EFED Manager Studio Studio Updates
Studio Updates
5th June, 2026
- Rebalanced Stage 1 sampler chaos pacing so crowd-thrown weapons are now a rarer late-match beat with a hard limit of one spawn per match instead of repeatedly taking over the stream.
- Reworked Stage 1 kickout balance so current stamina now matters during pin survival, making worn-down wrestlers easier to finish than fresh ones with the same underlying stat line.
- Tightened `Interruption Tease` and `Crowd Momentum` so they now behave more like occasional broadcast/story beats instead of near-constant match noise.
- Tightened `Amazing Comeback` and `Ref Mishap` so major comeback bursts and officiating controversy now land less often and read more like special moments than default sampler rhythm.
- Expanded natural `Post Match Outcome` branching so unseen rope-leverage finishes can now create aftermath scenes even without using the manual conflict override.
- Restricted unseen rope-leverage theft to heel wrestlers so face-aligned characters no longer hit that cheat branch.
- Added a `Force Post Match Conflict` override on Demo Match Engine setup so aftermath scenes can be forced after any finish path for testing and balancing.
- Fixed interruption-rival teases so active wrestlers no longer get announced as their own outside cameo, and corrected momentum commentary wording for downward stat changes.
- Removed the public seed field from the Demo Match Engine and switched match generation to fresh runtime seeds so repeat showcase pairings no longer lock into one visible outcome path.
- Reworked Stage 1 pin logic so non-finisher covers only fire from grounded pressure states inside a short cover window, preventing abrupt stand-up-to-pin flow breaks.
- Added richer position-aware sampler phrasing plus reversal roll-up pin chances so move flow reads more like a wrestling sequence instead of flat hit/miss text.
- Extended the `Ref Mishap` path so missed kickouts can branch into alignment-aware `Post Match Outcome` aftermath sequences after controversial finishes.
- Tightened `Interruption Tease` so it can only fire once per match, with new variants for rivals in the crowd or failed barricade-jump invasions stopped by security.
- Expanded the sampler documentation lane with dedicated module wiki pages for Amazing Comeback, Crowd Momentum, Weapon Chance, Interruption Tease, Ref Mishap, and Post Match Outcome.
- Added schema documentation for the current `Interruption Tease` contract so future invasion, rivalry, and carry-over logic has a tracked baseline before Stage 2 work begins.
- Added a longer-term match-engine stat schema and behavior model spec covering competitive stats, personality traits, derived pin/cheat/crowd ratings, and match-type reuse for ladder, hardcore, tag, and multi-man formats.
- Added an admin-only `Wrestler Schema Preview` page that reads one wrestler, derives the proposed future stat model, shows pin/cheat/crowd/match-type ratings, and doubles as a first-pass mockup for the future wrestler profile pop-up.
- Added a public `/demo/wrestler-schema-preview` surface that reads the demo roster instead, keeps the same schema breakdown, and reframes the profile-card section as a `Sample Hover Over Pop-Up Mockup` for future hover or `View All Stats` use.
- Fixed demo wrestler featured-image fallback so profile-style cards can still render from the base avatar when no `-alt.png` file exists.
- Updated `Populate Demo Images From Starter Pack` so base demo avatars are also mirrored into the featured-image slot when only the main image file exists.
4th June, 2026
- Added a new narration-focused parser cleanup toggle so GPT-style all-caps names and finisher names can be normalized outside dialogue without flattening legitimate shouted speech.
- Refined roleplay parser image-sizing behavior so per-brand/default width and height fields can now be left blank independently, with the missing side falling back to `100%` instead of forcing a fixed export width.
- Added per-brand spotlight-logo sizing for the roleplay parser brand card and reduced the default spotlight logo footprint so demo/public parser surfaces stop rendering oversized brand marks.
- Reworked `/federation/manager?section=branding` onto the newer editor-shell pattern with grouped tabs, cleaner preview surfaces, and bounded asset preview cards for federation logo/background uploads.
- Aligned public/demo sidebar navigation typography down to the tighter 12px nav-item scale already used in admin so the menu system reads more consistently across shells.
- Added a broader cross-browser CSS fallback pass for public/admin surfaces, including safer handling for fixed-background effects, gradient text, blur panels, and older layout support where feature coverage is weaker.
- Added missing viewport meta coverage across shared shells and direct-render pages so mobile devices now pick up the intended responsive breakpoints instead of holding onto desktop-scale layouts.
- Began consolidating repeated admin editor shell styling into shared editor classes so roster, move, and brand editing surfaces can reuse a leaner CSS pattern instead of carrying duplicated tab/layout rules.
- Updated the Demo Match Engine stream avatar treatment so the brand logo badge now anchors inside the avatar frame itself instead of floating against the wider fighter card header.
- Added a public `Modules Registry` page as a proof-of-work inventory surface so major studio systems can be presented as modules instead of drifting into undocumented one-off features.
- The first registry pass covers core showcase areas including demo roster pack, demo move pack, custom brands, custom move table, demo match engine, engine event add-ons, and structured finishers/signatures.
- Added an admin `Cache Buster` page with a manual `Bust Cache Now` action that rotates the current app asset version token using the current UTC date/time.
- Added a shared asset-version helper so the current cache token now feeds public/admin shell asset URLs and footer build text instead of relying only on static file query strings.
- Added the current build/version label into the shared public/admin shell footer using the active cache-buster timestamp.
- Added a public modules-registry link into the main public navigation and tightened core demo/public links around the new proof-of-work surface.
- Consolidated demo navigation ordering so demo home, roleplay parser, match engine, move library, modules registry, and changelog now follow one shared menu sequence more consistently across public demo surfaces.
- Moved the public Demo Roleplay Parser back onto the shared sidebar-shell layout so it now sits with the same left-nav structure as other public/demo pages instead of floating on a separate top-nav shell.
- Collapsed the duplicate `Demo Move Library` surface back into the main `Move Library` route for public visitors, while keeping non-signed-in users on the demo-style navigation set.
- Reworked the public demo stream toward a denser broadcast-style layout with a live turn/momentum header, compact turn rows, persistent timer/momentum/summary footer cards, and larger avatar framing with the brand badge anchored in the lower-right of the portrait box.
- Updated the public demo stream so the fighter side cards and live header can stay visible more consistently while scrolling through longer match logs.
- Added tablet/mobile CSS passes for the public demo engine stream so controls, fighter cards, event rows, footer cards, and move-usage panels collapse more cleanly at smaller breakpoints.
- Fixed demo wrestler and demo brand starter-pack assets so they can be stored as `/demo/...` pack paths in the demo database while still being rendered through versioned app asset routes for proper cache behavior.
- Corrected the demo roster image population flow so `Populate Demo Images From Starter Pack` updates the `demo_wrestlers` records only and returns the admin back to the `Demo Roster` surface after the sync.
- Added a Codex-side pack installer schema note so the current demo starter pack can later evolve into a reusable zip-installed pack model for additional starter packs and module bundles.
3rd June, 2026
- Added Stage 1 `Move Library` foundation with seeded default moves, admin authoring tools, public filterable library view, roster move assignment UI, and image/text validation support.
- Bridged standard moves from the move library into the Demo Match Engine, including full-library fallback for unassigned wrestlers and move-specific reversal text output.
- Reworked move-library presentation to follow match flow more clearly by grouping moves by position starting from `Open`, across both the main move library and demo move library surfaces.
- Extracted the public homepage/sidebar shell into a reusable helper so homepage-style public modules can share one left-nav layout while still allowing the layout to be swapped out later if needed.
- Tightened demo-shell navigation consistency so demo-only surfaces stop mixing in main-site links and keep a cleaner shared public-demo menu.
- Added optional brand-driven wrestler card presentation on the homepage and demo engine surfaces, including derived accent colours and brand-logo card badges.
- Expanded the brand editor into a fuller roster-style editing surface with dedicated `Card Theme` and `Parser` tabs, richer live preview, and editable parser defaults for font sizing, speaker avatar sizing, and location banner sizing.
- Added explicit `Unbranded` brand records plus runtime fallback so wrestlers without a named brand now resolve against managed brand styling instead of only generated colours.
- Reworked the brand editor into a cleaner two-step flow: management view for adding/listing brands, then a focused brand editor with selector, tabs, and live preview aligned to the roster/move editor pattern.
- Tightened the public Demo Match Engine header and hero spacing, reduced the aggressiveness of the setup title, and enlarged the top-bar logo within the available header height.
- Reworked the public Demo Match Engine setup page into a denser fight-card style layout with a compact lower control row for settings, active modules, and match summary.
- Replaced the public Demo Match Engine `How It Works` accordion with a modal and updated the public parser nav to link to Demo Match Engine instead of Submit Match.
- Added clearer per-wrestler move-usage tracking in the live stream, including distinct visual treatment for finishers/signatures and sidebar counts for blocked and dodged offense.
- Simplified demo engine brand labeling by leaning on the brand logo badge instead of redundant `Brand` text callouts, and repositioned the stream badge for cleaner card composition.
- Added a dedicated public `Demo Move Library` route on the demo shell and updated demo-home navigation to point to it directly.
- Reworked the demo move-library view into labelled move-card blocks for easier scrolling and fixed dark-shell text contrast issues across the demo surface.
- Removed main-site links from the demo move-library menu so it now behaves as a true demo-shell module.
- Corrected the wrestler editor moves-tab layout so the move lists stay left-aligned while the live preview remains anchored on the right at desktop widths.
- Added a Codex-side editor pattern standard so future admin editors default to the same selector-plus-tabs-plus-preview structure used by the roster and move editors.
2nd June, 2026
- Added admin-controlled `Demo mode` with isolated demo-only brands, wrestlers, and locations stored outside the live federation data set.
- Added public demo roleplay parser flow that mirrors the submit-roleplay experience while using demo-only brands, wrestlers, and locations.
- Updated homepage roster behavior so public demo mode can surface a dedicated demo roster while admins still retain visibility of the full studio options.
- Added roster brand filtering on the homepage and wired demo/public engine selection so showcase users only see demo wrestlers in public demo mode.
- Added a 12-wrestler demo starter pack with isolated asset paths under `public/demo`, plus seeded demo branding and location banner references for showcase setup.
- Added demo asset manifest and prompt sheet so avatars, wrestler backdrops, brand art, and location banners can be generated consistently.
- Added structured signature and finisher model storage for roster editing, including new persistence fields and migration support for move definitions.
- Added roster editor move builders for signatures and finishers, with base-move selection, damage/type/position controls, setup text, execution text, and live points-budget feedback.
- Added demo-mode migration coverage for the move-builder data model so showcase environments stay compatible with roster editing updates.
- Updated the roster editor to preserve legacy signature and finisher labels for wrestlers that have not yet been converted to the new structured move models.
- Added `public/demo/*` bootstrap entrypoints so `/demo/`, `/demo/engine`, `/demo/engine/run`, `/demo/roleplay-parser`, and the legacy `/demo/roleplay-formatter` URL still resolve correctly when the public demo asset directory shadows router-based demo URLs on the server.
1st June, 2026
- Demo Engine is now publicly accessible at `/demo/engine` (no admin login required for showcase use).
- Added a public left-navigation link to Demo Engine from the homepage for easier guest access.
- Refined Demo Engine setup and stream styling with a full CSS pass for cleaner panel hierarchy, spacing, and responsive behavior.
- Added portrait card constraints for Demo Engine wrestler previews using max-size avatar framing for more consistent card visuals.
- Added setup-card nameplate + compact stat strip (Type/Height/Weight) for a stronger fight-card presentation style.
- Updated roleplay custom wrestler flow to deterministic session/form-only behavior with dynamic add/remove rows (no DB persistence).
- Expanded roleplay editor with non-roster custom wrestler slots (name + avatar URL) for mixed roster/custom scenes.
- Added custom location controls in roleplay editor: custom location name, location banner URL, and banner max width/max height.
- Added responsive export image sizing for speaker avatars and location banners using max-width/max-height behavior for better mobile output.
- Added requested speech formatting toggles: all-caps name standardization, dash-to-semicolon replacement, and quote removal.
- Added live "Input vs Output" format preview block so formatting checkbox effects are visible before review/export.
- Added dedicated `MATCH_ENGINE_CHANGELOG.md` and surfaced Match Engine updates directly inside the Demo Engine page.
- Added sampler module architecture with `SamplerModuleRegistry` and modular non-core feature files.
- Added sampler modules: `SamplerWeaponChance`, `SamplerCrowdMomentum`, and `SamplerInterruptionTease`.
- Expanded Demo Engine stream commentary for weapon events, crowd chants, interruption teases, and initiative overrides.
- Roster quick-edit modal now supports in-place wrestler updates directly from the roster list.
- Added `Full Edit` handoff inside quick edit, with automatic wrestler ID routing and scroll-position restore.
- Submit Roleplay brand flow updated to use a brand-first selection experience before entering the parser workspace.
- Brand editor now supports dedicated logo and wallpaper uploads with remove actions and asset-serving endpoints.
- Removed brand show/location link fields from Brand setup so locations and roster media stay independently managed.
- Improved roleplay page rendering stability and fixed large empty/black-space layout behavior.
- Added brand-aware avatar fallback behavior in roleplay tools so cross-brand usage resolves cleanly.
28th May, 2026
- `Submit Roleplay` is now publicly surfaced and no longer login-gated.
- Roleplay page now uses federation skin settings (background, logo, accent, font) for consistent site styling.
- Added featured wrestler picker for roleplay review flow with optional first-name to full-name normalization.
- Featured wrestler picker now uses square avatar tiles with per-wrestler overall badge overlay.
- Added roleplay review options for font size, alignment, image width, per-speaker colors, and action italics toggle.
- Added optional export behavior to apply external domain to internal image URLs (uses `APP_URL`).
- Improved parser image-link handling for Google-hosted image URLs and other non-extension image links.
- Review now shows rendered preview, normalized source, and export-ready HTML output.
- Refactored roleplay parser into modular engine components (`normalizer`, `identity resolver`, `HTML mapper`, `orchestrator`).
- Added fan-out execution layer with `sync` and `pcntl` modes plus `auto` fallback selection.
- Added roleplay fan-out environment controls: `EFED_ROLEPLAY_FANOUT_MODE` and `EFED_ROLEPLAY_FANOUT_WORKERS`.
26th May, 2026
- Initial Alpha version launch.
- Added subtle sleek UI motion across homepage and admin: card glow, image zoom, stat bar animation, and hover pulse states.
- Homepage roster supports a "choose your fighter" card modal with six core stats and overall rating.
- Refined roster card rating visuals with centered star ratings and improved spacing.
- Updated profile modal presentation styling and removed top-right X close action (footer close button remains).
- Popup profile now prefers the wrestler `show image` with fallback behavior in place.
- Login/Register now use the federation-themed sidebar shell so auth matches home/admin styling.
- Added reliable favicon routing support for `/favicon.ico` and optional `/favicon.png`.
- Removed admin roster card hover flicker by disabling card animation/hover pulse behavior.
- Added admin "Roster Editor" with create and deactivate controls for roster members.
- Fed Branding theme settings now carry through to roster/home visual styling.
- Added dedicated changelog system with homepage popup and full changelog page.