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19 changes: 17 additions & 2 deletions guides/deployment.mdx
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---
title: "Deployment"
description: "Deploy Hyperscape to production environments"

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icon: "rocket"
---

## Deployment Overview

Hyperscape uses a split deployment architecture with separate environments for production and staging:

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### Production Architecture

Expand Down Expand Up @@ -129,13 +129,13 @@
**Deployment Process:**
1. Push to `main` branch triggers workflow
2. GitHub Actions calls Railway GraphQL API
3. Railway rebuilds using Nixpacks configuration

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4. Server restarts with new code
5. Manifests fetched from CDN at startup

### Manual Setup

Hyperscape includes automated Railway deployment via GitHub Actions. The server is deployed using Nixpacks with automatic manifest fetching from CDN.

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### Architecture

Expand Down Expand Up @@ -163,7 +163,7 @@
- 'Dockerfile.server'
```

The GitHub Actions workflow (`.github/workflows/deploy-railway.yml`) uses Railway's GraphQL API to trigger redeployments.

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### Manual Deployment

Expand All @@ -188,7 +188,7 @@

### Railway Configuration

The deployment uses **nixpacks** for building (configured in `nixpacks.toml`):

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```toml
[phases.setup]
Expand Down Expand Up @@ -296,7 +296,7 @@
<Step title="Connect repository">
1. Go to Cloudflare Pages dashboard
2. Create new project from GitHub
3. Select the Hyperscape repository

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</Step>

<Step title="Configure build">
Expand Down Expand Up @@ -365,7 +365,7 @@

### Alternative: Neon PostgreSQL

For serverless PostgreSQL with better free tier:

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1. Create database at [neon.tech](https://neon.tech)
2. Copy connection string
Expand All @@ -375,7 +375,7 @@

### Cloudflare R2 (Production)

Hyperscape uses Cloudflare R2 for asset storage with global CDN distribution.

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<Steps>
<Step title="Create R2 bucket">
Expand Down Expand Up @@ -417,7 +417,7 @@

### CDN Architecture

Hyperscape uses a CDN-based architecture for serving game assets (models, textures, audio, manifests):

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**Required Manifests:**
- `npcs.json` - NPC and mob definitions
Expand All @@ -438,15 +438,30 @@

### CORS Configuration for Assets

The assets CDN is configured with CORS headers to allow cross-origin loading from game clients:
The assets CDN is configured with CORS headers to allow cross-origin loading from game clients. This is essential for loading 3D models, textures, audio, and manifests from the CDN.

**Cloudflare R2 Configuration:**
```
Access-Control-Allow-Origin: *
Access-Control-Allow-Methods: GET, HEAD, OPTIONS
Access-Control-Max-Age: 86400
```

This enables the game client to load 3D models, textures, and manifests from the CDN regardless of the client's origin. The CORS configuration is automatically applied to all assets served from Cloudflare R2.
**Local Development (Caddyfile):**

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```
:8080 {
root * /assets
file_server browse

header {
Access-Control-Allow-Origin *
Access-Control-Allow-Methods "GET, HEAD, OPTIONS"
Access-Control-Max-Age 86400
}
}
```

This enables the game client to load assets from the CDN regardless of the client's origin. The CORS configuration is automatically applied to all assets served from both Cloudflare R2 (production) and the local Caddy server (development).

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### Development CDN Fallback

Expand Down Expand Up @@ -597,4 +612,4 @@
- [ ] CDN serving assets
- [ ] WebSocket URL configured
- [ ] SSL/TLS enabled
- [ ] CORS allowlist includes production domains

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12 changes: 6 additions & 6 deletions wiki/data/overview.mdx
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---
title: "Data Manifests Overview"
description: "Manifest-driven content system for NPCs, items, and world areas"

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icon: "database"
---

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│ └── misc.json # Miscellaneous items
├── recipes/ # Crafting recipes by skill
│ ├── cooking.json # Cooking recipes
│ ├── firemaking.json # Firemaking recipes

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│ ├── smelting.json # Ore smelting recipes
│ ├── smithing.json # Smithing recipes

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│ ├── fletching.json # Fletching recipes (NEW)

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│ ├── crafting.json # Crafting recipes (NEW)
│ ├── runecrafting.json # Runecrafting recipes (NEW)

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│ └── tanning.json # Leather tanning recipes
├── gathering/ # Gathering skill data
│ ├── woodcutting.json # Tree data
Expand Down Expand Up @@ -100,7 +100,7 @@
| `category` | `"mob" \| "boss" \| "quest" \| "neutral"` | NPC type |
| `stats` | `NPCStats` | Combat stats (attack, strength, defense, health, ranged, level) |
| `drops` | `DropTable` | Loot table with rarity tiers |
| `spawnBiomes` | `string[]` | Biomes where NPC spawns |

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| `modelPath` | `string` | Path to 3D model |
| `behavior` | `"passive" \| "aggressive"` | Combat behavior |

Expand All @@ -120,7 +120,7 @@
└── dark-wizard.vrm → Dark wizard
```

**NPCs** (`models/npcs/`):

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```
├── banker/banker.vrm → Banker
├── captain-rowan/captain-rowan.vrm → Captain Rowan
Expand Down Expand Up @@ -298,10 +298,10 @@
```

**Supported Tiers:**
- **Melee**: bronze, iron, steel, black, mithril, adamant, rune, dragon

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- **Tools**: Same as melee (with different skill requirements)
- **Ranged**: leather, studded, green_dhide, blue_dhide, red_dhide, black_dhide

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- **Magic**: wizard, mystic, infinity, ahrims

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### Item Helper Functions

Expand Down Expand Up @@ -348,7 +348,7 @@

### Bank Notes

The system supports bank notes for stackable versions of items:

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```typescript
// From packages/shared/src/data/items.ts
Expand All @@ -371,7 +371,7 @@

## Drop Tables

NPCs have tiered drop tables:

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```typescript
interface DropTable {
Expand Down Expand Up @@ -435,7 +435,7 @@

## World Areas

World areas define zones, biomes, and spawn points:

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```
packages/shared/src/data/
Expand All @@ -451,7 +451,7 @@
| `name` | Display name |
| `biome` | Biome type (forest, plains, etc.) |
| `difficulty` | 0-3 difficulty level |
| `mobs` | NPCs that spawn here |

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| `resources` | Trees, fishing spots, etc. |
| `isSafe` | Whether it's a safe zone |

Expand All @@ -472,7 +472,7 @@

## Stations

Crafting stations are interactive objects that enable processing skills like smithing, smelting, and cooking:

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```typescript
interface StationData {
Expand Down Expand Up @@ -583,7 +583,7 @@

Stations are defined in `stations.json`:

- **Anvil** - Used for smithing bars into equipment

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- **Furnace** - Used for smelting ores into bars
- **Range** - Used for cooking food (reduces burn chance compared to fires)
- **Bank Booth** - Used for accessing bank storage
Expand Down Expand Up @@ -635,7 +635,7 @@

| Station | Purpose | Model | Scale | Y Offset |
|---------|---------|-------|-------|----------|
| **Anvil** | Smithing bars into equipment | `models/anvil/anvil.glb` | 0.5 | 0.2 |

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| **Furnace** | Smelting ores into bars | `models/furnace/furnace.glb` | 1.5 | 1.0 |
| **Cooking Range** | Cooking food (reduced burn chance) | `models/cooking-range/cooking-range.glb` | 1.0 | 0.5 |
| **Bank Chest** | Accessing bank storage | `models/bank-chest/bank-chest.glb` | 0.5 | 0.75 |
Expand Down Expand Up @@ -671,7 +671,7 @@
| Dragon | 2 |
| Rune | 3 |
| Adamant | 4 |
| Mithril | 5 |

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| Steel | 6 |
| Iron | 7 |
| Bronze | 8 (worst) |
Expand All @@ -683,14 +683,14 @@
| Dragon | 2 | 3 |
| Rune | 3 | 3 |
| Adamant | 4 | 4 |
| Mithril | 5 | 5 |

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| Steel | 6 | 6 |
| Iron | 7 | 7 |
| Bronze | 8 | 8 |

---

## Vegetation & Biomes

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### Vegetation Assets

Expand All @@ -712,13 +712,13 @@
}
```

**Recent maxSlope Updates** (March 2026):

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- **Tundra**: 0.8 → 1.8 (increased for terraced terrain)
- **Forest**: 0.8 → 1.5 (increased for landscape features)
- **Canyon**: 0.6 → 2.5 (increased for steep canyon walls)

**Vegetation Categories**:
- `tree` - Large trees (oak, willow, maple, yew, magic, fir, knotwood, dead, wind_pine)

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- `bush` - Small bushes and shrubs
- `fern` - Ground ferns
- `flower` - Decorative flowers
Expand All @@ -729,10 +729,10 @@

**Tree Types**:
- **Oak, Willow, Yew, Magic** - Standard woodcutting trees with multiple model variants
- **Maple** - Autumn trees with warm vermillion red-orange leaves (#D04838)

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- **Fir** - Coniferous trees for forest biomes

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- **Knotwood** - Trees with warm amber-colored leaves (#C4832A)

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- **Dead** - Barren trees for tundra/canyon biomes

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- **Wind Pine** - Specialized pine tree for tundra biome (single model variant)
### Model Bounds System

Expand Down Expand Up @@ -766,11 +766,11 @@

The model bounds system is used by the terrain flattening system to calculate station footprints and by the collision system for efficient spatial queries.

### Biomes

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The `biomes.json` manifest defines terrain biomes with vegetation, mobs, and environmental properties:

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**Available Biomes:**

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- **Plains** - Open grasslands with gentle rolling hills (difficulty 0)
- **Forest** - Dense woodland with abundant trees (difficulty 1)
- **Valley** - Low-lying areas between hills (difficulty 0)
Expand All @@ -779,11 +779,11 @@
- **Desert** - Arid wasteland with sand dunes (difficulty 2)
- **Lakes** - Water bodies and fishing spots (difficulty 0)
- **Swamp** - Murky wetlands with twisted vegetation (difficulty 1)
- **Canyon** - Red-rock canyon lands with terraced mesas (difficulty 2, NEW)
- **Canyon** - Red-rock canyon lands with terraced mesas and steep slopes (difficulty 2, maxSlope: 2.5)

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### Biome Vegetation Layers

Biomes in `biomes.json` define procedural vegetation layers that reference vegetation assets:

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```typescript
interface VegetationLayer {
Expand All @@ -801,23 +801,23 @@
}
```

**Recent Updates**:
**Recent Updates** (March 2026):
- **Canyon biome added**: New red-rock canyon biome with terraced mesas, steep slopes (maxSlope: 2.5), and sparse desert vegetation

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- **Model bounds manifest**: Pre-calculated bounding boxes and footprints for all 3D models in `model-bounds.json` for efficient collision detection
- **CORS headers**: Cross-origin asset loading support added to CDN (Caddyfile configuration)

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- **165 tree model variants** added across 12 tree types (bamboo, birch, cactus, chinaPine, coconut, dead, fir, knotwood, maple, oak, palm, pine) with 3 LOD levels each

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- **Tree model depth normalization**: All fir variants aligned to fir_03's minY (-59.46), all maple variants aligned to maple_01's minY (-114.76) to prevent floating
- **Maple tree recoloring**: Leaves changed to warm vermillion red-orange (#D04838)

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- **Knotwood tree recoloring**: Leaves changed from golden-yellow to warm amber (#C4832A)

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- **Terrain biome textures** added for TerrainShader rendering (grass, dirt, cliff, desert, snow variants)
- **Woodcutting manifest updated**: Replaced 8 generic trees with 12 new tree types using `modelVariants` arrays
- **Biomes manifest updated**: Removed stale `tree1` vegetation layers (trees now managed via TreeTypes.ts + woodcutting manifest)

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- **Wind Pine tree type** added for tundra biome (split from dead tree variants)
- Mushroom vegetation added to all biomes with varying densities (2-30)

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- Tree density reduced in plains biome (8 → 5)
- Mushroom clustering varies by biome (cluster size 3-8)
- Firemaking fire 3D model added (`models/firemaking-fire/firemaking-fire.glb`)

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- Tree model scales adjusted for better visual proportions (March 2026)
- Fir and maple model root depths normalized to prevent floating (March 2026)
- All fir variants aligned to fir_03's minY (-59.46)
- All maple variants aligned to maple_01's minY (-114.76)
- Tree model scales adjusted for better visual proportions

---

Expand All @@ -825,7 +825,7 @@

Recipe manifests define crafting, processing, and production activities for artisan skills. All recipes follow a consistent structure with inputs, outputs, tools, level requirements, and XP rewards.

### Fletching Recipes

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The `recipes/fletching.json` manifest defines bow and arrow crafting:

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**Recipe Categories**:
- `arrow_shafts` - Knife + logs → arrow shafts (15-90 per log)
- `headless_arrows` - Arrow shafts + feathers → headless arrows
- `shortbows` - Knife + logs → unstrung shortbows

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- `longbows` - Knife + logs → unstrung longbows
- `stringing` - Bowstring + unstrung bow → finished bow
- `arrows` - Arrowtips + headless arrows → finished arrows

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Did you really mean 'Arrowtips'?

### Crafting Recipes

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**Recipe Categories**:
- `leather` - Needle + thread + leather → leather armor
- `studded` - Leather armor + steel studs → studded armor
- `dragonhide` - Needle + thread + dragon leather → dragonhide armor

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- `jewelry` - Gold bar + gems + mould → jewelry (at furnace)
- `gem_cutting` - Chisel + uncut gem → cut gem

### Runecrafting Recipes

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Did you really mean 'Runecrafting'?

The `recipes/runecrafting.json` manifest defines rune crafting at altars:

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| **Goblin Slayer** | Novice | 1 | Help Captain Rowan deal with the goblin threat |
| **Lumberjack's First Lesson** | Novice | 1 | Help Forester Wilma gather and burn firewood |
| **Fresh Catch** | Novice | 1 | Help Fisherman Pete catch and cook fish |
| **Torvin's Tools** | Novice | 1 | Help Torvin forge a set of bronze tools |

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### Quest Stage Types

- **dialogue** - Talk to an NPC
- **kill** - Defeat a specific number of NPCs

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- **gather** - Collect items through skilling
- **interact** - Use items or stations (cooking, smithing, etc.)

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---

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- Items: Add to appropriate file in `items/` directory
- Gathering: Add to `gathering/woodcutting.json`, `mining.json`, or `fishing.json`
- Recipes: Add to appropriate file in `recipes/` directory
- NPCs: Add to `npcs.json`

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</Step>
<Step title="Follow existing patterns">
Use the same structure as existing entries. For tiered equipment, specify the `tier` field.
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Three new artisan skills added with complete OSRS-accurate recipe manifests:

- **Fletching**: Arrow shafts, headless arrows, shortbows, longbows, bow stringing, arrow tipping (40+ recipes)

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- **Crafting**: Leather armor, studded armor, dragonhide armor, jewelry, gem cutting (25+ recipes)

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- **Runecrafting**: Air, mind, water, earth, fire, chaos runes with multi-rune level thresholds

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**New Assets**:
- Firemaking fire 3D model (`models/firemaking-fire/firemaking-fire.glb`)

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- Comprehensive armor manifest with 80+ armor pieces across all combat styles

### Manifest Refactor (PR #3)
Expand All @@ -1017,13 +1017,13 @@

- **Items split by type**: Weapons, tools, resources, food, ammunition, runes, armor, and misc are now in separate files
- **Gathering resources**: Woodcutting, mining, and fishing data moved to dedicated files
- **Recipe system**: New recipes directory for smelting, smithing, cooking, firemaking, fletching, crafting, and runecrafting

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- **Centralized requirements**: `tier-requirements.json` provides OSRS-accurate level requirements
- **Skill unlocks**: `skill-unlocks.json` documents progression milestones

### New Vegetation (PR #4)

Mushroom vegetation added to biomes with configurable density, clustering, and spawn parameters.

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---

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