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DavidQ
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APPLY_PR_CANVAS_DEBUG_OVERLAY_RENDERER
- Added on-canvas debug HUD renderer - Wired HUD draw into sample-level debug integration - Preserved combo-key controls and HUD-last draw order
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docs/dev/CODEX_COMMANDS.md

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REASONING: high
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COMMAND:
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Create BUILD_PR_CANVAS_DEBUG_OVERLAY_RENDERER implementation.
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Apply the canvas debug HUD renderer implementation.
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Requirements:
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- Create tools/dev/canvasDebugHudRenderer.js
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- Update tools/dev/devConsoleIntegration.js to use the HUD renderer
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- Modify ONE sample/dev entry file only
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- Draw debug HUD on canvas after world rendering
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- Keep combo keys exactly as currently implemented:
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- Shift + ` => toggle console
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- Ctrl + Shift + ` => toggle overlay
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- Ctrl + Shift + R => reload
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- Ctrl + Shift + ] => next panel
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- Ctrl + Shift + [ => previous panel
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- No engine core changes
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- No F-key bindings
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- Use save()/restore() around canvas mutations
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- Keep commit_comment.txt header-free
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- Keep changes isolated to:
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- tools/dev/canvasDebugHudRenderer.js
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- tools/dev/devConsoleIntegration.js
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- one sample entry file only
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- Do not modify engine core
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- Draw HUD last on canvas
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- Preserve combo-key bindings exactly
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- Use canvas save()/restore()
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- Run node --check on touched JS files
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- Package implementation output to:
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<project folder>/tmp/BUILD_PR_CANVAS_DEBUG_OVERLAY_RENDERER_delta.zip
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- Package result to:
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<project folder>/tmp/APPLY_PR_CANVAS_DEBUG_OVERLAY_RENDERER_delta.zip
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Report back:
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- exact files changed
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- sample file selected
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- selected sample file
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- how HUD draw is invoked
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- validation command results
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- validation results

docs/dev/COMMIT_COMMENT.txt

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BUILD_PR_CANVAS_DEBUG_OVERLAY_RENDERER
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APPLY_PR_CANVAS_DEBUG_OVERLAY_RENDERER
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- Added canvas-based debug HUD renderer
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- Wired HUD draw into sample-level dev console integration
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- Rendered overlay after gameplay with existing combo-key controls
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- Added on-canvas debug HUD renderer
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- Wired HUD draw into sample-level debug integration
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- Preserved combo-key controls and HUD-last draw order

docs/dev/NEXT_COMMAND.txt

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APPLY_PR_CANVAS_DEBUG_OVERLAY_RENDERER
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PLAN_PR_SAMPLE_GAME_USING_FULL_PIPELINE

docs/dev/change_summary.txt

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change_summary.txt
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Summary
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- Added BUILD PR for a real on-canvas debug HUD
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- Scoped implementation to tools/dev plus one sample entry
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- Preserved combo-key debug controls
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- Preserved docs-first workflow and commit_comment no-header exception
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- Applied canvas HUD implementation path
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- Locked draw-order, combo keys, and sample-only integration
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- Preserved no-header rule for docs/dev/commit_comment.txt

docs/dev/file_tree.txt

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04/05/2026
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file_tree.txt
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docs/pr/BUILD_PR_CANVAS_DEBUG_OVERLAY_RENDERER.md
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docs/pr/APPLY_PR_CANVAS_DEBUG_OVERLAY_RENDERER.md
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docs/dev/codex_commands.md
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docs/dev/commit_comment.txt
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docs/dev/change_summary.txt

docs/dev/validation_checklist.txt

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VALIDATION CHECKLIST
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Workflow
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- BUILD_PR created
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- APPLY_PR created
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- One PR per purpose
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- Commit comment has no header
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- commit_comment.txt has no header
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Implementation Targets
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- tools/dev/canvasDebugHudRenderer.js created
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Files
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- tools/dev/canvasDebugHudRenderer.js present
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- tools/dev/devConsoleIntegration.js updated
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- one sample entry updated
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Functional
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- Shift + ` toggles console state
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- Ctrl + Shift + ` toggles HUD visibility
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- Ctrl + Shift + R triggers reload action
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- Ctrl + Shift + ] moves to next panel
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- Ctrl + Shift + [ moves to previous panel
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- HUD draws on canvas after gameplay/world rendering
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- HUD survives missing diagnostics safely
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- HUD draws on canvas
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- HUD draws after gameplay content
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- Panel navigation works
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- Missing diagnostics do not crash draw path
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- Reload combo remains browser-safe
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Safety
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- No engine core files modified
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- No F-key bindings remain
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- Canvas save/restore used
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- No duplicate listeners/runtime instances after repeated init/reload
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Validation Commands
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- node --check tools/dev/canvasDebugHudRenderer.js
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- node --check tools/dev/devConsoleIntegration.js
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- node --check <selected sample file>
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- No duplicate listeners/runtime instances
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Toolbox Aid
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David Quesenberry
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04/05/2026
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APPLY_PR_CANVAS_DEBUG_OVERLAY_RENDERER.md
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# APPLY PR
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Canvas Debug Overlay Renderer
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## Objective
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Apply the canvas HUD implementation produced from the build PR and lock the runtime behavior into one sample with minimal, isolated changes.
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## Apply Scope
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- Add `tools/dev/canvasDebugHudRenderer.js`
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- Update `tools/dev/devConsoleIntegration.js`
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- Update one sample entry file only
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- Keep draw order world-first, HUD-last
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- Preserve current combo keys:
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- Shift + ` => toggle console
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- Ctrl + Shift + ` => toggle overlay
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- Ctrl + Shift + R => reload
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- Ctrl + Shift + ] => next panel
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- Ctrl + Shift + [ => previous panel
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## Apply Requirements
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- No engine core file changes
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- No F-key bindings
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- No duplicate listeners or duplicate runtime instances
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- Canvas state must use save()/restore()
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- HUD must tolerate missing diagnostics
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- Commit comment file must have no header
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## Runtime Expectations
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- HUD appears on-canvas when overlay is enabled
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- HUD updates every frame
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- HUD renders after gameplay content
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- Panel switching is visible
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- Reload combo does not trigger browser refresh
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## Validation
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- node --check tools/dev/canvasDebugHudRenderer.js
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- node --check tools/dev/devConsoleIntegration.js
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- node --check <selected sample file>
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- Manual browser run
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- Verify overlay visibility toggle
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- Verify panel navigation
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- Verify no console/runtime duplication after repeated toggles
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## Deliverable
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Codex applies the implementation and packages:
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<project folder>/tmp/APPLY_PR_CANVAS_DEBUG_OVERLAY_RENDERER_delta.zip

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