| Name | Uptime | Role |
|---|
| Vehicle | Category | Player | Pos |
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| Time | Player | Entries | Vehicles | Duration | Status |
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| Player | Role | Started | Duration | Snapshots | Timelapse |
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| Driver | Role | Entries | Confirmed | Suspected | Vehicle(s) | Waterzone | Last | 🎦 |
|---|
| Vehicle | Category | Water Count | Unique Dumpers |
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| Name | Category | Type | Pos X | Pos Y | Water | Controller |
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| Primary | Secondary | Confidence | Days Seen | Attach Count | Dist | Controller | Status | Actions |
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| Time | Player | Combine | Old Header | New Header |
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| Vehicle | Reported by game | Corrected to | Actions |
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| Vehicle | Category | Times Driven | Drivers | Water |
|---|
| Category | Count | Unique |
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| Zone | Pts | Area | Events 24h | X Range | Y Range |
|---|
| Vehicle | By | Conf | Zone | Time | 🎦 |
|---|
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| Situation | Use this | Why |
|---|---|---|
| The CURRENT (still open) cycle's start looks wrong right now | 🎯 Zero-Point (MAP tab) | Finds the exact instant, then jump + optionally 🔒 Confirm Since to lock it forever. For small known offsets, the Since nudge buttons (◀/▶ + Apply) do the same thing by hand. |
| Harvest is genuinely finished / everything parked | 🏁 End Cycle (MAP tab) | Saves the open cycle to the DB and resets all gauges. (Replaces the old separate 'To Yard' + 'Harvest Done' buttons.) |
| Need a fresh cycle from NOW without waiting for yard detection | 🌱 New Cycle (MAP tab) | Closes the open cycle and immediately restarts recording (heatmap reset). |
| An automatic missed-cycle split just fired and it was WRONG | ⎌ Undo Split (toolbar below) | Deletes the wrongly split-off row and restores the original Since + in-memory heatmap. Only visible while an undoable auto-split exists (cleared on restart) -- after that, use 🔗 Merge. |
| A field's ✓/✗ done state on the gauge is wrong | Right-click the field (MAP tab) | Mark it ✓ finished or ✗ not finished for THIS cycle -- also feeds per-field capacity learning (ground truth). |
| One CLOSED cycle's start OR end is wrong (both boundaries, or you know the exact times) | Bounds → Save + Rebuild (per-cycle row) | The only tool that fully recomputes heatmap_reference + every max_*_80 stat for the new window. Most complete, use this whenever you can. |
| One CLOSED cycle's start looks slightly off, quick fix | Fix Start (per-cycle row) | Timestamp-only correction (also recomputes stats since bug #22's fix), but no manual bounds entry -- purely automatic position-scan. Works even on old/pre-map-switch cycles. |
| A false Signal A/B split cut one real session into two rows | 🔗 Merge (per-cycle row) | Modal: pick the prev/next timeline neighbor, judge on the Signal C view of the combined window (one continuous ramp = false split), delete blocking anchors after confirmation. The earlier cycle keeps its id. |
| One recorded cycle actually contains TWO real ones (missed boundary, usually a LONG badge) | ✂ Split (per-cycle row) | Cut point auto-suggested via Signal C (all fields except beets complete, snapped to an all-in-yard lull); both halves fully rebuilt. Offers a guided Merge with the next cycle when the right half is only a partial start. |
| Many old cycles all have slightly-wrong start times | ↻ Reconstruct All Starts | Bulk version of Fix Start. Skips pre-map-switch-epoch cycles automatically (nothing to gain there). |
| A whole cycle is missing from the list (gap with real activity) | ⚙ Rebuild Missing | Additive only -- creates missing rows, never touches existing ones. Safe to run mid-harvest: the live cycle window is automatically excluded. |
| Heatmap-affecting bug was just fixed, need to refresh old cycles' map data | Regenerate ALL Heatmaps (Config tab) | Re-derives heatmap_reference for every post-epoch cycle without touching harvest_cycles rows/ids. |
| Just want a routine cleanup of the last day's data | Rebuild 24h + Cleanup (Config tab) | Same as Regenerate ALL Heatmaps but scoped to the last 24h -- cheap, safe to run often. |
| Small junk/artefact cycles cluttering the list | ⚠ Purge Junk | Irreversible -- the button itself previews the exact cycle list and asks before deleting. Never touches cycles <24h old. |
| History has accumulated overlaps/duplicates from old buggy code, want a clean slate | ☢ Full Rebuild (Replay History) | Most destructive tool -- deletes + replays everything post-epoch from scratch. Preview first. Pre-epoch cycles are always left untouched. |
| # | Date (UTC) | Duration | Harv. | Players | Gauge Cells H/B/C (80) | Ref | Money | Actions |
|---|
| Alert | Enabled | Sound | Hue | Voice |
|---|
Time flows left (oldest) -> right (newest). Vertical axis = frequency (low at bottom, high at top, log-scaled). Color = loudness at that frequency (dark = quiet, bright yellow/white = loud) -- lets you visually recognize sound signatures (voice cadence, a repeating beep, a footstep's broadband click, etc.) even without reading the transcript text below. Only updates while capture is running (CONFIG -> Voice Chat -> Start Capture).
| Date | Text | Dur |
|---|