Correct the stale #netd note in PROJECT.md
Every #net* hash opens the lobby since THE NETPLAY LOBBY; it does not host. Cost a verification round this session. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2165,8 +2165,11 @@ and holds the win screen. Wired details: `d.opp` frozen (no roster climb — sam
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game), racketAI / the early-decide / the empty-court-regicide check all gated `!G.net`, the heal
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game), racketAI / the early-decide / the empty-court-regicide check all gated `!G.net`, the heal
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beat is a CARD in netplay (the modal froze this world while the other phone's kept moving), and
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beat is a CARD in netplay (the modal froze this world while the other phone's kept moving), and
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`gushProne()` gives the SOLO deathmatch's kill fall the same bleed-out from prone-height anchors
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`gushProne()` gives the SOLO deathmatch's kill fall the same bleed-out from prone-height anchors
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(bleed() stays suppressed there — standing anchors are the "blood fountains midair" bug). #netd
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(bleed() stays suppressed there — standing anchors are the "blood fountains midair" bug). ~~#netd
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hosts a death room from a URL. 79 tests; the blood-ramp/burst/return loop verified across panes.
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hosts a death room from a URL~~ *(stale since THE NETPLAY LOBBY: every `#net*` hash now opens the
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LOBBY — `#netd` with an empty code field, `#net-ABCD` with the friend's. Host from the chips there;
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driving the pane costs a click on `#vsHostD`.)* 79 tests; the blood-ramp/burst/return loop verified
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across panes.
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## Session log: the far court, without spending the lens (2026-08-13)
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## Session log: the far court, without spending the lens (2026-08-13)
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