BLOBBO/assets/meshes/prop-spring-boot.glb
type-two d4d41208f8 M0 playable slice: lanes integrated, machine chain staged, hidden-tab hardening
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>
2026-07-17 20:50:16 +10:00

13 MiB

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