This is the living backlog. Keep it brief, ordered, and honest. Move completed work into the history rather than leaving stale checked boxes everywhere.
- Parse the installed base vector map, streets, labels, and useful zones.
- Read current Steam build metadata and latest-save map view.
- Render a polished, responsive canvas map.
- Add towns/areas, streets, business, building, likely-loot, and vehicle filters.
- Add search, coordinate jump/readout, multi-point measurement, and saved named paths.
- Make selected likely-loot categories visually distinct from the general business layer.
- Document the map sources, coordinate systems, architectural choices, workflow, and limitations.
- Add a one-click Windows development launcher and GitHub verification/release workflows.
- Add scalable POI icons, larger map/menu typography, a building legend, and hierarchical subfilters.
- Focus the vehicle layer on drivable spawn pools and surface expected pool quality/damage metadata.
- Enlarge the coordinate HUD and add one-click coordinate copying.
- Enlarge click-detail cards and align map controls in the upper-left.
- Keep town labels above markers, align layer switches, and add larger tooltipped map controls.
- Replace raw
building=yesmetadata with an honest unclassified-building label and clarify water-zone counts. - Move coordinate copying to stable clicked-place details.
- Add locally persisted, colored custom markers with emphasized foreground rendering and focus, rename, remove, and collapse actions.
- Add a persistent saved camera center/zoom and make the target control restore it.
- Discover configured Steam libraries and let users select a validated alternate game installation from the source card.
- Replace temporary position/destination pins with multi-point measurement and locally persisted named, colored paths.
- Record the installed-data and architectural feasibility of a future floor-level detail renderer.
- Document portable WebView2 checks, per-user saved-item persistence, and best-effort backup behavior.
- Document Nexus/Vortex delivery as a manual download with optional Dashboard tool registration.
- Add small fixture-based parser tests that can run without a local game installation.
- Add an app-level smoke test for snapshot-to-first-render behavior.
- Add a reload-data action so a user can refresh without restarting.
- Persist layer preferences in app-owned storage.
- Add a clear building-color legend with per-type visibility controls.
- Let the user choose a non-standard game installation path when discovery fails.
- Improve business-name normalization and category coverage from real-world feedback.
- Add an explicit map/update compatibility warning when required source shapes change.
- Investigate save-backed claimed safehouses and randomized survivor houses; never infer them from ordinary residential polygons.
- Run the GitHub packaging workflow and smoke-test its NSIS and portable artifacts on a second machine.
- Add first-class export/import for markers and saved paths before promising cross-computer portability.
- Discover enabled map mods and resolve their declared map dependencies/order.
- Read mod-provided world map, street, annotation, and object sources through the same adapter boundary.
- Design an optional tiny client mod that exports only the local player's position.
- Evaluate server-authorized party positions with privacy and permission controls.
- Evaluate authorized live vehicle condition and vehicle-to-key locations for single-player/server providers.
- Consider higher-level marker/path collections and organization after basic export/import exists.
- Revisit automatic Vortex tool discovery only if maintaining a separate integration is justified.
- Run a one-cell decoder spike for compiled lot data before committing to floor-level rendering.
- Exact live container inventories.
- Reading process memory.
- Editing Project Zomboid saves.
- A hosted/shared browser map until the local companion map is polished and dependable.
- Full road routing before the map has suitable navigation topology.
- Exact textured isometric rendering before a viewport-limited floor-plan spike proves the compiled data path.
- A database/cache layer before startup and render profiling justifies one.
- Inspected the installed Project Zomboid map definitions, vector sources, annotations, translation labels, object zones, Steam manifest, and latest local save metadata.
- Confirmed the distinction between 300-unit vector cell origins and 256-unit compiled map cells in the installed Build 42 data.
- Chose a read-only Tauri companion and custom canvas renderer.
- Added the local map/save adapter in
451a261(feat(data): read local Project Zomboid map sources). - Added the first working interactive atlas and visual baseline in
ec22f08(feat(map): add interactive local atlas interface). - Corrected likely-loot filter emphasis in
8432027(fix(filters): make loot categories visually distinct). - Added the initial project handbook and replaced the scaffold README.
- Added scalable POI controls, subtype filters, drivable vehicle-pool context, larger coordinate/detail text, and copyable coordinates.
- Polished map hierarchy and controls: town labels stay above markers, switches align, map buttons are larger and self-describing, and ambiguous source labels are explained.
- Added up to 100 app-owned named markers that persist between launches without touching game or save data.
- Added per-marker colors and a larger final annotation pass so user-authored points remain visible across the map.
- Added a minimal saved-view bookmark containing only world X/Y and zoom.
- Established
0.1.0as the first public release baseline across the desktop, frontend, changelog, and packaging workflow. - Hardened Windows publishing so the validated installer and portable ZIP are each retained as workflow artifacts and attached explicitly to the draft release; updated official GitHub actions to their Node 24-based versions.
- Prepared
0.1.1with Steam-library discovery, a clickable/visible local game source, native alternate-folder selection, larger supporting text, and saved multi-point measurements. - Inspected the installed compiled lot/tile sources and documented a staged floor-plan/isometric feasibility path.
- Replaced the main release screenshot and added focused marker/path, filter, and game-source images.
- Recorded the WebView2 runtime checks and
%LOCALAPPDATA%\com.pzcompanion.mappersistence boundary for portable users and future maintainers. - Defined the Nexus/Vortex release boundary: manual download, normal extraction, and optional Dashboard tool registration without deployment into Project Zomboid.
A feature is done when:
- Its user-facing behavior works with real installed data.
- Empty/error cases are understandable and do not touch game files.
npm run build, Rust formatting, and Rust tests pass.- Relevant limitations or decisions are documented.
- The commit is focused and
mainremains runnable.