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DavidQ
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Replace stale Level 17 Tab-based overlay cycle tests with the approved non-Tab input.
PR Details: - Updates affected Level 17 tests that still use makeInput(['Tab']) - Keeps scope test-only and aligned to current overlay cycle behavior - Confirms Level 17 debug overlay checks no longer validate browser-reserved Tab input
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docs/dev/CODEX_COMMANDS.md

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MODEL: GPT-5.3-codex
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MODEL: GPT-5.4
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REASONING: medium
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COMMAND:
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Implement overlay normalization for samples 1708 and 1710.
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- Apply shared stack definition
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- Enforce bottom-right anchor
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- Remove Tab bindings
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- Ensure cycle order consistency
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Package ZIP to <project folder>/tmp/
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Create BUILD_PR_LEVEL_17_56_DEBUG_OVERLAY_TEST_INPUT_KEY_REMAP as a smallest-scope test-only PR.
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Requirements:
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- Find Level 17 tests that still use `makeInput(['Tab'])` for debug overlay cycling
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- Replace each stale Tab-based test input with the active non-Tab cycle key already used by the current Level 17 runtime behavior
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- Keep scope limited to affected Level 17 tests and the smallest supporting test helper change if required
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- Do not change runtime keybinding code
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- Do not change overlay positioning or sample stack mapping
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- Do not modify start_of_day folders
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- Run the affected tests and package the repo-structured ZIP to <project folder>/tmp/BUILD_PR_LEVEL_17_56_DEBUG_OVERLAY_TEST_INPUT_KEY_REMAP.zip

docs/dev/COMMIT_COMMENT.txt

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Normalize overlay stacks for samples 1708 and 1710.
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Standardize bottom-right placement and cycle behavior.
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Replace stale Level 17 Tab-based overlay cycle tests with the approved non-Tab input.
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PR Details:
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- Updates affected Level 17 tests that still use makeInput(['Tab'])
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- Keeps scope test-only and aligned to current overlay cycle behavior
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- Confirms Level 17 debug overlay checks no longer validate browser-reserved Tab input
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Change target:
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- Follow-up to the prior bottom-right overlay work.
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Summary:
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This PR fixes stale Level 17 test inputs that still simulate Tab for debug overlay cycling.
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The runtime behavior has already moved away from Tab, so the tests must be remapped to the current non-Tab cycle key to keep automated validation accurate.
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Why this PR exists:
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- The current touched runtime still uses Tab in the overlay-cycle path.
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- Browser Tab behavior conflicts with deterministic in-sample cycling.
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- The user supplied exact sample-specific panel sets for 1708-1713.
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What Codex should deliver:
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- One replacement overlay-cycle key across the touched samples.
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- Bottom-right stack retention.
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- Exact cycle maps per sample.
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- Runtime tests that prove both key behavior and panel order/placement.
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Change Boundary:
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- Test-only
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- Level 17 only
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- No runtime/input-system behavior changes
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[ ] Sample 1708 loads
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[ ] Sample 1710 loads
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[ ] Bottom-right placement correct
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[ ] Cycle key works (non-Tab)
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[ ] Mini-Game Runtime renders
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[ ] Stack order consistent
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[ ] Level 17 tests using makeInput(['Tab']) were identified
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[ ] Each affected test now uses the approved non-Tab cycle key
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[ ] No runtime keybinding code was changed
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[ ] Affected Level 17 tests pass
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[ ] No remaining Level 17 overlay cycle tests reference Tab

docs/pr/BUILD_PR.md

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# BUILD_PR_LEVEL_17_55_DEBUG_OVERLAY_SAMPLE_1708_1710_STACK_NORMALIZATION
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# BUILD_PR_LEVEL_17_56_DEBUG_OVERLAY_TEST_INPUT_KEY_REMAP
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## Purpose
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Normalize overlay stacks for samples 1708 and 1710 with consistent bottom-right placement and correct cycling order.
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Replace stale Level 17 test inputs that still simulate `Tab` for debug overlay cycling so the automated checks validate the current non-Tab interaction contract.
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## Scope
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- Samples: 1708, 1710
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- Stack:
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- UI Layer
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- Mission Feed
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- <...ADY>
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- Mini-Game Runtime
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- Bottom-right anchor
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- Non-Tab cycle key validation
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This PR is limited to Level 17 test coverage and test helpers that still encode the old cycle key.
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Included:
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- Update Level 17 tests that currently use `makeInput(['Tab'])`
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- Align those tests to the active non-Tab overlay cycle key already established by the runtime-facing PRs
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- Verify no Level 17 debug overlay tests continue to require browser-reserved Tab behavior
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Excluded:
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- Runtime keybinding changes
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- Overlay layout changes
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- Sample stack mapping changes
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- Non-Level-17 test cleanup
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## Implementation Notes
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- Use the already-approved replacement cycle key from the current Level 17 overlay work
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- Prefer shared test constants/helpers if they already exist; otherwise introduce the smallest local test-safe normalization needed
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- Do not broaden this into a repo-wide input cleanup
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- Do not modify `start_of_day` content
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## Test Steps
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1. Load 1708 and 1710
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2. Verify bottom-right placement
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3. Cycle overlays → confirm order
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4. Confirm Mini-Game Runtime visibility
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1. Search Level 17 tests for `makeInput(['Tab'])`
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2. Replace each stale input with the approved non-Tab cycle key
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3. Run the affected Level 17 test files
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4. Confirm overlay cycle assertions still pass under the new input
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5. Confirm no remaining Level 17 tests reference `Tab` for overlay cycling
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## Expected
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- Identical stack behavior across both samples
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- Stable cycling
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- No Tab usage
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## Expected Result
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- Level 17 tests validate the current non-Tab overlay cycle behavior
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- No stale `makeInput(['Tab'])` calls remain in the affected Level 17 test surface
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- The change stays test-only and does not alter runtime behavior

tests/runtime/Phase17DebugOverlayBottomRightPosition.test.mjs

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const uiLayerTitle = findExactText(renderer, 'UI Layer');
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assertBottomRightFromTitle(uiLayerTitle, 326, 174, 624, 356, 'Sample 1708 UI Layer overlay');
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scene.step3DPhysics(0.02, { input: makeInput(['Tab']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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const tabRenderer = createRendererProbe();
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scene.render(tabRenderer);
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const tabUiLayerTitle = findExactText(tabRenderer, 'UI Layer');
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assertBottomRightFromTitle(tabUiLayerTitle, 326, 174, 624, 356, 'Sample 1708 should ignore Tab and keep UI Layer overlay');
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pressCycleKey(scene);
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pressCycleKey(scene);
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pressCycleKey(scene);
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const uiLayerTitle = findExactText(renderer, 'UI Layer');
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assertBottomRightFromTitle(uiLayerTitle, 326, 174, 624, 356, 'Sample 1710 UI Layer overlay');
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scene.step3DPhysics(0.02, { input: makeInput(['Tab']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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const tabRenderer = createRendererProbe();
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scene.render(tabRenderer);
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const tabUiLayerTitle = findExactText(tabRenderer, 'UI Layer');
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assertBottomRightFromTitle(tabUiLayerTitle, 326, 174, 624, 356, 'Sample 1710 should ignore Tab and keep UI Layer overlay');
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pressCycleKey(scene);
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pressCycleKey(scene);
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pressCycleKey(scene);

tests/runtime/Phase17RealGameplaySample.test.mjs

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assert.equal(renderer.texts.some((text) => text.includes('UI Layer')), true, 'UI Layer panel should render by default.');
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assert.equal(renderer.texts.some((text) => text.includes('Mission Feed')), false, 'Only one mapped overlay should be visible at a time.');
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const indexBeforeTab = scene.tabDebugOverlays.activeIndex;
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scene.step3DPhysics(0.02, { input: makeInput(['Tab']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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assert.equal(scene.tabDebugOverlays.activeIndex, indexBeforeTab, 'Tab should not change overlay selection.');
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scene.step3DPhysics(0.02, { input: makeInput(['KeyG']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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const missionFeedRenderer = createRendererProbe();

tests/runtime/Phase17Sample1709MovementModelsLab.test.mjs

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assert.equal(weightedRenderer.lines.length > 0, true, 'Scene should render visible 3D line output.');
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assert.equal(weightedRenderer.texts.some((text) => text.includes('Debug: G/Shift+G')), true, 'HUD instructions should advertise G debug cycling.');
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const indexBeforeTab = scene.tabDebugOverlays.activeIndex;
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scene.step3DPhysics(0.02, { input: makeInput(['Tab']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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assert.equal(scene.tabDebugOverlays.activeIndex, indexBeforeTab, 'Tab should not cycle movement debug overlays.');
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scene.step3DPhysics(0.02, { input: makeInput(['KeyG']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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const hudRenderer = createRendererProbe();

tests/runtime/Phase17Sample1712GameplayMetricsTelemetry.test.mjs

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assert.equal(renderer.texts.some((text) => text.includes('UI Layer')), true, 'UI Layer panel should render by default.');
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assert.equal(renderer.texts.some((text) => text.includes('Telemetry Overlay')), false, 'Telemetry panel should not render by default.');
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const indexBeforeTab = scene.tabDebugOverlays.activeIndex;
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scene.step3DPhysics(0.02, { input: makeInput(['Tab']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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assert.equal(scene.tabDebugOverlays.activeIndex, indexBeforeTab, 'Tab should not cycle telemetry overlays.');
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scene.step3DPhysics(0.02, { input: makeInput(['KeyG']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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const missionFeedRenderer = createRendererProbe();

tests/runtime/Phase17Sample1713FinalReferenceGame.test.mjs

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assert.equal(renderer.texts.some((text) => text.includes('UI Layer')), true, 'UI Layer panel should render by default.');
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assert.equal(renderer.texts.some((text) => text.includes('Final Reference Runtime')), false, 'Final runtime panel should not render by default.');
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const indexBeforeTab = scene.tabDebugOverlays.activeIndex;
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scene.step3DPhysics(0.02, { input: makeInput(['Tab']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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assert.equal(scene.tabDebugOverlays.activeIndex, indexBeforeTab, 'Tab should not cycle reference overlays.');
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scene.step3DPhysics(0.02, { input: makeInput(['KeyG']) });
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scene.step3DPhysics(0.02, { input: makeInput([]) });
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const missionFeedRenderer = createRendererProbe();

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