Integration: blob+paint+machines composed in game.ts; cannons staged along the racing line (muzzle 26 — default 16 undershoots course distances); plate threshold above clean-blob mass so only painted blobs trip it (paint=weight= machine access); belt delivers riders under the bucket (shallow catch timed to teeter drift); arch moved to a detour lane. Cross-lane fixes found at integration, all one class — gameplay logic living on render-frame time, which stalls in hidden tabs: - telegraph windup -> fixed step (gates forces/dumps) - bucket tip/pour -> fixed step (gates the splat) - blob group sync -> fixed step in controller (paint proximity gate reads it) world.ts grew tick()/renderOnce() + a hidden-tab watchdog interval for this. Assets: mesh wave 1 (4 GLBs via farm: blobbo-base, toaster, spring boot, paint bucket) + mesh_pipeline.py with outdir scp fallback for the farm's unregistered-remote-outputs bug. Verified headless end-to-end via tick(): move/jump/squash, cannon hits on a moving blob, coverage->buffs (BURN 1.6x, super at 70%), mass 1.0->1.67 with paint, plate clean-reject + painted-trip, boot launch (peak y 3.9), belt-> bucket dump (23.6% purple), arch cleanse. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
12 MiB
12 MiB
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