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Commit History
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Rebuild map bundle for Desert biome + golden sand; carry desert assets
- Rebuild web/mapSandbox.js from auto-battler: Desolate Desert page (golden-sand patches, grouped Biome nav) + tilesheet click-to-identify (pulsing outline + used-cell tint), with scoped worldmap.css. - Carry the curated DesolateDesert assets (tiles/props/prop-shadows/mockup) into web/assets so the Space can render the biome. - Sync web/engine.js + web/comboBattler.js to auto-battler dev (spawnActor/field). - web/tiny.js: World Map tab opens the finite Game World page. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>977a4c1
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Add World Map sandbox tab; fix ported-component styling on the Space
Wire the shared Map playground (web/mapSandbox.js, synced from auto-battler) into a World Map tab: pill switcher + all six sub-pages. build.sh bundles it, copies worldmap.css, and curates exactly the ~105 map tilesets via the MAP_ASSET_URLS manifest (no whole-pack copy). curate_assets.py is now manifest-driven and also walks effects.json (its 204 effect/status icons were missing). Host fixes so ported component CSS matches auto-battler instead of losing to Gradio's own styles: - extract :root design tokens -> web/shell/tokens.css (linked in HEAD) - strip Gradio's .prose/.gradio-style wrappers off sandbox stages (web/tiny.js) - scope component CSS under its stage id (build.sh) so it outranks Gradio's .gradio-container-<ver> button/* base resets - reroot /assets -> /sprites (incl. *.json) in the URL shim - gate upgrade-insecure-requests (CSP meta + middleware) to the HTTPS Space so plain-http LAN testing no longer hits ERR_SSL_PROTOCOL_ERROR Co-Authored-By: Claude Opus 4.8 (1M cont…c7dba29