The three that stopped a pack shipping:
- a mesh-less GLB (armature-only export) fired onSwap anyway, hiding the
primitive and adding nothing — an invisible prop with a live collider.
Mesh count is now checked BEFORE the scene is touched, in one guard that
covers every consumer including slotObject/blob.face.
- the fulfilment path had no try/catch, so a throw became an unhandled
rejection. Split in two: a build failure bails out before onSwap can hide
anything; an onSwap failure keeps the replacement parented, because
consumers hide their primitive on onSwap's first line and removing the fit
node there would manufacture the one forbidden state.
- preload() awaited every url forever. Each is now raced against a 10s
deadline with allSettled semantics: a stalled host costs one warning and a
fallback prop, not a game that never boots.
Also:
- instantiate/instanceSync never throw — createBlob's call site is frozen and
unguarded, so a throw there is a black screen.
- ghost and blob share fitBodyToRadius(); a borrowed blob.body was rendering
the ghost 2.17x oversized with the farm mesh.
- skinned blob.body is rejected loudly instead of silently half-working; the
idle-clip mixer is gone (it animated an orphaned skeleton in the fixed step).
- paintableInfo counts UV islands: blobbo-base.glb passes every other check
and still paints wrong at 1140 charts. Warning, not rejection.
- slots.ts gains cannon.base, course.finish, course.tunnel, course.tramp, all
hooked except tramp (built in frozen game.ts).
- manifest ignores _-prefixed metadata keys instead of calling them typos.
Empty-manifest parity verified byte-for-byte: scripts/sacred-parity.check.ts
fingerprints the built scene and reports 49df4f20 on main and on this branch.
Custom GLBs drop into 14 named slots without code changes; an empty manifest
produces today's game by construction (the fallback builders are the original
code moved into a closure, and an empty registry returns the caller's own
object by identity).
- src/assets/{slots,manifest,idb,registry,blobBody}.ts — schema + validation,
GLTF cache with per-instance material cloning, fit nodes, IndexedDB override
layer, paintability report.
- Slot hooks in createBlob, parts, cannon, greybox, puddles, ghost. Mesh-only:
no collider, physics or logic line is touched. Animated sub-parts (plate cap,
belt chevrons, fan blades, cannon pivot) stay procedural so a custom model
cannot stop them moving.
- public/assets/ — the build had NO asset copy step at all, so every asset URL
would have 404'd in production. public/ is vite's default publicDir, so this
needs no vite.config change.
- Tests: 63 headless checks + a farm-GLB audit that fires PaintSkin's own
raycast against the fitted body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- installZones + cannonConfigs through the single cannon path; old centre
plate/boot removed (fork versions supersede); belt+bucket to centre lane
(sunk flush — proud face curbed the line); arch punishes failed MEGA runs
- puddles: distance-based stamping (speed-independent coverage), rate 4/u,
contact tolerance 1.0 (bounce hops starved strips), fork strips widened
toward the racing line + neutral-centre red top-up strip
- under-shelf volumes filled solid in the centre (side corridors left open);
launcher catch widened to the full gap
- verified: naive hold-W finishes ~12s, ghost records+replays, MINI (0.77)
passes the tunnel with 47% pink, buffs activate (GRIP live at 29% green),
78% total coverage on a wandering run
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the live finding that a racer can finish with 0% paint. Paint is now
ROUTE-guaranteed by ground puddles, and colours come in single-colour zones so
buffs actually cross the 20% threshold.
- paint/puddles.ts: PaintPuddle + installPuddles. Flat coloured strips (no
collider) that stamp the blob's underside via skin.splatAtPoint on a ~6/s
cadence while rolling through, emitting paint:splatted. The body doesn't
physically tumble (rotations locked), so an accumulated roll phase walks the
contact point along the travel great circle — a straight run paints a stripe
and coverage climbs instead of piling on the south pole.
- paint/coverage-math.ts: extend computeModifiers with purple MEGA (size→1.45 +
heavier) and pink MINI (size→0.62 + lighter than clean at high %). They fight:
net size uses (purple − pink) strength; mass floored so MINI stays positive.
(Lives here, not buffs.ts, because the pure mapping must stay THREE-free for
the bare-node test; BuffSystem already forwards mods.size/massMul unchanged.)
- paint/coverage-math.test.ts: +MEGA/MINI/fight cases (48 assertions pass).
- course/zones.ts: installZones lays RED/GREEN/BLUE puddles down the centre line
and the PURPLE(left)/PINK(right) fork onto the machine district — a pressure
plate (baseMass*1.25) + boot on the MEGA lane, a visibly-low pink tunnel
(underside y≈1.12) on the MINI lane. Returns cannon configs for integration.
- demo (demos/lane-g.html + src/demo/lane-g.ts): drive the zones, F = hands-free
hold-forward, 1-4 teleport to each zone, live coverage/size/mass + plate HUD.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>