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Data Anchor called OwnerProperties.SpeedManager on the client, which no longer exists, so pressing Q errored. The freeze now runs on the server through PlayerSpeedManager like the other abilities. Callback Ping used self.owner instead of self.Owner, so its speed factor was never removed.
When the killer's chase theme layers are missing, the terror radius loop iterated over nil every frame and flooded the output with errors.
Hitbox calls OnHit on the static character module, so Commander's self.OwnerProperties was nil and every hit on him threw errors. OnHit now receives the humanoid that was hit.
A code-built first map (tools/maps/Instalacion.luau, run through the Studio MCP): yard, central building, sheds, containers, flickering lamps, two spawn layouts and per-map night lighting. Also fixes two engine issues found while testing it: with exactly two spawn layouts the killer and survivors could use different layouts, and a missing KillersAllowed attribute stopped rounds from starting. Lighting now defaults to Future in the Rojo project.
Hits leave scratches, holes, dust, sparks and debris on the surface they strike and push tagged props. The survivor's screen edge pulses red as the killer nears, and the first rounds show device-aware tips.
tools/test.py syncs src into Studio, plays a survivor and a killer round and checks generators, shots, slashes, reactive props, the terror edge, round tips and script errors, then restores the place. The battery caught an intermittent race where character UI indexed ResetOnSpawn ScreenGuis before they were recloned.
A survivor who lives through a killer hit gets Speed I for 2 s and Resistance II for 8 s. The protection is not refreshed by later hits and never lowers a stronger or longer effect. Resistance never worked in the engine: the hitbox looked for it in the wrong place and DamagePlayer did math on the instance. Both now share CommonFunctions.ResistedDamage, applied once after the character's OnHit so the kill check matches the real damage. The battery covers all of it (19 checks).
…ller, plus potato mode
…the LAB-07 facade with its research dome
…wo ramps and a reception desk
…es and an ink veil reveal
…cooldowns, ready pop and a ticking clock in the last ten seconds
…trail, hit and heal pops, low-stamina flicker, generator counter pop and minigame ripples
…not pulse nonstop
…s behind the UI with an ink stroke under wide text, and wire the new hand-drawn icons, renders and ink textures
…us its design and plan
…with ramp exits, a sunken pit with slab loops, sawdust mounds, cliff, log wall and pine forest
…, the canal hazard and lumber-yard cover clusters
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Qué cambia
Mapa nuevo: «La papelera del bosque» (capa 1 de Anomalis). Una fábrica de papel y aserradero de noche que tapa el laboratorio LAB-07. Se construye con
tools/maps/Papelera.luau(en Edit) y queda enServerStorage.Maps.Papelera.ActiveCount = 5), puertas, salidas de incendios de un sentido, puerta del asesino, el canal que hace daño y coberturas en el aserradero.La rama también trae trabajo anterior que aún no estaba en
main: el mapa Instalacion, la UI animada con tinta, los generadores con prueba de habilidad, la batería de pruebas de Studio y varios arreglos (32 commits en total).Por qué
Anomalis necesita su primer mapa propio con historia. La referencia de inmersión es la de las fábricas de Poppy Playtime: marca corporativa encima de la decadencia, máquinas que funcionan y una historia contada por el entorno. Se copian las técnicas, nunca el arte ni los personajes.
Cómo probarlo
rojo servey conectar el plugin de Rojo.tools/maps/Papelera.luauy despuéstools/maps/check_papelera.luau. Debe salirOK 96 checks.tools/maps/life_papelera.luauen Server y luego en Client. Debe salir 8/8, incluido coger el teléfono.python tools/test.py. Resultado actual: 19/19.Para quien revise
Detail: el modo patata la quita en móviles flojos. El cambio de calidad no se puede forzar por script, así que se comprobó por etiquetas (178 piezas y 4 emisores).GeneratorManager). El mapa ya trae el atributoActiveCount.