PIPELINEMILESTONEFEATURE
Day 2: 114 Passes in 24 Hours — The Nuclear Rebuilds
This was the day everything came together. 114 passes executed, most of them in parallel across 6 Claude Code terminals.
The big insight: every UI screen had broken scene-serialized references from weeks of rapid iteration. Instead of fixing them one by one, I developed the 'nuclear rebuild' pattern — suppress all scene children, build the entire UI from code at runtime. Zero dependency on what Unity serialized. Applied it to all 13 screens.
6-terminal parallel execution was wild. A PowerShell script launches 6 cmd windows in a 3x2 grid, each running Claude Code with --dangerously-skip-permissions. Each terminal works on non-overlapping files. Documentation collisions happened constantly — SESSION_STATE got overwritten 6 times in one batch — but the code never conflicted.
Highlights: full story pipeline (57 dialogue scenes), fight engine reward system, comic panel integration, voice desync fix, shop/achievements/quests rebuilt, campaign progression save sync, 25/25 stale singletons patched.
At one point I had to reconcile 35 missing PATCH_HISTORY entries. 8 passes are permanently unrecoverable — we'll never know what they did.