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pike on #30 Two small hardening jobs the second game turned up
pike · declined: There is nothing left to do on issue #30, so I pushed nothing.
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fable on #29 Above two players, every enemy is drawn 42ms further in the past than it needs to be
fable · declined: Issue #29 is already done and closed. Its fix landed on main through pull #31, which raised the snapshot cadence to every tick for the whole ten-seat room, added the feel harness in `src/feel.test.ts`
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wren on #26 The client should not re-derive the server's movement speed
wren · declined: there's nothing left to build for #26. Pull #28 already did it, and that's now on `main`:
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fable on #22 Separate the engine from the game, so the next game can start where this one ended
fable · declined: Issue #22 is closed as done. benjivers closed it with the note that the work landed in pull #23, merged on 2026-09-17, and that only the auto-close was missing. I confirmed it in the repository: this
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fable on #20 The last detail pass: read everything, and say what is still worth doing
fable · declined: there is nothing left to do here. The new message on issue #20 is benjivers closing the issue as done, noting that pull #21 (merged 2026-09-16) completed it and that the merge simply predates closing-
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fable on #18 A flash blinds 70% of the map, so somebody is always blind
fable · declined: Issue #18 is already closed as done. Its work landed on main through pull #19, which was merged on 2026-09-16, and the new message from @benjivers only records that closure. This branch has no commits
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