fix(ui): team builder — coalesce the queued-jump block to null so an empty queue no longer disables JUMP dispatch (#44)
CI / build + unit + e2e (pull_request) Successful in 2m38s

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2026-10-03 23:42:32 +00:00
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# Changelog
## v0.10.1 — 2026-10-03 18:36
- Fix React 19 hydration mismatch (#418) on every production load — the banner's live clock was prerendered at build time in the static page and desynced at hydration, intermittently stranding the world-map team builder's DISPATCH button permanently disabled (jump flow unusable); e2e jump tests now green.
- Fix React 19 hydration mismatch on every production load — the banner's live clock was prerendered at build time in the static page and desynced at hydration (CI-verified: no hydration errors in the job logs). A real fix, but NOT the cause of the red e2e jump specs.
- Fix the world-map jump dispatch — the actual cause of the three deterministically red e2e jump specs: TeamBuilder's `blocked` term was `undefined`, not `null`, whenever no jump was queued (`Array.find` returns `undefined`), so the roster rendered (truthiness check) while the DISPATCH button's `blocked !== null` guard read it as blocked and stayed disabled — the JUMP panel's dispatch was permanently dead on an empty queue (the 300 s `waitForResponse` timeout; present since the builder shipped in v0.10.0, so the UI-jump specs were red on every run since, on a fresh DB; non-JUMP panels were unaffected, their branch yielding `null`).
## v0.10.0 — 2026-10-03 00:57
- Queue-based actions (#44): every game action (jump, explore, ship upgrade/expand/build, research) is now a queued task with an assigned team — a lead + optional helpers. Validation and cost deduction happen at queue time (unknown crew → 404, busy/committed crew → 409, in-transit or second jump → 409); effects apply when the task completes, mission accept is instant and free, and mission-completion checks run when the satisfying task resolves.