- Add playable ten-frame bowling against bot with two timing gates (direction/power) and fixed-step physics
- Add lane match interaction, shaded ball surface, pin collisions, bonus balls, and live score sheet
- Scale rooftop terrace visitor sprites to eye level according to the taller rooftop standing eye height
- Resolve mode and interaction ID conflicts with Hell FPS (MODE_BOWLING=30, INTERACT_BOWL_PLAY=56)
- Update launcher hash, installer package, and expansion regression test suites
Restore native inference, card-bound readings and paged dialogue.
Provide manual, checksum-verified model setup instead of Git LFS so
source checkouts work without uploading multi-gigabyte weights. The
game stays offline; complete release archives still bundle the model.
Tessellate terrain and light-map surfaces for vertex-fog drivers, render animated water from the tiled mesh, request accurate fog and extend renderer diagnostics. Add canal-front buildings, raised quays, trees and benches while preserving the terrace and native runtime.
Update native regression coverage and shipping executables. Exclude laptop screenshots and local runtime data.
- Offline neural worker based on llama.cpp (fortune-engine.exe) with local Qwen3-4B model support
- Native assembly Tarot 3-card spread divination and teacher grade divination mode
- Text input dialog in MODE_FORTUNE communicating over anonymous pipes
- Clean process lifecycle management, WM_CHAR dispatch and fallback handling
- Test suites and packaging tools for offline release
- Native player-controlled stairs, upper lounge bar, and Hell Tower infernal portal
- Cabaret stage with musical acts, audience seating, and interaction
- Dedicated cash/trophy wall terminals with native balance and achievement screens
- Projecting 3D wall lanterns with ray/plane intersection
- Six roaming guests with seated poses and card rank rendering updates
- Synchronized launcher hash and updated binaries