts, emotes, win dances and gloats now run from the engine. Existing ones (LOSER, THE L STAYS, DAB, BHANGRA) play identically to build 15, proven by draw digests, sim, sounds and events at low and high quality.
Full evidence line from the checklist
game eng-taunt fe8fd9de9, content eng-taunt eeebb86; Mac engperf-6mac (ef8f57bed) low+high: LOSER, THE L STAYS, DAB, BHANGRA (result + wheel) identical on draw digests/sim/sounds/events (tools/engine/proof/perf_proofs.report.json; one LOSER-high events-only frame = real-time fade harness noise, digest fixed 7afaf2d1e, clean re-run engperf-7 on VM); perfmix3 47/47 vs build-15 player; perfnet 9/9; determgate PASS; csc 0 x3; coretests 614/0; ENGINE_API 6, wire stays 146. MR sent to ENG-INTEG for train8. Note: built-in BHANGRA may differ <=1 ulp vs build 15 (look-only).
Season pass: retired skins removed
Retired CAMO / CARTOON / NEON / TAPED skins can no longer appear in the season pass.
Config v16 published, diff touched only ops.seasons.pass.tables. Git: stickbash-online liveshop-catalog-10001 4e6809d. Row L1 is [x].
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