Sync upstream UI fixes through c0630f3d
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Integrate six upstream commits through
c0630f3d(2026-10-11), preserving MoonWell branding, launcher integration and ruRU localization.The update fixes OnUpdate ordering by strata/level/link order, bare Lua errors passed to the error handler, case-insensitive addon file lookup and UNIT_FACTION on faction-template changes. It also adds an optional Bevy dynamic-linking feature and lets test gates report all failing crates.
Merge conflicts retain localized spell costs, race/class display names, Cyrillic character-name input and the twelve-letter creation limit. UI error handling and update traversal follow upstream. docs/MAP.md was regenerated and has no delta.
Validation: full scripts/gates.sh passed on the exact source tree (1884 s) on Windows with the real 1.12.1 MPQ/DBC data and ruRU pack, including workspace tests with and without install data, player tests without dev, and engine boot checks. The 31 optional addon corpus tests are unavailable on this checkout. No live account login was attempted because no probe identity is configured. The optional dynamic-linking feature is retained but not enabled by the default gates.
`TargetUnit("npc")`, `AssistUnit("npc")` and `SpellTargetUnit("npc")` did nothing with a merchant, gossip or quest window open: the app's unit-token resolver answered nobody for `npc`. In 1.12.1 the resolver (`0x515970`) matches `npc` as a whole token (`0x515bec`, an unbounded compare, so `npctarget` stays unknown) and takes the interaction NPC's guid `[0xb4e2d0]`, which `0x4930d0` writes when the window opens. `npc` now resolves to the held unit `InteractNpc` names. Tests cover the three verbs, a closed window and a streamed-out NPC, and `/script TargetUnit("npc")` typed into the stock chat box. Fixes #707 Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>`PLAYER_LOGIN` fired at the end of the UI load, before the player existed: its handlers saw `UnitExists("player")` nil and level, health and XP 0, at every login and `/reload`. Ace2's `OnEnable` runs there. In 1.12.1 the load only arms a one-shot (`0x49011d`). The world-enter cascade fires `PLAYER_LOGIN` if armed (`0x49094b`), then `PLAYER_ENTERING_WORLD` (`0x49096a`), inside a sound-suppression bracket (`0x4908d5`–`0x490a56`). It runs from the player's own create (`0x5deb60`), or on `/reload` from the load (`0x490168`) with the player still in the world. A worldport re-arms nothing. Now the load arms it, and the unit feed fires both, silenced, once the player is seated. A `/reload` loads under the live player and no longer plays the target-select sound. Tests cover login, worldport and reload; they fail without the fix. Fixes #189 Fixes #191 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>bevy/dynamic_linkingin crates/benilla-app (#853) 45da0a0850c0630f3dad4749ac26