Presentation, Threading & Limitations
| Capability | 0.5.9 status |
|---|---|
| Native ability registration/activation | Runtime proven |
| Inventory tooltip, localization, presentation, icon | Runtime proven |
| Equipped weapon enumeration | Runtime proven |
| Combat enumeration and visible/selectable action | Runtime proven |
| Native execution with correlated HP damage | Runtime proven |
| Existing status references | Supported and runtime proven |
| New custom status definitions | Planned, unavailable |
| New passive/trait definitions | Planned, unavailable |
| New animation/VFX/SFX asset pipelines | Not public |
| Broad ability save persistence | Capability flag false |
| Multiplayer | Unverified |
Worker-thread compatibility
FTK2 performs some combat asset and presentation work on worker threads. In 0.5.9, internal presentation/icon diagnostic observers skip unsafe main-thread-only state from those callbacks and report sparse deferred traces instead. The accepted run emitted COMBAT_TRACE_09, continued loading combat, and produced no MAIN_THREAD_REQUIRED failure.
This internal safeguard does not make public runtime services worker-thread-safe. Continue to call them from Unity's main thread.
Duplicate-item coverage note
The accepted Procedure 52 run equipped the same Ember Axe instance selected by the tooltip. Automated regression covers rebinding when a different visually identical eligible instance is equipped. This is a test-coverage distinction, not a known production defect.