Upgrade request analysis routing
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docs/kb/modules/chunk-and-world-ops.md
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docs/kb/modules/chunk-and-world-ops.md
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# Chunk And World Operations
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## What This Module Covers
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This module handles world-scale navigation and chunk-backed operations rather than single-asset editing.
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## Existing Capabilities
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- neighborhood chunk loading around the current viewport
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- chunk move, duplicate, rotate, flip, and delete flows
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- world overview interactions
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- bookmark and point-of-interest navigation
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- batch save paths for chunk edits
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docs/kb/modules/content-assets-and-imports.md
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docs/kb/modules/content-assets-and-imports.md
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# Content Assets And Imports
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## What This Module Covers
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This module tracks how tiles, sprites, images, and related metadata are stored, imported, previewed, and connected to editor features.
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## Existing Capabilities
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- content records for tiles, sprites, and images
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- imports and source-image handling
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- preview generation for art assets
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- tile and sprite catalog usage across editor tools
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docs/kb/modules/graphics-painter-features.md
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docs/kb/modules/graphics-painter-features.md
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# Graphics Painter Features
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## What This Module Covers
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This module is the detailed quick-reference for the asset art editor. It is where requests about painting graphics, recoloring sprites, frame editing, and art-side tooling should route.
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## Existing Capabilities
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- rectangle, circle, triangle, and line tools
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- outline, fill, and combined shape modes
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- shape erasers
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- animation timeline editing
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- frame duplication and ordering workflows
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- preview background support
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- animation preview window
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docs/kb/modules/launcher-and-site.md
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docs/kb/modules/launcher-and-site.md
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# Launcher And Website Surface
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## What This Module Covers
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This module focuses on the public-facing launcher, its presentation, its navigation, and the supporting request/news board behavior shown outside the main editor runtime.
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## Features
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- floating-window launch flow for the studio
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- branded landing presentation
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- launcher background art treatment
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- request/news tab switching
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- repo link and launch affordances
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- admin-window entry point from the public board
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docs/kb/modules/persistence-history-and-api.md
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docs/kb/modules/persistence-history-and-api.md
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# Persistence, History, And API Writes
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## What This Module Covers
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This module explains how edits become saved data, how history interacts with those edits, and where API writes sit in the workflow.
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## Existing Capabilities
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- save pipeline for chunk data
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- save pipeline for content records
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- history-aware editor state
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- server endpoints for persisted editor data
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docs/kb/modules/rendering-runtime-bridge.md
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docs/kb/modules/rendering-runtime-bridge.md
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# Rendering And Runtime Bridge
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## What This Module Covers
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This module explains the handoff between authored editor data and runtime-facing map rendering behavior.
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## What It Usually Means
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- how edited data appears in the viewport
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- whether animations actually play in live rendering
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- how runtime entities or assets would consume editor-authored records
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- how gameplay requests may imply editor-side metadata
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docs/kb/modules/request-board-operations.md
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docs/kb/modules/request-board-operations.md
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# Request Board Operations
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## What This Module Covers
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This module describes the request intake, queue automation, admin review experience, deletion flow, and protected moderation tools.
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## Core Capabilities
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- public request submission storage
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- pending versus active request state
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- structured review metadata
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- admin-protected editing and deletion
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- queue worker launch and rerun flows
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- recent log viewing
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- popup review details for long-form analysis
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docs/kb/modules/request-routing-playbook.md
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docs/kb/modules/request-routing-playbook.md
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# Request Routing Playbook
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## Purpose
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This module exists to help the queue worker turn messy, broad, or slang-heavy requests into a useful first interpretation before the deeper implementation pass begins.
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## Routing Rules
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- Prefer existing Worldshaper terminology when a user uses nearby language.
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- Split one submission into multiple request items only when the text clearly asks for separate changes.
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- If a request is broad, still produce a useful interpretation instead of returning an empty or dismissive review.
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- Low confidence should change the recommendation and review notes, not erase the attempt to help.
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## Ambiguous Request Handling
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- "Make the game better" is not zero-information. Treat it as a broad improvement request and map it to `General` plus the most likely systems.
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- "Add horses" is a content-plus-runtime request unless the text narrows it down. It may imply:
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- visual assets
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- placement on maps
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- runtime entity support
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- "Fix painting" should first determine whether the user means map tile painting or the Graphics Painter.
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## What The First Pass Should Produce
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- matched terms and likely meanings
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- candidate tags
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- likely systems
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- ambiguity level
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- a short rationale safe for admin review
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- possible directions if the user intent could branch
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## What The Second Pass Should Produce
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- clean title
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- primary category
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- standardized tags
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- parsed interpretation
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- implementation approach
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- review rationale and options when the request is still uncertain
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docs/kb/modules/terminology-engine-language.md
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docs/kb/modules/terminology-engine-language.md
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# Terminology And Engine Language
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## Purpose
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Users often describe systems with game-development slang instead of the editor's exact names. This module helps map that language back into Worldshaper concepts.
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## Common Term Bridges
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- "sprite editor", "painting tool", and "recoloring tool" usually point toward `Graphics Painter`.
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- "map painting", "brush", and "grid editing" usually point toward `Tile Canvas Tools` and `Layers And Tile Editing`.
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- "engine", "runtime", or "actual game" usually point toward runtime-facing systems, not just editor windows.
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- "characters", "actors", and "entities" often cross `Content`, `Rendering`, and `Worlds`.
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- "map", "grid", and "tiles" can refer to chunk-backed tile placement rather than image editing.
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## Meaning Differences That Matter
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- Painting on the map is not the same as painting an asset.
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- A tile is usually a world-placement record. A sprite is usually an art asset or entity-facing image record.
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- A chunk is the storage and streaming unit, not just a visible square on screen.
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- A runtime request can require editor metadata even if the user only talks about gameplay.
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docs/kb/modules/tile-canvas-tools.md
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docs/kb/modules/tile-canvas-tools.md
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# Tile Canvas Tools
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## What This Module Covers
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This module is about painting and editing the live map grid, not editing the source art for tiles or sprites.
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## Existing Capabilities
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- freehand paint on the active layer
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- rectangle, circle, and line-based placement workflows
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- erasing on active layers
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- height-aware sparse paint behavior
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- background tile and background-hole modes
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- grid-backed placement within chunk data
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