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Roadmap and progress

This is the living backlog. Keep it brief, ordered, and honest. Move completed work into the history rather than leaving stale checked boxes everywhere.

Now — make the prototype dependable

  • 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=yes metadata 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.

Next — practical daily-use improvements

  • 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.

Later — mod and multiplayer support

  • 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.

Deliberately deferred

  • 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.

Progress history

2026-08-08

  • 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 0.1.0 as 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 0.1.1 with 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.map persistence 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.

Definition of done for a feature

A feature is done when:

  1. Its user-facing behavior works with real installed data.
  2. Empty/error cases are understandable and do not touch game files.
  3. npm run build, Rust formatting, and Rust tests pass.
  4. Relevant limitations or decisions are documented.
  5. The commit is focused and main remains runnable.