GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Editor-only class swap via the existing scalar dev-RPC family (new DebugOp.SetClass): F1/F2 keybind (ClassSwitchHotkeySystem), DebugOverlay '- Class -' buttons, and DebugCommandSendSystem.SetWarrior/SetRanger/SetClass statics. Server (DebugCommandReceiveSystem) swaps class in place on the spawned player: strips+re-seeds the ClassTraits StatModifier seeds, swaps the AbilityRef Fire slot, resets the ability cooldown, and heals a LIVING player to the new max (dead players skip the heal so respawn isn't raced). Server-authoritative + prediction-correct (same buffer-mutation path as GrantUpgrade); wire type unchanged so the RpcCollection hash is unaffected.
ClassTraits gains a shared Seeds core (spawn + swap can't drift), ClassSeedCount, IsClassSeed, a DynamicBuffer AppendSeeds overload, and Reapply. +3 EditMode tests (exact-count round-trip, value-equality fold, boundary/foreign-mod preservation); 351/351 green; Warrior<->Ranger round-trip Play-validated (server+client agree).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>