site_audit's headless false-negative is fixed by the browser front-end
(A's loadSite/createWorld landed in main — that was all it waited on), and
fixing it surfaced a worse bug underneath: the sweep built its wind from the
STORM def alone and never called setVenturi, which main.js:424 does at every
site load. The venturi is SITE data, so every site_02 audit ever run — including
the numbers quoted at C in SPRINT10 — was of a corner block with no gap. The
SPRINT6 p1=7.4kN failure inverted: there the tool called a good site unriggable,
here it called a mean site cheap.
- sweep.js: setVenturi on both winds (the gap doesn't switch off for the settle);
both front-ends pass the site's funnel and print it, so a funnelled run is
legible as one.
- sweep.selftest.js (new, wired into b.test.js): the auditor gets an auditor.
Funnel must strictly raise every corner; a funnel-less site must be
byte-identical. Verified it fails when the setVenturi calls are deleted.
- rigging.js: setWorld(world) + session.setBudget(n)/setAnchors() — A's two asks.
Markers are rebuilt (the anchor set changes across sites) and disposed; stale
picks die with the old yard. Deletes A's "one private touch" into this module.
- dev_rigging.html: dead since SPRINT10 (called createWorld without a site, which
now throws) and nothing noticed, because a dev page has no selftest to go red.
Fixed, dressed, and given the site switch it should have had (N = next yard).
Verdict for C/A, in THREADS: site_02 PASSES with the funnel on — 64 of 66 lines
affordable, cheapest $20. The funnel kills nothing, so the gain does NOT need
dropping and E's tree stays put. It's a reach problem, not a gain problem: the
throat's radius is 5 m and the bed centre is 6.08 m away, so the gap screams over
the carport at +50% and reaches the garden at +0.0%.
selftest 300/0/0 (296 + 4 new).
RiggingSession already held every rule and was tested headless; this is
only the hands. Click an anchor to rig it, click again to cycle its
hardware, shift-click to pull it off for a full refund, [ and ] for
tension, S for the spare. RMB is left alone — that's the camera's orbit.
Enter stays Lane A's: the phase machine calls commit(), which goes
through main.js's rigSail() door as A asked.
It renders its own anchor markers because the yard has none to raycast
against — world.js builds posts and trunks, not pick targets — and
marker styling is prep-phase UI, so it belongs to this lane.
What you click is not what you see: the marker ring's tube is 5 cm, which
at yard distance is a couple of pixels and genuinely unhittable. Picking
goes against an invisible 0.45 m sphere and the ring is just the read.
The panel shows live sail AREA, which SPRINT2 doesn't ask for but
decision 2 implies: the 70-192 m² problem is invisible to a player who
can't see what they're about to build. Picking the obvious quad
(h1/h3/p1/p2) now says "191 m2" before you commit to it.
dev_rigging.html follows the house pattern (C's weather_demo, D's
dev_player): the picking UI can't be asserted headless — it is clicks,
raycasts and materials — and can't run in index.html until A wires step
8. It boots the real world.js, real anchors and real cloth, so what's
verified is what ships. Retire it once index.html hosts prep.
Verified by hand in it: rig h2 by click, cycle carabiner -> shackle,
budget $80 -> $65, weak link flagged, dashed quad preview, commit ->
sail in scene (100 verts, 162 tris, casting a real shadow over the
garden bed) -> storm with corner loads reading 1.0-1.2 kN.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>