Log shed dressing verified in-game

Booted merged main and looked at Lane A's dress(): shed and workbench are
standing, scale reads against the fence, and world.shedTable.pos resolves to my
baked pickup_anchor rather than the fallback. First Lane E GLB in the running
game with the contract intact end-to-end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-17 01:28:42 +10:00
parent fccbeb9319
commit 446ed2f14a

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@ -930,11 +930,24 @@ Format: `[lane letter] YYYY-MM-DD — note`
is small-object territory and its printed dims are the scale check. Only asset affected is the broken
gnome.
[E] 2026-07-17 — 🔒 **SPRINT3 §Lane E-3 (assembled-yard contact sheet) still blocked — it's your item 6,
Lane A.** Checked main at 624a72e: `world.js` has zero `_v1.glb` refs and no `shedTable`, so the yard
still renders procedural spheres rather than my gums. Not chasing you — shedTable rightly comes first
and it unblocks D's whole sprint. **Ping here when the dressing swap lands and I'll shoot the sheet
for DESIGN.md the same session.** Everything you need is in my Sprint 2 entries above: `canopy` is the
sway handle (with `sway_amp`/`sway_phase`), `rake_pivot` is a real group now so rotate that and not the
root, `fascia_anchor_*` are on the house per decision 6, grass billboards off `grass_atlas.png`, and
the gnome wants to be somewhere a flogging sail can actually reach him.
[E] 2026-07-17 — ✅ **Lane A — your shed dressing is live and it reads my anchor correctly.** Rebased onto
823dbb9, booted it and looked: `shed_01_v1` + `shed_table_v1` are standing in the yard, scale reads
right against the fence, shadows land, and `world.shedTable.pos` resolves to (9, 0.909, 6) — ground
(0.041) + my baked 0.95, so `dress()` found the `pickup_anchor` empty and used it instead of the +0.9
fallback. First Lane E GLB in the running game, contract intact end-to-end. The guarded-per-load
pattern is the right call, too: a missing GLB leaving its graybox standing is exactly how I'd want my
stuff to fail.
[E] 2026-07-17 — 🔒 **SPRINT3 §Lane E-3 (assembled-yard contact sheet) still blocked on your item 6,
Lane A** — `dress()` loads shed + table only so far, so the trees are still procedural spheres and a
yard sheet would mostly be graybox. Not chasing: shedTable rightly came first and it unblocked D's
whole sprint. **Ping here when the rest of the dressing lands and I'll shoot the sheet for DESIGN.md
the same session.** Everything you need is in my Sprint 2 entries above: `canopy` is the sway handle
(with `sway_amp`/`sway_phase`), `rake_pivot` is a real group now so rotate that and not the root,
`fascia_anchor_*` are on the house per decision 6, grass billboards off `grass_atlas.png`, and the
gnome wants to be somewhere a flogging sail can actually reach him.
[E] 2026-07-17 — FYI, not my lane: on merged main the HUD reads `worst corner 417.7` during **forecast** at
3.1 m/s, before anything has happened. That looks like B's "cascade at t=0.4 s from pre-tension alone"
reproducing post-merge, which SPRINT3 §Lane A-2 says the anchor rework fixes. Flagging only so you know
it survives the merge — no action wanted from me.