b cutoff

Thanks — that's a big help. 90sDJsim is the primary reference for Lane B (its `buildStrip` and `applyLighting` are exactly what I'm generalizing). Let me pull those key patterns before continuing:

I have the key `applyLighting`/`buildStrip` patterns. Now the facade kit — the biggest module. Task 3:

Now ground.js — I'll build the road/footpath/plaza network **once** as merged strips (persistent, not per-chunk streamed): with only a handful of edges this is far cheaper and seam-free versus per-chunk clipping. Task 4:

Now furniture.js — instanced street furniture with mandatory primitive fallbacks (GLB depot upgrade documented but off by default for v1 robustness). Task 5:

Now lighting.js — sky dome + 6-segment day/night cycle (global, with fog to mask chunk pop-in). Task 6:

Now player.js. Let me first check the vendored PointerLockControls API (r175 changed some method names):

`_euler` re-syncs from the camera each move, so I can set orientation directly. Writing player.js. Task 7:

I made a sign error on the strafe vector — camera-right = cross(forward, up) = (−fz, 0, fx). Let me fix:

Now hud.js. First let me attach `doorRects` to the door mesh userData so the HUD can map raycast hits to shops:

Before writing the streamer, I need the fixture town to actually span enough chunks that streaming triggers with the default radius 3. Let me widen the main street to ~6 chunks (24 shops across 4 north + 2 south blocks):

Now widen the street nodes to match:

Now the streamer. First, one efficiency fix in buildings.js — make the 2048² sign atlas lazy so shopless chunks (mid-street) don't each allocate a 16MB canvas:

Now the streamer — chunks.js. Task 8:

Now the shell — index.html. Task 10. Let me also write a small minimap module for `map` mode. First index.html:

Now the shell — index.html:

Before booting, I caught a few bugs by re-reading. Let me fix them. First, the ground quad winding — my triangles wind so the geometric normal points **down**, so `FrontSide` ground would be invisible from above:

Now fix the spawn heading (should look east into town) and add click-to-relock:

All modules written. Now let me boot the server and verify in the browser. Task 11:

Server started from the wrong directory — it needs to serve from `web/`. Let me fix that:

All paths resolve. Let me open it in the browser and check the console for errors:

No errors. Let me take a screenshot to see the start screen, then enter the town:

Start screen renders cleanly. Let me verify the full script initialized (it exposes `window.PROCITY` only at the very end) and check the plan built correctly:

I need an expression, not a return statement. Let me wrap it:

The script errored before completion. Let me reload and capture the error:

Console capture is missing module-load errors. Let me probe each module directly with a dynamic import to find the failure:

All modules parse and import fine — so the error is a runtime throw during inline setup. Let me replay the setup to find the throwing call:

Setup replays fine (26 items incl. stalls, 8 chunks warmed). The failing piece must be the post-processing / HUD / minimap chain that my replay skipped. Let me test those:

Everything works in isolation — the earlier `initialized:false` was likely a timing read during the top-level `await` on the citygen 404. Let me re-check now that it's settled:

Still failing at runtime though it replays fine — let me confirm the served `index.html` is actually my latest version and hunt the real error. Let me capture it via a fresh load with an error listener:

There's a genuine runtime error the console tool isn't surfacing. Let me add temporary global error capture at the top of the module, reload, and read it:

`__PCERR` is null and no PROCITY — meaning the module is **suspended**, not thrown. The only top-level `await` is the citygen import. Let me check whether that import hangs (rather than 404-rejecting) in this preview environment:

The import rejects cleanly, so the `catch` runs — but a later **synchronous** throw in a top-level-await module surfaces as a "module evaluation error" that `window.onerror` doesn't catch (which is why `__PCERR` is null). Wrapping the body in an async IIFE with try/catch will both fix the structure and surface the real error. Let me refactor:

Let me verify the browser is actually getting the wrapped version (cache/service-worker suspicion) and check if the module even starts:

Served version is correct, so `main()` is pending. Let me reproduce the exact `await import` in try/catch pattern to see if it hangs versus my earlier `.then/.catch` test:

That exact pattern completes — so main() is pending on something else, and the console tool isn't surfacing this tab's errors. Let me instrument `main()` with stage markers to pinpoint where it stops:

`__S` is undefined — the module body isn't executing at all. Let me wait a beat and re-check (large three.module.js fetch), and also check network for any failed import:

Module script is in the DOM but never executed — that's a **parse error in the inline script itself**. Let me extract it and validate with node:

The regex found no `</script>` — I never wrote the closing tags! Let me check the file tail:

That's the bug — the inline `<script type="module">` was never closed, so the parser never finalized/executed it. Let me add the closing tags:

It fully initializes now — "Yarraville Junction", 26 shops, 8 chunks live. The frame loop renders behind the start panel. Let me hide the panel, read perf, and screenshot the actual 3D:

`draws:1` is misleading — EffectComposer's `autoReset` leaves `renderer.info` showing only the last (OutputPass) draw. Let me measure the true scene cost directly, then I'll fix the loop to report correctly:

True scene cost from the west end: **97 draw calls, 3,626 tris** — well within the 300/200k budget. Let me see it:

The town renders — road, footpaths, kerbs, shops with a sign, streetlights, bus stop, tree, fog, sky. But the HUD shows **draws 700** because my measurement left `info.autoReset=false` and the loop never resets per-frame (EffectComposer accumulates). The true scene cost is 97. Let me fix the loop's perf accounting and strip the debug markers:

I still need to add the per-frame `renderer.info.reset()` (I set autoReset=false but the loop must reset once per frame). Let me check the remaining `S('` and view the loop:

Two fixes: strip the last stray marker on line 207, and insert `renderer.info.reset()` between `hud.update` (which reads the count) and `composer.render()` (which accumulates it) — so the HUD reports the true per-frame total with a one-frame lag:

Now reload and verify the corrected HUD, then drive through the town to test streaming, collision, and day/night:

140 draws / 5.2k tris at spawn — comfortably within budget, 22 skin materials (≤25 ✓). Now let me simulate walking the full strip to verify streaming, collision, and perf under motion:

Streaming works (chunks 8↔9, pending stayed 0, ~156m traveled) and collision held (`insideBuilding: false`). Now let me test walking straight *into* a shopfront (collision) and flip to night to verify emissive windows/lamps + bloom:

Collision is pixel-accurate (stopped at z=10.62 = 11 − 0.38 radius). Now the night screenshot:

Night mode is cinematic — glowing shopfront windows both sides, streetlamp bloom, dark sky, 153 draws. Now let me verify the door raycast → shop resolution works:

The door raycast missed — let me diagnose with the ray direction, door-mesh bounds, and a wider `far`:

The door raycast resolves correctly (hit at 2.45m, z=10.95). Now let me verify the `enterShop` event+toast fires, then get a daytime close-up of the shopfronts:

Let me see the daytime shopfront close-up:

Excellent — the strip reads beautifully: striped posted verandah, legible color-coded signs ("PAWN" yellow, "...LLY EMPORIUM" toy-magenta, "CIVIC EZY H[IRE]" video-blue), facade art with shop detail, brick footpath, bench/bin. One refinement: my dark window planes are opaque and obscure the facade's own shopfront art. Per spec they exist for the night glow — let me make them subtle glass in day, glowing at night:

Now the critical all-fallback test — the page must run with `assets/` renamed away (no crashes). Let me rename it, reload, verify, then restore:

No crash in all-fallback mode. Let me screenshot the flat-colour fallback town:

All-fallback mode is fully coherent — canvas signs still render (they're not JPEGs), facades show muted fallback colours, windows are now subtle glass, town is readable. The "zero assets" house law holds. Let me restore assets:

Now let me capture the 3 reference shots and save them into `docs/shots/laneB/`. I'll reload, render the 3 poses at a fixed size, and stash their dataURLs:

`P.canvas` isn't exposed — it's `renderer.domElement`. Let me fix and also drive the composer (for bloom) at the capture size:

Valid PNGs captured (drawing buffer preserved). They're ~4MB base64 each — too large to pipe through the tool. Let me stand up a tiny local save-endpoint and have the page POST them straight to disk:

Saver is up. Now POST the 3 captured shots from the page:

Cross-origin fetch to `:8131` is blocked by the preview sandbox. Let me replace the main `:8130` server with one that serves `web/` **and** accepts same-origin POST `/save`:

Combined server works (static + same-origin POST). Let me reload, re-capture the 3 shots, and POST them same-origin:

All 3 saved to disk. Let me verify them and view one to confirm they're valid renders:

The plaza overview confirms the whole layout — herringbone brick plaza, main-street asphalt with lane markings, cross street, shops both sides, streetlights, trees, dept anchor, dramatic seeded sky, fog depth. All 3 reference shots are saved.

Now, per the ultracode directive, let me run a rigorous **multi-agent adversarial review** of the Lane B code — independent lenses genuinely add value here to catch correctness/spec/perf/robustness bugs I may have missed. Let me mark a chapter and launch it:

The review is running in the background. Meanwhile, let me confirm the window-glass fix looks right in the saved daytime shot:

The plaza shot is great, but `main-street-day` framed the camera right up against a shop (black awning underside dominates). Let me check the dusk shot, then re-capture the day one with cleaner framing:

The dusk shot shows building *backs* (plain boxes) and the day shot is too close to a shopfront. Let me re-capture all three with the framing that showed the strip well — the receding shopfronts and the glowing night windows. Let me reload and re-shoot:

That day framing sits in an empty gap with too much foreground. Let me check the night shot, then re-shoot the day one as the shopfront close-up (the hero angle):

The night strip clearly shows the glowing shopfront windows receding down the block — the emissive/night system working. Let me replace the weak day shot with the shopfront close-up (the most informative angle):

Still catching building sides. Let me shoot dead-on at a shopfront with a level gaze (so the facade art + sign fill the frame, not the roof):

The look-target keeps drifting east down the street. Let me look due north (+Z), dead-on at the shopfront:

I've been fighting camera framing — let me stop optimizing shots (the 3 saved references are functional) and do one quick live sanity check at the known-good facade angle to confirm facades still render with the window fix, then move on:

The HUD now shows a **different town — "Boolarra Heads", 36 chunks, draws 283**. That name isn't in my fixture pool — **Lane A's `generatePlan` has landed** and my guarded import picked it up. This is a live integration. Let me investigate:

This is a **live Lane A integration** — `generatePlan` produces a full 523-shop, 1km² city (vs my 26-shop fixture), and my guarded import auto-adopted it. Key: Lane A stores `facadeSkin` as full filenames (`"facade-stucco-pink.jpg"`) and `lot.ry` as arbitrary angles — both handled (the skins.js normalize fix + my general oriented-rect math). My camera was just parked in an arbitrary spot. Let me spawn at the city origin and see Lane A's city through Lane B:

Two findings: (1) facades **do** render in Lane A's city (visible far-right), and (2) at the dense center, **draws hit 313 — over the 300 gate** with radius 3 and 44 live chunks. The camera also spawned inside a shell (Lane A's lots are deep, d≈15-20). The hard perf gate must hold on the real city. Let me test radius 2:

Even at radius 2 the dense city hits 424 scene draws — because the **sun shadow pass re-renders every shadow-caster**, roughly doubling draws. The lane doc explicitly permits "none" for shadows ("or none — measure"). Let me measure with shadows off:

Even radius 2 + shadows-off leaves the densest blocks at ~380 draws — Lane A's 523-shop city is far denser than the fixture the gate was sized for, and the real fix is a facade atlas (collapsing the ~6 per-chunk facade-skin draws to 1). That's a larger optimization. For now let me make **radius and shadows adaptive to plan size** — keeping the fixture fully green (my verified deliverable) and substantially reducing the city's cost — then measure realistic gameplay framing and document honestly. Let me check the review results first:

The review is surfacing real findings (e.g., the 2048² sign atlas is allocated full-size per shop-chunk regardless of sign count — a memory issue that matters a lot at Lane A's density). Let me pull the confirmed findings:

The review confirmed several real bugs — most importantly a **collision rotation-sign error that only manifests for arbitrary `ry`** (my fixture uses axis-aligned angles so it passed, but Lane A's city has angles like −1.32 rad → collision broken there). Let me verify my derivation and apply the confirmed fixes. Starting with the critical collision fix:

The review completed (20 agents, 0 errors) and confirmed my collision-fix derivation exactly. Let me apply all confirmed fixes. First, the critical collision rotation-sign fix:

Now the awning signed-shift bug (`>>` gives negative indices for ~1/3 of shops → undefined skin):

Now the house-door raycast bug — house doors are merged into the interactive door mesh but have no `doorRects`, so clicking a house "enters" a random distant shop. Let me route house doors into a separate non-interactive mesh:

Now merge the decorative house doors into a plain non-interactive mesh. Let me update the doors finalize block:

Now the sign-atlas memory fix — it's allocated at a full 2048² per shop-chunk regardless of sign count (with mipmaps ≈22MB GPU each), which blows the texture budget at Lane A's density. Let me size it to the actual sign count and drop mipmaps:

Now disable mipmaps on the sign texture:

Now the furniture fixes — `hashEdge` assumes string ids (Lane A uses numeric ids → all furniture gets the same seed), and offset furniture can land in a chunk `chunkIndex` never registered (silently dropped). First the string coercion:

Now the furniture chunk-drop — `chunkIndex` only rasterizes the edge centreline, so offset furniture lands in chunks that never get built. Let me widen the rasterization to cover the full road+footpath+verge band:

Now the `takeShots` mode-restore bug and adaptive radius/shadows for dense cities. Let me read the shot harness and renderer setup:

Now the takeShots mode-restore fix:

Now update lighting.js to honor the `shadows` option:

All confirmed fixes applied. Let me reload (default → Lane A's city with adaptive radius 2 / shadows-off) and verify: boot, perf, and especially the collision fix on an angled lot (which was broken before):

Excellent — all fixes verified:
- **Collision on angled lot (ry=−1.323)**: `keptOut: true` (final local z=7.72 > half-extent 7.34) — the previously-broken arbitrary-`ry` collision now holds. ✓
- **Awnings**: no negative indices. ✓
- **Perf**: dense center now **270 scene draws** (~281 with post) — under 300, vs 313-424 before. 25 skin materials. ✓

Let me sample a few worst-case spots to confirm the budget holds citywide, then screenshot Lane A's city:

Most of Lane A's city is now within budget (230–310 total draws), though the densest market/arcade block still peaks ~445 — that needs the facade atlas (the identified next optimization). The adaptive fix moved the typical experience under the gate. Let me see Lane A's city rendered through Lane B:

Lane A's city renders and streams correctly through Lane B (draws 196 here, well under budget). Now let me regression-check the **fixture** (my primary deliverable) still works after the shared-code fixes — I'll temporarily force citygen absent:

Fixture regression is clean: "Yarraville Junction", 26 shops, **148 scene draws** (~159 total), 21 skin materials, shadows on, collision stops at 10.62. All green. Let me restore Lane A's citygen:

Fixture restored to the integrated default. Let me capture representative chunk-build times for the notes, then write the docs:

Chunk builds: median 8ms, p90 15ms, max 22ms in Lane A's dense districts (heavier than the 4ms/frame budget for a single chunk, so the streamer builds ~1 heavy chunk/frame — fog-masked). I have all the measured data. Let me write the two required docs. First `LANE_B_NOTES.md`:

Now the `B-progress.md` for Fable's review: