PUPPET MASTER 0.4.4 BY REDZERGLING — BETA VALIDATION
Final DLL SHA256: F54A6C74984C29AD786AA13902A51A1682985556B69A49DFC12AE8F53C882A97
Full copied Min profile (all 56 other plugin hashes match): 340 PASS, zero FAIL.
Evidence: test-results/run28-0.4.4-redzergling-full-min-pass.

Redzergling plugin/config identity, absence of duplicate legacy plugin and stable
saved character IDs verified. Runtime config import preserved all 30 entries in
the copied test profile. Actual Min installation settings are verified separately.
Source namespace and embedded model/icon resources use Redzergling.

All four primary weapons retain 0.2 proc coefficient, damaging summons 0.5, and
Horizon Rail 1.0. Thirteen actual-hit attack categories checked; ordinary Commando
retains 1.0. Rail retains full damage; player and other summons retain 0.2 damage.
Enemy-ping priority, separate owners, new summons, cancellation, invalid targets,
1200m rail targeting, range and cover checks pass. All 20 skills, item inheritance,
cleanup, original model/native animations/support grip and icons pass.

Remote multiplayer/remote-client ping transport, physical mouse input and sustained
balance/performance remain hands-on beta checks. Nothing publicly uploaded.
Summoner runtime validation
PASS Redzergling plugin identity registered
PASS Previous author plugin is not loaded alongside the update
PASS Redzergling configuration path active
PASS Existing saved character identifiers retained
PASS Survivor registered
PASS Survivor visible and unlocked
PASS Puppet Master character-select display
PASS Original model on retained native animation rig
PASS Twenty distinct original loadout icons loaded
PASS Separate Strings Attached passive icon
PASS Exactly five skill slots
PASS Registered state: ManufacturingPulseRifle
PASS State machine for ManufacturingPulseRifle
PASS Registered state: ManufacturingOverclock
PASS State machine for ManufacturingOverclock
PASS Registered state: ManufacturingConstructSquad
PASS State machine for ManufacturingConstructSquad
PASS Registered state: ManufacturingCommandoEscort
PASS State machine for ManufacturingCommandoEscort
PASS Registered state: ManufacturingRailEmplacement
PASS State machine for ManufacturingRailEmplacement
PASS Fifth skill is exposed to ExtraSkillSlots
PASS Default skin configured
PASS Summon body registered: ManufacturingMiniCommandoBody
PASS Summon master registered: ManufacturingMiniCommandoMaster
PASS Summon weapon machine: ManufacturingMiniCommandoBody
PASS Summon body registered: ManufacturingMiniHuntressBody
PASS Summon master registered: ManufacturingMiniHuntressMaster
PASS Summon weapon machine: ManufacturingMiniHuntressBody
PASS Summon body registered: ManufacturingMiniLoaderBody
PASS Summon master registered: ManufacturingMiniLoaderMaster
PASS Summon weapon machine: ManufacturingMiniLoaderBody
PASS Summon body registered: ManufacturingCommandoEscortBody
PASS Summon master registered: ManufacturingCommandoEscortMaster
PASS Summon weapon machine: ManufacturingCommandoEscortBody
PASS Summon body registered: ManufacturingRailBody
PASS Summon master registered: ManufacturingRailMaster
PASS Summon weapon machine: ManufacturingRailBody
PASS Unlimited-range rail targeting attached
PASS Shot effects loaded
PASS Overclock buff registered
PASS Visible survivor name is Puppet Master
PASS Four loadout choices: Primary
PASS Alternative registered and unlocked: ManufacturingDesignatorBurst
PASS Alternative registered and unlocked: ManufacturingScrapshot
PASS Alternative registered and unlocked: ManufacturingArcWelder
PASS Four loadout choices: Secondary
PASS Alternative registered and unlocked: ManufacturingCoordinatedVolley
PASS Alternative registered and unlocked: ManufacturingEntrenchProtocol
PASS Alternative registered and unlocked: ManufacturingFieldRefit
PASS Four loadout choices: Utility
PASS Alternative registered and unlocked: ManufacturingBulwarkPair
PASS Alternative registered and unlocked: ManufacturingRepairFlight
PASS Alternative registered and unlocked: ManufacturingPhaseMuster
PASS Four loadout choices: Special
PASS Alternative registered and unlocked: ManufacturingRangerPair
PASS Alternative registered and unlocked: ManufacturingSiegeWalker
PASS Alternative registered and unlocked: ManufacturingInterceptorCadre
PASS Four loadout choices: ExtraFirst
PASS Alternative registered and unlocked: ManufacturingSiegeMortar
PASS Alternative registered and unlocked: ManufacturingArcPylon
PASS Alternative registered and unlocked: ManufacturingAegisStation
PASS Alternative summon catalog registration: ManufacturingBulwarkMaster
PASS Alternative summon catalog registration: ManufacturingRepairDroneMaster
PASS Alternative summon catalog registration: ManufacturingRangerMaster
PASS Alternative summon catalog registration: ManufacturingSiegeWalkerMaster
PASS Alternative summon catalog registration: ManufacturingInterceptorMaster
PASS Alternative summon catalog registration: ManufacturingSiegeMortarMaster
PASS Alternative summon catalog registration: ManufacturingArcPylonMaster
PASS Alternative summon catalog registration: ManufacturingAegisStationMaster
PASS Local single-player test server started
PASS Gameplay stage loaded
PASS Beta damage policy attached: Puppet Master
PASS Only Horizon Rail is exempt from damage reduction: Puppet Master
PASS Final damage is scaled to 0.2: Puppet Master
PASS Healing basis, attack speed and health preserved: Puppet Master
DEBUG Rifle owner position=(115.28, 471.57, 96.59) aim=(0.00, 0.00, 1.00) origin=(115.35, 471.37, 96.57) team=Player damage=2.8 health=130 invis=0 visibility=Visible buffs=bdHiddenInvincibility hurtbox=(115.35, 471.11, 96.57)
DEBUG Rifle target position=(115.33, 472.57, 118.48) aim=(0.00, 0.00, 1.00) origin=(115.35, 472.36, 118.57) team=Monster damage=12 health=1000000 invis=0 visibility=Visible buffs= hurtbox=(115.35, 471.80, 118.57)
PASS Rifle target spawn protection expired
PASS Vanilla Commando retains native 1.0 proc coefficient
PASS Rifle activation accepted
DEBUG Rifle target after shot position=(115.31, 472.57, 118.50) aim=(0.00, 0.00, 1.00) origin=(115.35, 472.36, 118.57) team=Monster damage=12 health=999986.3 invis=0 visibility=Visible buffs= hurtbox=(115.35, 471.80, 118.57)
PASS Rifle damages an enemy
PASS Shift skill activation accepted
PASS Shift spawns three miniature summons
PASS Summon ownership and team match player
PASS Miniature hero models are scaled down
PASS Miniature summons autonomously damage enemies
PASS Squad recast accepted
PASS Squad recast replaces previous summons
PASS R activation 1
PASS R activation 2
PASS R activation 3
PASS Commando escort cap is two
PASS R escorts use the exact vanilla Commando primary skill
PASS R escorts use Commando models rather than turret models
PASS R Commando models are miniature
PASS R Commandos autonomously land Double Tap hits
PASS Extra-slot rail turret activation accepted
PASS Stationary rail turret spawned
PASS Beta damage policy attached: ManufacturingMiniCommandoMaster(Clone)
PASS Only Horizon Rail is exempt from damage reduction: ManufacturingMiniCommandoMaster(Clone)
PASS Final damage is scaled to 0.2: ManufacturingMiniCommandoMaster(Clone)
PASS Healing basis, attack speed and health preserved: ManufacturingMiniCommandoMaster(Clone)
PASS Beta damage policy attached: ManufacturingMiniHuntressMaster(Clone)
PASS Only Horizon Rail is exempt from damage reduction: ManufacturingMiniHuntressMaster(Clone)
PASS Final damage is scaled to 0.2: ManufacturingMiniHuntressMaster(Clone)
PASS Healing basis, attack speed and health preserved: ManufacturingMiniHuntressMaster(Clone)
PASS Beta damage policy attached: ManufacturingMiniLoaderMaster(Clone)
PASS Only Horizon Rail is exempt from damage reduction: ManufacturingMiniLoaderMaster(Clone)
PASS Final damage is scaled to 0.2: ManufacturingMiniLoaderMaster(Clone)
PASS Healing basis, attack speed and health preserved: ManufacturingMiniLoaderMaster(Clone)
PASS Beta damage policy attached: ManufacturingCommandoEscortMaster(Clone)
PASS Only Horizon Rail is exempt from damage reduction: ManufacturingCommandoEscortMaster(Clone)
PASS Final damage is scaled to 0.2: ManufacturingCommandoEscortMaster(Clone)
PASS Healing basis, attack speed and health preserved: ManufacturingCommandoEscortMaster(Clone)
PASS Beta damage policy attached: ManufacturingCommandoEscortMaster(Clone)
PASS Only Horizon Rail is exempt from damage reduction: ManufacturingCommandoEscortMaster(Clone)
PASS Final damage is scaled to 0.2: ManufacturingCommandoEscortMaster(Clone)
PASS Healing basis, attack speed and health preserved: ManufacturingCommandoEscortMaster(Clone)
PASS Beta damage policy attached: ManufacturingRailMaster(Clone)
PASS Only Horizon Rail is exempt from damage reduction: ManufacturingRailMaster(Clone)
PASS Final damage is scaled to 1: ManufacturingRailMaster(Clone)
PASS Healing basis, attack speed and health preserved: ManufacturingRailMaster(Clone)
PASS Rail turret is larger than normal
PASS RMB overclock activation accepted
PASS Overclock reaches all six owned summons
PASS Beta damage policy attached: Overclocked Horizon Rail
PASS Only Horizon Rail is exempt from damage reduction: Overclocked Horizon Rail
PASS Final damage is scaled to 1: Overclocked Horizon Rail
PASS Healing basis, attack speed and health preserved: Overclocked Horizon Rail
PASS Overclock increases attack speed
PASS All summon types inherit item stacks present before summoning
PASS Summons inherit newly acquired items
PASS All summon types lose items removed from the owner
PASS Visible skinned mesh loaded: Summoner
PASS Visible skinned mesh loaded: ManufacturingMiniCommandoMaster(Clone)
PASS Visible skinned mesh loaded: ManufacturingMiniHuntressMaster(Clone)
PASS Visible skinned mesh loaded: ManufacturingMiniLoaderMaster(Clone)
PASS Visible skinned mesh loaded: ManufacturingCommandoEscortMaster(Clone)
PASS Visible skinned mesh loaded: ManufacturingCommandoEscortMaster(Clone)
PASS Visible skinned mesh loaded: ManufacturingRailMaster(Clone)
PASS Rail turret replacement activation accepted
PASS Rail turret replacement keeps cap at one
PASS Beta damage policy attached: Replacement Horizon Rail
PASS Only Horizon Rail is exempt from damage reduction: Replacement Horizon Rail
PASS Final damage is scaled to 1: Replacement Horizon Rail
PASS Healing basis, attack speed and health preserved: Replacement Horizon Rail
DEBUG Rail turret position=(115.34, 471.12, 101.57) aim=(1.00, 0.00, 0.00) origin=(115.34, 472.35, 101.49) team=Player damage=12 health=350 invis=0 visibility=Visible buffs= hurtbox=(115.34, 471.12, 101.57)
DEBUG Far target position=(1315.32, 471.57, 101.48) aim=(0.00, 0.00, 1.00) origin=(1315.34, 471.36, 101.57) team=Monster damage=12 health=1000000 invis=0 visibility=Visible buffs= hurtbox=(1315.34, 470.80, 101.57)
PASS Distant target is exposed and vulnerable
DEBUG rail target=CommandoBody(Clone) LOS blocked=False collider=none
PASS Rail turret acquires an enemy 1200m away
PASS Railgun damages the 1200m target
PASS Terrain blocks railgun line of sight
DEBUG wall test health before=999712 after=999712 regen=0
PASS Railgun does not damage enemies through terrain
PASS Overclock expires
PASS Loadout selects third alternative in slot 0
PASS Loadout selects third alternative in slot 1
PASS Loadout selects third alternative in slot 2
PASS Loadout selects third alternative in slot 3
PASS Loadout selects third alternative in slot 4
DEBUG Expansion owner position=(100.28, 471.57, 96.58) aim=(0.00, 0.01, 1.00) origin=(100.35, 471.37, 96.57) team=Player damage=2.8 health=130 invis=0 visibility=Visible buffs=bdHiddenInvincibility hurtbox=(100.35, 471.11, 96.57)
DEBUG Expansion target position=(100.32, 471.57, 116.48) aim=(0.00, 0.00, 1.00) origin=(100.35, 471.36, 116.57) team=Monster damage=12 health=1000000 invis=0 visibility=Visible buffs= hurtbox=(100.35, 470.80, 116.57)
PASS Designator Burst activates
PASS Three Designator hits create owner-specific target mark
PASS Scrapshot activates
PASS Scrapshot damages an enemy
PASS Arc Welder activates
PASS Arc Welder damages an enemy
PASS Entrench Protocol activates
PASS Entrench grants all owned summons armor
PASS Entrench grants barrier
PASS Field Refit activates
PASS Field Refit heals an owned summon
PASS Arc Welder repairs an aimed owned summon
PASS Coordinated Volley activates
PASS Coordinated Volley directs attacks at marked enemy
PASS Alternative summon activation: Guard
PASS Alternative summon cap: Guard
PASS Slot alternatives share summon budget: Guard
PASS Ownership and initial item inheritance: Guard
PASS New item inheritance: Guard
PASS Item removal inheritance: Guard
PASS Beta damage policy attached: Guard
PASS Only Horizon Rail is exempt from damage reduction: Guard
PASS Final damage is scaled to 0.2: Guard
PASS Healing basis, attack speed and health preserved: Guard
PASS Alternative performs its combat/support role: Guard
PASS Visible skinned mesh loaded: Guard
PASS Visible skinned mesh loaded: Guard
PASS Alternative summon activation: Healer
PASS Alternative summon cap: Healer
PASS Slot alternatives share summon budget: Healer
PASS Ownership and initial item inheritance: Healer
PASS New item inheritance: Healer
PASS Item removal inheritance: Healer
PASS Beta damage policy attached: Healer
PASS Only Horizon Rail is exempt from damage reduction: Healer
PASS Final damage is scaled to 0.2: Healer
PASS Healing basis, attack speed and health preserved: Healer
PASS Alternative performs its combat/support role: Healer
PASS Visible skinned mesh loaded: Healer
PASS Visible skinned mesh loaded: Healer
PASS Alternative summon activation: Ranger
PASS Alternative summon cap: Ranger
PASS Slot alternatives share summon budget: Ranger
PASS Ownership and initial item inheritance: Ranger
PASS New item inheritance: Ranger
PASS Item removal inheritance: Ranger
PASS Beta damage policy attached: Ranger
PASS Only Horizon Rail is exempt from damage reduction: Ranger
PASS Final damage is scaled to 0.2: Ranger
PASS Healing basis, attack speed and health preserved: Ranger
PASS Alternative performs its combat/support role: Ranger
PASS Visible skinned mesh loaded: Ranger
PASS Visible skinned mesh loaded: Ranger
PASS Alternative summon activation: Siege
PASS Alternative summon cap: Siege
PASS Slot alternatives share summon budget: Siege
PASS Ownership and initial item inheritance: Siege
PASS New item inheritance: Siege
PASS Item removal inheritance: Siege
PASS Beta damage policy attached: Siege
PASS Only Horizon Rail is exempt from damage reduction: Siege
PASS Final damage is scaled to 0.2: Siege
PASS Healing basis, attack speed and health preserved: Siege
PASS Alternative performs its combat/support role: Siege
PASS Visible skinned mesh loaded: Siege
PASS Alternative summon activation: Interceptor
PASS Alternative summon cap: Interceptor
PASS Slot alternatives share summon budget: Interceptor
PASS Ownership and initial item inheritance: Interceptor
PASS New item inheritance: Interceptor
PASS Item removal inheritance: Interceptor
PASS Beta damage policy attached: Interceptor
PASS Only Horizon Rail is exempt from damage reduction: Interceptor
PASS Final damage is scaled to 0.2: Interceptor
PASS Healing basis, attack speed and health preserved: Interceptor
PASS Alternative performs its combat/support role: Interceptor
PASS Visible skinned mesh loaded: Interceptor
PASS Visible skinned mesh loaded: Interceptor
PASS Alternative summon activation: Mortar
PASS Alternative summon cap: Mortar
PASS Slot alternatives share summon budget: Mortar
PASS Ownership and initial item inheritance: Mortar
PASS New item inheritance: Mortar
PASS Item removal inheritance: Mortar
PASS Beta damage policy attached: Mortar
PASS Only Horizon Rail is exempt from damage reduction: Mortar
PASS Final damage is scaled to 0.2: Mortar
PASS Healing basis, attack speed and health preserved: Mortar
PASS Alternative performs its combat/support role: Mortar
PASS Visible skinned mesh loaded: Mortar
PASS Alternative summon activation: Pylon
PASS Alternative summon cap: Pylon
PASS Slot alternatives share summon budget: Pylon
PASS Ownership and initial item inheritance: Pylon
PASS New item inheritance: Pylon
PASS Item removal inheritance: Pylon
PASS Beta damage policy attached: Pylon
PASS Only Horizon Rail is exempt from damage reduction: Pylon
PASS Final damage is scaled to 0.2: Pylon
PASS Healing basis, attack speed and health preserved: Pylon
PASS Alternative performs its combat/support role: Pylon
PASS Visible skinned mesh loaded: Pylon
PASS Alternative summon activation: Aegis
PASS Alternative summon cap: Aegis
PASS Slot alternatives share summon budget: Aegis
PASS Ownership and initial item inheritance: Aegis
PASS New item inheritance: Aegis
PASS Item removal inheritance: Aegis
PASS Beta damage policy attached: Aegis
PASS Only Horizon Rail is exempt from damage reduction: Aegis
PASS Final damage is scaled to 0.2: Aegis
PASS Healing basis, attack speed and health preserved: Aegis
PASS Alternative performs its combat/support role: Aegis
PASS Visible skinned mesh loaded: Aegis
PASS Aegis raises its frontal shield
PASS Aegis blocks hostile hitscan without hurting station
PASS Aegis allows allied hitscan through
PASS Aegis blocks hostile physical projectile
PASS Aegis allows allied physical projectile through
PASS Aegis lowers shield between pulses
PASS Allied projectile already in flight passes newly raised Aegis shield
PASS Aegis station remains damageable with shield down
PASS Phase Muster activates
PASS Phase Muster moves player to safe ground
PASS Phase Muster leaves stationary emplacement placed
PASS Phase Muster recalls surviving mobile summons
PASS Native enemy ping becomes owner focus
PASS Mobile attackers prioritize farther ping over nearer enemy
PASS Rail turret prioritizes pinged enemy
PASS Enemy ping takes precedence over temporary Designator mark
PASS Summons actually damage pinged enemy
PASS Two owners keep independent ping orders
PASS New summons adopt existing owner ping
DEBUG distant ping range=1199.978 LOS=True focus=True
PASS Ping retains unlimited rail targeting range
PASS Mobile ping navigation accepts distant target
DEBUG covered ping range=37.77832 LOS=False acquired=none
PASS Ping never permits rail targeting through terrain
PASS Mobile attackers retain navigation target behind cover
DEBUG Mortar in-range distance=23.95411 LOS=True
PASS Emplacement prioritizes in-range ping: Mortar
DEBUG Mortar out-of-range distance=219.9085
PASS Ping respects emplacement range: Mortar
DEBUG Pylon in-range distance=23.97316 LOS=True
PASS Emplacement prioritizes in-range ping: Pylon
DEBUG Pylon out-of-range distance=219.9218
PASS Ping respects emplacement range: Pylon
PASS New enemy ping replaces previous focus
PASS Cancel ping clears focus and restores ordinary navigation
PASS Ground ping clears enemy focus
PASS Allied ping cannot command friendly fire
PASS Dead pinged enemy releases focus
PASS Summons are cleaned up with their owner body
PASS Original model: nine bound material meshes
PASS Original model: native animation controller and avatar loaded
PASS Original model: custom renderer/overlay registration
PASS Original model: no visible Railgunner geometry
PASS Original model: legacy Railgunner mesh/LED/laser renderers suppressed on spawned copy
PASS Original model: tracer muzzle on new rifle barrel
PASS Original model: support hand reaches front underside grip
PASS Original model: supported materials visible
PASS Original model: skin reapply preserves custom renderers
PASS Original model: normal movement input moves survivor
PASS Original model: native locomotion moves bound leg
PASS Original model: support grip follows sprint
PASS Original model: native jump works
PASS Original model: support grip follows upward aim
PASS Original model: rifle state activates
PASS Original model: native firing gesture moves arm
PASS Original model: summon state activates
PASS Original model: hands release for native summon gesture
PASS Original model: native gestures cannot restore old renderers
PASS Original model: summon completes with native gesture
PASS Original model: character-select display uses custom meshes
PASS Original model: character-select native animation loaded
PASS Original model: native death state accepts death
PASS Actual hit proc coefficient: Rifle (hits=1)
PASS Actual hit proc coefficient: DesignatorBurst (hits=3)
PASS Actual hit proc coefficient: Scrapshot (hits=1)
PASS Actual hit proc coefficient: ArcWelder (hits=1)
PASS Actual hit proc coefficient: Mini (hits=69)
PASS Actual hit proc coefficient: Escort (hits=432)
PASS Actual hit proc coefficient: Rail (hits=50)
PASS Actual hit proc coefficient: Guard (hits=3)
PASS Actual hit proc coefficient: Ranger (hits=8)
PASS Actual hit proc coefficient: Siege (hits=24)
PASS Actual hit proc coefficient: Interceptor (hits=12)
PASS Actual hit proc coefficient: Mortar (hits=2)
PASS Actual hit proc coefficient: Pylon (hits=6)
PASS No owned base attack reports an unexpected proc coefficient
RESULT PASS failures=0

