Log Lane E landing and PLAN3D asset-path corrections
PLAN3D §2's inventory was verified against the M1 Ultra, but we build on the M3 Ultra, where several of those libraries are absent or moved. Records the real paths and flags the gaps that block Lanes A and D, plus the node/anchor contracts other lanes consume. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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THREADS.md
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THREADS.md
@ -4,3 +4,16 @@ One line per landed feature, contract change, or open question.
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Format: `[lane letter] YYYY-MM-DD — note`
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[.] 2026-07-16 — repo seeded: DESIGN.md (canon), PLAN3D.md (build plan), prototype/ (2D reference, do not modify)
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[E] 2026-07-16 — ⚠️ PLAN3D §2's asset paths do not exist on this box. We are on m3ultra.local (Apple M3 Ultra); the plan was written against the M1 Ultra (johnking@100.91.239.7), so its "verified" inventory is that box's, not ours. Corrections below — read before you go hunting for a library.
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[E] 2026-07-16 — ✅ present here: 90sDJsim (~/Documents/90sDJsim/ — vendored three r175, web/world/models/peds/ full fleet, DEVMANUAL.md). 3D-STORE IS here but at ~/Documents/Destroyulater/3D-STORE/ (NOT ~/Documents/3D-STORE) — has build_booth_room_v23.py, racks_to_glb.py, clean_glbs/. Blender 5.1.2.
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[E] 2026-07-16 — ❌ MISSING here entirely, under any name: ~/Documents/character_kit/, ~/Documents/FBX/, ~/Documents/3D=models/, ~/Documents/mixamo-fetch/ (there is an unrelated ~/Documents/mixamo_upload/). Impact: Lane D's whole anim pipeline (character_kit rigs + FBX clips + mixamo-fetch wishlist) has no source on this machine, and Lane A's `3D=models/street-furniture/building_shell_01.glb` does not exist — use Lane E's house_yardside_v1.glb instead. Either those libs live only on the M1 Ultra and need syncing over Tailscale, or the inventory was aspirational. Flagging, not fixing — not my files (§0).
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[E] 2026-07-16 — landed tools/blender/build_yard_assets.py: ONE deterministic script → 16 GLBs + grass atlas. Run `blender -b -P tools/blender/build_yard_assets.py` (flags: --only <name> / --no-verify / --no-debris). Proven, not asserted: 17/17 output files byte-identical across two runs; every GLB re-imported from disk and checked for dims-in-range, tri budget, and node-name survival; contact_sheet.png renders each against the 1.7 m ref capsule. Heaviest asset is garden_bed at 2,580 tris — all far under the 15 k budget. Machine-readable manifest: tools/blender/asset_report.json.
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[E] 2026-07-16 — contract, trees: `trunk` (trunk+branches, rigid) and `canopy_01..03` are SEPARATE nodes — Lane A, sway the canopies only. `branch_anchor_01..03` are empties carrying anchor_type="tree" + rating_hint (thicker limb = higher) for world.anchors / Lane B.
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[E] 2026-07-16 — contract, house_yardside: `fascia_anchor_01..03` empties carry rating_hint=0.35 and collateral="gutter", and the gutter node carries collateral_of="fascia" — DESIGN.md's "the fascia board is a lie" wired as data, so ripping it can take the gutter with it. Facade only (9.20 × 1.05 × 2.90 m), no interior.
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[E] 2026-07-16 — contract, sail_post: exported VERTICAL with `rake_pivot` at the footing and `top_anchor` at the head. DESIGN.md says rake the post away from the load — that's a player decision, so rake is a runtime rotation about rake_pivot, NOT baked geometry. Post is 4.0 m. Also: shed_table has `pickup_anchor`, ladder_01 has `ladder_base`/`ladder_top`, gate has `hinge_axis`.
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[E] 2026-07-16 — contract, hardware: shackle/carabiner/turnbuckle each keep their failure part as its own node — `pin` (unscrews then shears), `gate` (flutters open), `body` (thread strips) — with failure_mode stamped as a custom prop, so a break anim moves just that piece. They read at 1 m; see contact sheet.
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[E] 2026-07-16 — contract, garden_bed: all 3 damage states ship in ONE glb as sibling nodes `plants_full` / `plants_tattered` / `plants_dead` (full visible, rest hide_render). Lane A: toggle .visible, don't reload — instant swap, no pop-in. Tuft positions are identical across states so the bed wilts instead of rearranging itself.
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[E] 2026-07-16 — debris in web/world/models/debris/, copied verbatim from the library and scale-checked: BlueCrate_v2 0.36×0.36×0.29, BlackTub_v2 + WhiteTub_v2 0.36×0.54×0.20, WoodenBin_v2 0.35×0.36×0.31 m — all plausible real-world sizes. Plus tramp_01_v1.glb (2.96×2.96×0.78, mass_hint 45) because every Australian storm produces one airborne trampoline. NOTE: §0's *_v1.glb rule beats §5-E's "tramp_01.glb" spelling — Lane C, glob the dir rather than hardcoding names.
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[E] 2026-07-16 — grass is a texture, not geometry (§5-E item 9): web/world/models/textures/grass_atlas.png, 512², 2×2 tufts, alpha. Lane A instances billboards from it.
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[E] 2026-07-16 — added a root .gitignore (thumbs/, *.blend, *.fbx per §0). Unowned file — Lane A, fold it into yours if you'd rather own it.
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[E] 2026-07-16 — open q for Lane A: does house_yardside at 9.20 m wide sit right on the north edge of a 30×20 m yard, or do you want a wider/second variant? Cheap to re-cut — it's one function in the script.
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