Add night dressing and end cards; fix the hide_render bug
hide_render does not survive glTF export — verified in three r175, every node arrives visible:true. So garden_bed has been drawing plants_full, tattered AND dead superimposed since Sprint 1, and my THREADS note told Lane A the opposite. The asserts missed it by checking the nodes existed rather than that only one was on. The flag now rides in extras, which does export, and consumers apply it in one line; e.test.js pins the flag instead of the node. Night dressing: house_yardside gains window_glow, an unlit emissive pane marked hidden_by_default, plus window_light_anchor. A warm window means someone is inside, which is why the player is out in the dark keeping the sail on. Plus a moon sprite whose halo, not its disc, is the part that survives cloud. End cards are rendered from the game's own props as a diptych: identical camera and yard, only the night's outcome differs. The left third is left empty for Lane A's text. Cards are opt-in behind --cards because EEVEE's shadow pass is not byte-reproducible across processes in 5.1 — proven with a minimal repro, not PYTHONHASHSEED, and present even with a hard sun. The dawn shadow is the art, so the cards become committed art rather than build output. Everything the game loads stays byte-identical: 38/38 verified. Selftest 241/0/0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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THREADS.md
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THREADS.md
@ -1802,3 +1802,62 @@ Format: `[lane letter] YYYY-MM-DD — note`
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flagged exactly this joint call when holding 0.45 — but it is now measured and it is SPRINT6 gate 1.
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Also: scoreRun's verdict text blames "what you skimped on" on a 4/4 no-break run — verdicts must
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read the actual failure mode.
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[E] 2026-07-17 — 🐛 **RETRACTION + FIX, and Lane A this one is a real bug I shipped and then documented
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WRONGLY for five sprints.** I told you garden_bed ships "full visible, rest `hide_render`". That is
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false. **glTF has no node-visibility flag and Blender's `hide_render` does not survive the export** —
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verified in three r175: `plants_full`, `plants_tattered` and `plants_dead` all arrive `visible: true`.
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So unless you were already hiding them yourself, that bed has been drawing **all three wilt states
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superimposed** since Sprint 1. My own asserts missed it because they checked the nodes EXISTED, not
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that only one was on.
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Fixed at source the only way that survives: the flag now rides in extras (userData does export —
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that much I did verify last sprint). **One line, once, in your `load()` helper, and it covers every
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optional node I will ever ship:**
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gltf.scene.traverse((o) => { if (o.userData?.hidden_by_default) o.visible = false; });
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Currently marked: `plants_tattered`, `plants_dead`, `window_glow`. e.test.js now asserts the FLAG,
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not the node. Sorry — that one's on me.
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[E] 2026-07-17 — **night dressing (SPRINT6 §E-1), both for the night storms:**
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· `house_yardside_v1.glb` gains **`window_glow`** — an unlit emissive pane (needs no light, costs
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nothing while off) shipping `hidden_by_default`, plus a `window_light_anchor` empty if you want a
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warm ~2700 K PointLight spilling onto the grass under the eave. Flip it on for storm_02/03.
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This is the cheapest storytelling in the yard: a warm window means someone is *inside*, which is
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the entire reason the player is out there in the dark fighting to keep the sail on. An empty yard
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at night is just weather.
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· `models/textures/moon.png` — 256², disc + halo, alpha. **The halo is the point:** behind
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storm_02's cloud dome you'd see a bright smear, not a disc, so fade opacity with cloud cover and
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the halo carries the low end; on storm_01 the disc resolves. Lane C, it's a sprite on the dome —
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ignore it if the sky doesn't want one, no feelings.
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[E] 2026-07-17 — **end cards (§E-2): `models/textures/card_win.jpg` + `card_gameover.jpg`, 1200×675.**
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Rendered from the game's OWN props rather than drawn — a gradient with a font on it says nothing; the
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gnome you failed to protect, lying in pieces exactly where he stood, says it without a word. They're a
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**diptych: identical camera, identical yard, and the only thing that changed is what the night did to
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it** — gnome standing in dawn light with a long shadow vs. in bits under flat grey, fence whole vs.
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holed with palings on the grass, bed green vs. dead. A player who sees both reads the difference
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faster than any headline. **The left third is deliberately empty — that's yours for the text**, Lane A,
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and the files are plain JPEGs so do whatever you like on top.
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[E] 2026-07-17 — ⚠️ **worth knowing if you ever render from Blender: EEVEE's SHADOW pass is not
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byte-reproducible across processes in 5.1.** Two identical runs of an identical scene give different
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pixels. I chased this properly because the cards broke my determinism check: it is NOT PYTHONHASHSEED
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(6/6 identical with randomisation live), and it happens even with a hard 0° sun — minimal repro is a
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cube, a plane and a sun. The contact sheet dodges it only because thumbnails have no ground plane to
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receive a shadow (still byte-identical, 3/3 — that Sprint 1 claim stands).
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The long raking dawn shadow IS the win card's mood, so I'm not trading the art for the guarantee.
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Cards are now **opt-in: `--cards`** — art, rendered deliberately and committed, not build output.
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Everything the game actually loads (every GLB, every generated texture) is still byte-identical on
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every default run: **38/38 verified this sprint**, which is the promise you all rely on.
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Also, my own earlier check was lying to me: `ls a/*.glb b/*` re-sorts across globs while `md5` keeps
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argument order, so `paste` misaligned the columns and blamed shackle and shed_01. If you diff hashes,
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tag them with their filename.
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[E] 2026-07-17 — §E-3 contact sheets refreshed (21 assets, 4×6). The **yard shots stay as they are** for
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now: `docs/yard_day.jpg` / `yard_night.jpg` are pre-balance and unrigged. Gate 1 is the balance pass
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and it hadn't landed when I built, so re-shooting now would just bake in numbers you're about to
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change. **Ping me when gate 1 is green and I'll reshoot both with a winnable rig actually in frame** —
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`tools/yardshot/shot_server.py` makes it a one-minute job now. (Lane A: your SPRINT6 list says lift
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`do_POST` into server.py and delete `tools/yardshot/` — the whole fix is ~25 lines, take it whenever.)
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[E] 2026-07-17 — grass_atlas: still 0 refs, five sprints. SPRINT6 says it's your call, Lane A — recipe is
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in my Sprint 5 entry, or say the word and I'll delete it. Either is fine; carrying it isn't.
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@ -11,6 +11,7 @@ Run:
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blender -b -P tools/blender/build_yard_assets.py -- --only tree_gum_01
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blender -b -P tools/blender/build_yard_assets.py -- --no-verify
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blender -b -P tools/blender/build_yard_assets.py -- --no-debris
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blender -b -P tools/blender/build_yard_assets.py -- --cards # re-render the end cards
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Outputs (resolved from this file, so no absolute home paths):
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web/world/models/*.glb nature, hardware, ref_capsule
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@ -119,6 +120,7 @@ PAL = {
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"gnome_hat": "#B33C36",
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"bristle": "#C9A659", # broom straw
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"hail_ice": "#DCEAF2", # hailstone
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"window_warm": "#FFC98A", # someone is home
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"ref_pink": "#E85C8A", # the reference capsule — deliberately loud
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}
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@ -165,6 +167,40 @@ def get_material(name, color_hex, roughness=0.7, metallic=0.0, opacity=1.0):
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return mat
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def hide_by_default(obj):
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"""Mark a node as "present but off until the game says otherwise".
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glTF has NO standard node-visibility flag, and Blender's `hide_render` does
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not survive the export — verified in three r175: every node arrives
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`visible: true`. This shipped as a real bug from Sprint 1 to Sprint 6, with
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garden_bed rendering plants_full, plants_tattered AND plants_dead
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superimposed, and my own THREADS note claiming the opposite.
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userData DOES survive, so the flag rides in extras and the consumer applies
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it in one line (see THREADS [E]):
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gltf.scene.traverse(o => { if (o.userData?.hidden_by_default) o.visible = false; });
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hide_render is still set so Blender's own contact-sheet renders match the game.
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"""
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obj["hidden_by_default"] = True
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obj.hide_render = True
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return obj
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def _emissive(mat, color_hex, strength=1.0):
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"""Emissive on the Principled BSDF. glTF carries it as emissiveFactor (plus
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KHR_materials_emissive_strength above 1.0), so the pane reads with no light
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in the scene at all — which is the point on a black storm night."""
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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if not bsdf:
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return mat
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if "Emission Color" in bsdf.inputs:
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bsdf.inputs["Emission Color"].default_value = hex_to_rgba(color_hex)
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if "Emission Strength" in bsdf.inputs:
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bsdf.inputs["Emission Strength"].default_value = strength
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return mat
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def deselect_all_no_ops():
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"""Avoid bpy.ops.object.select_all — works without a proper context."""
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for o in bpy.data.objects:
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@ -672,6 +708,24 @@ def build_house_yardside(name):
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(win_x, -D / 2 + 0.02, win_z + win_h / 2), trim)],
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"window", root)
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# Night dressing (SPRINT6 §Lane E-1). `window_glow` ships HIDDEN — Lane A
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# flips .visible on the night storms. It's an unlit emissive pane, so it
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# needs no light to read and costs nothing when it's off.
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#
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# This is the cheapest storytelling in the yard: a warm window means someone
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# is inside, which is the whole reason the player is out here in the dark
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# fighting to keep the sail on. An empty yard at night is just weather.
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glow_m = get_material("Mat_WindowGlow", PAL["window_warm"], 1.0)
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_emissive(glow_m, PAL["window_warm"], 2.4)
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glow = add_box("window_glow", (win_w - 0.10, 0.01, win_h - 0.10),
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(win_x, -D / 2 + 0.055, win_z + win_h / 2), glow_m,
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parent=root)
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hide_by_default(glow)
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glow["night_only"] = True
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e = add_empty("window_light_anchor", (win_x, -D / 2 - 0.35, win_z + win_h / 2),
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root, size=0.2)
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e["light_hint"] = "warm PointLight ~2700K, spills onto the grass under the eave"
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# Eave + fascia + gutter. The eave overhangs 0.55 into the yard (-Y).
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eave_y = -0.55
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fascia_z = H + 0.10
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@ -819,8 +873,9 @@ def build_garden_bed(name):
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node = join_group(parts, f"plants_{state}", root)
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if node:
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node["damage_state"] = state
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# Only `full` ships visible; Lane A swaps by toggling these.
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node.hide_render = (state != "full")
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# Only `full` starts on; Lane A swaps by toggling .visible.
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if state != "full":
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hide_by_default(node)
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stamp(root, name, "garden")
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root["states"] = "full,tattered,dead"
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root["bed_size"] = f"{W}x{D}"
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@ -1622,6 +1677,167 @@ def build_hail_and_shred_atlases():
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return [p1, p2]
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def build_moon_texture():
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"""Moon disc + halo for the night storms (SPRINT6 §Lane E-1).
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The halo is the point, not the disc. On storm_02 the moon sits behind a
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cloud dome and what you'd actually see is a bright smear; on storm_01 the
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disc resolves. One sprite does both — Lane C fades opacity with cloud cover
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and the halo carries the low end.
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"""
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import numpy as np
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SIZE = 256
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Y, X = np.mgrid[0:SIZE, 0:SIZE]
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c = (SIZE - 1) / 2.0
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nx, ny = (X - c) / c, (Y - c) / c
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r = np.sqrt(nx * nx + ny * ny)
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R_DISC = 0.34
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disc = np.clip((R_DISC - r) / 0.02, 0, 1) # soft-edged disc
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halo = np.exp(-((r - R_DISC) ** 2) / 0.045) * 0.55 # the bit that survives cloud
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halo = np.where(r > R_DISC, halo, 0.0)
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# Maria: a few soft dark blotches, seeded. Craters at this size are a lie —
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# what you see from a back yard is patches.
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shade = np.ones_like(r)
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mrng = rng_for("moon_maria")
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for _ in range(6):
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mx, my = mrng.uniform(-0.18, 0.18), mrng.uniform(-0.18, 0.18)
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mr = mrng.uniform(0.06, 0.13)
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d = np.sqrt((nx - mx) ** 2 + (ny - my) ** 2)
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shade -= np.exp(-(d ** 2) / (mr ** 2)) * mrng.uniform(0.06, 0.13)
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shade = np.clip(shade, 0.72, 1.0)
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a = np.clip(disc + halo, 0, 1)
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lum = np.clip(np.where(disc > 0, shade, 1.0), 0, 1)
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img = np.zeros((SIZE, SIZE, 4), dtype=np.float32)
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img[:, :, 0] = lum * 0.96
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img[:, :, 1] = lum * 0.97
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img[:, :, 2] = lum
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img[:, :, 3] = a
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p, kb = save_png(img, "moon")
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print(f" moon.png {SIZE}x{SIZE}, disc+halo, {kb} KB")
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return p
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# ============================================================================
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# END CARDS — rendered from the game's own props, not drawn (SPRINT6 §Lane E-2)
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# ============================================================================
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def _card_scene(broken):
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"""One vignette, built from the same yard objects the player spent the week
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protecting — that's the whole idea. A gradient with a font on it says
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nothing; the gnome you failed to protect, lying in pieces, says it without a
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word."""
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reset_to_empty()
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grass = get_material("Mat_Grass", "#4A6B36" if broken else "#5C8A3A", 1.0)
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add_box("ground", (60, 60, 0.4), (0, 0, -0.2), grass)
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if broken:
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gnome = build_garden_gnome_01_broken("gnome")
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gnome.location = (0.82, -0.78, 0)
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gnome.rotation_mode = 'XYZ'
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gnome.rotation_euler = (0, 0, math.radians(-24))
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fence = build_fence_panel_snapped("fence")
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fence.location = (-0.35, 2.6, 0)
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bin_ = build_wheelie_bin_01("bin") # blown over, lid flung open
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bin_.location = (2.9, 1.5, 0.34)
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bin_.rotation_mode = 'XYZ'
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bin_.rotation_euler = (math.radians(-96), 0, math.radians(38))
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bed = build_garden_bed("bed")
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bed.location = (-3.4, 1.2, 0)
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for o in bpy.data.objects: # a loss shows the dead bed
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if o.name == "plants_full":
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o.hide_render = True
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elif o.name == "plants_dead":
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o.hide_render = False
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else:
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gnome = build_garden_gnome_01("gnome")
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gnome.location = (0.82, -0.78, 0)
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fence = build_fence_panel("fence")
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fence.location = (-0.35, 2.6, 0)
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post = build_fence_post("post")
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post.location = (0.85, 2.6, 0)
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bed = build_garden_bed("bed")
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bed.location = (-3.4, 1.2, 0)
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shed = build_shed_01("shed")
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shed.location = (3.6, 2.2, 0)
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def build_end_cards():
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"""NOT part of the default build — pass `--cards`.
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EEVEE's SHADOW rendering is not byte-reproducible across processes in
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Blender 5.1: two identical runs of the same scene give slightly different
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pixels. Measured, with a minimal cube-plus-plane repro, and it happens even
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with a hard (0-degree) sun. The contact sheet escapes it only because its
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thumbnails have no ground plane to receive a shadow — verified still
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byte-identical 3/3.
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The long raking dawn shadow IS the win card's mood, so dropping shadows to
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win determinism would be trading the art for the guarantee. Instead these
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are treated as what they are: art, rendered deliberately and committed, not
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build output. Everything the game actually loads — every GLB and every
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generated texture — stays byte-identical on every run, which is the promise
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other lanes rely on.
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"""
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out = []
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for name, broken, warm in (("card_win", False, True),
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("card_gameover", True, False)):
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_card_scene(broken)
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scn = bpy.context.scene
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scn.render.engine = 'BLENDER_EEVEE'
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scn.render.resolution_x, scn.render.resolution_y = 1200, 675
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scn.render.image_settings.file_format = 'JPEG'
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scn.render.image_settings.quality = 88
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scn.world = bpy.data.worlds.new(f"W_{name}")
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scn.world.use_nodes = True
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bg = scn.world.node_tree.nodes.get("Background")
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if bg:
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# Dawn after a night you survived, vs the flat grey of a morning you
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# have to explain to a client.
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bg.inputs[0].default_value = ((0.92, 0.55, 0.32, 1.0) if warm
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else (0.34, 0.37, 0.41, 1.0))
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# Low strength on purpose. The world is a huge ambient fill, and at
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# 1.15 it flooded both cards flat — the sun stopped casting anything
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# and dawn read as fog. Keep the fill down and let the sun do it.
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bg.inputs[1].default_value = 0.30 if warm else 0.42
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bpy.ops.object.light_add(type='SUN', location=(-6, -8, 4))
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sun = _active()
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sun.data.energy = 7.0 if warm else 2.6
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sun.data.angle = math.radians(2 if warm else 40) # crisp dawn vs overcast
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sun.data.color = (1.0, 0.78, 0.52) if warm else (0.82, 0.86, 0.92)
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sun.rotation_mode = 'XYZ'
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# Low and raking on the win card: the long shadows are the mood.
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sun.rotation_euler = ((math.radians(74), 0, math.radians(-52)) if warm
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else (math.radians(28), 0, math.radians(30)))
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bpy.ops.object.camera_add(location=(0, 0, 0))
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cam = _active()
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cam.data.lens = 50
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scn.camera = cam
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# IDENTICAL camera on both cards, deliberately. They're a diptych: same
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# yard, same framing, and the only thing that changed overnight is what
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# happened to it. A player who sees both reads the difference instantly,
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# which no amount of headline text would do as fast. Low and close, so
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# the gnome is the subject; the left third stays empty for Lane A's text.
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cam.location = (2.00, -2.86, 0.94)
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cam.rotation_mode = 'XYZ'
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target = Vector((0.66, -0.42, 0.30))
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cam.rotation_euler = (target - cam.location).to_track_quat('-Z', 'Y').to_euler()
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os.makedirs(TEXTURES_DIR, exist_ok=True)
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out_path = os.path.join(TEXTURES_DIR, f"{name}.jpg")
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scn.render.filepath = out_path
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bpy.ops.render.render(write_still=True)
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kb = os.path.getsize(out_path) // 1024
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print(f" {name}.jpg{' ' * max(1, 18 - len(name))}1200x675, from props, {kb} KB")
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out.append(out_path)
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reset_to_empty()
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return out
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def build_grass_atlas():
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"""4-tuft billboard atlas, 2x2 cells. Drawn with numpy (no PIL in Blender's
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python) and saved through bpy's image API. Lane A instances quads with this."""
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@ -1696,6 +1912,7 @@ ASSETS = [
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dict(name="house_yardside", fn=build_house_yardside,
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dims=((9.0, 9.5), (0.8, 1.6), (2.8, 3.3)),
|
||||
nodes=["wall", "door", "window", "roof", "fascia", "gutter",
|
||||
"window_glow", "window_light_anchor",
|
||||
"fascia_anchor_01", "fascia_anchor_02", "fascia_anchor_03"]),
|
||||
dict(name="shed_01", fn=build_shed_01,
|
||||
dims=((2.4, 2.7), (1.8, 2.1), (1.95, 2.25)),
|
||||
@ -2058,18 +2275,20 @@ def make_contact_sheet(thumbs):
|
||||
def parse_args():
|
||||
argv = sys.argv
|
||||
argv = argv[argv.index("--") + 1:] if "--" in argv else []
|
||||
only, no_verify, no_debris = None, False, False
|
||||
only, no_verify, no_debris, cards = None, False, False, False
|
||||
if "--only" in argv:
|
||||
only = set(argv[argv.index("--only") + 1].split(","))
|
||||
if "--no-verify" in argv:
|
||||
no_verify = True
|
||||
if "--no-debris" in argv:
|
||||
no_debris = True
|
||||
return only, no_verify, no_debris
|
||||
if "--cards" in argv:
|
||||
cards = True
|
||||
return only, no_verify, no_debris, cards
|
||||
|
||||
|
||||
def main():
|
||||
only, no_verify, no_debris = parse_args()
|
||||
only, no_verify, no_debris, cards = parse_args()
|
||||
print("\n" + "=" * 72)
|
||||
print("SHADES yard asset factory — Lane E")
|
||||
print(f"Blender {bpy.app.version_string} repo: {REPO_ROOT}")
|
||||
@ -2081,6 +2300,9 @@ def main():
|
||||
build_sail_textures()
|
||||
build_pond_textures()
|
||||
build_hail_and_shred_atlases()
|
||||
build_moon_texture()
|
||||
if cards:
|
||||
build_end_cards()
|
||||
debris = [] if no_debris else copy_debris()
|
||||
|
||||
failures = []
|
||||
|
||||
@ -280,6 +280,28 @@ export default async function run(t) {
|
||||
}
|
||||
});
|
||||
|
||||
// glTF has no node-visibility flag and Blender's hide_render does NOT survive
|
||||
// the export — every node arrives visible:true. That shipped as a real bug
|
||||
// from Sprint 1 to Sprint 6: garden_bed drew full + tattered + dead
|
||||
// superimposed, and the asserts missed it because they only checked the nodes
|
||||
// EXISTED. So the flag rides in extras, and this pins the flag, not the node.
|
||||
t.test('optional nodes carry hidden_by_default — hide_render does not export', () => {
|
||||
const bed = loaded.get('garden_bed')?.scene;
|
||||
assert(bed, 'garden_bed did not load');
|
||||
const on = ['plants_full'], off = ['plants_tattered', 'plants_dead'];
|
||||
for (const n of on) {
|
||||
assert(!bed.getObjectByName(n).userData?.hidden_by_default,
|
||||
`${n} should start visible — it's the default state`);
|
||||
}
|
||||
for (const n of off) {
|
||||
assert(bed.getObjectByName(n).userData?.hidden_by_default === true,
|
||||
`${n} must carry hidden_by_default or the bed renders all three wilt states at once`);
|
||||
}
|
||||
const glow = loaded.get('house_yardside')?.scene.getObjectByName('window_glow');
|
||||
assert(glow?.userData?.hidden_by_default === true,
|
||||
'window_glow must carry hidden_by_default or the house is lit at noon');
|
||||
});
|
||||
|
||||
// One GLB carries three wilt states as siblings; Lane A toggles .visible
|
||||
// rather than reloading, so all three have to be present at once.
|
||||
t.test('garden_bed carries all 3 damage states in one GLB', () => {
|
||||
|
||||
Binary file not shown.
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BIN
web/world/models/textures/card_gameover.jpg
Normal file
BIN
web/world/models/textures/card_gameover.jpg
Normal file
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|
After Width: | Height: | Size: 28 KiB |
BIN
web/world/models/textures/card_win.jpg
Normal file
BIN
web/world/models/textures/card_win.jpg
Normal file
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|
After Width: | Height: | Size: 41 KiB |
BIN
web/world/models/textures/moon.png
Normal file
BIN
web/world/models/textures/moon.png
Normal file
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|
After Width: | Height: | Size: 23 KiB |
Loading…
Reference in New Issue
Block a user