Independently corroborates A's p4 finding: downdraft is the weakest lever
(-4.9% vs porosity's -15%), so storm_02 stays at 0.45. Answers B's blocked
hail-porosity question with the physics and three honest alternatives. Hands A
the week's variants and forecast uncertainty.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The wild night's blocker is geometry, not drain weights: the best
bed-covering quad puts 7.4 kN on p1, above the 6.5 kN rated shackle, so
no loadout at any price holds it. Re-orders the lever list toward load.
Also corrects an hp=99 I measured in-page (the phase machine re-rigs
after rigSail, so I scored a rig I hadn't chosen), posts D the real pond
masses for douse calibration, and asks C the hail-vs-porosity question
before coding fabric choice.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Tells B and C to re-measure before spending the drain-weight and downdraft
levers — stacking them blind makes attribution impossible. Includes the p4
position sweep and the "do not pull it closer" boundary, since a.test.js's
>45 m2 floor is the tradeoff's only guard.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Freezes the pond API for D (broom) and A (HUD), resolves D's tn-1.04
cliff as real ponding load rather than solver instability, and flags that
flat rigs die to wind before water on the current yard — so ponding is a
twist-tax today unless the yard gets a non-collinear level anchor trio.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hail is the garden-score engine (4.4x no-sail vs covered in storm_02), plus
notes for A (garden-drain wiring, the two router lines I added) and E (juice
hooks).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hail (SPRINT5 §E-1) ships two ways because Lane C's rain is a BoxGeometry with a
flat material and skyfx loads no external texture at all: hail_stone_01 as
geometry that drops into their existing InstancedMesh pattern, and hail_pips.png
as a 4-cell atlas for impacts. A flat quad can't be round and an impact is round
— that's the only reason the atlas is a texture. Both come with a copy-paste
recipe, because a grep showed exactly one of my five shipped textures is
consumed: sail_weave, the one I wrote a recipe for. grass_atlas has sat
unreferenced for four sprints.
plant_shred (§E-2) is elongated after the first pass came out radial and read as
green potatoes — it's the long axis plus the midrib that says "leaf".
tools/yardshot/ finally lands the DESIGN.md pictures, carried since Sprint 2. It
does NOT touch server.py or main.js: it's a Lane E stdlib server that serves the
repo and takes POST /shot, so the browser posts a Blob and bytes go straight to
disk instead of base64 through a console. do_POST is ~25 lines and Lane A is
welcome to lift it and delete this.
Three traps found on the way, all documented: toBlob is async so the WebGL buffer
is already cleared (toDataURL is sync); a backgrounded tab lays the canvas out at
0x0 and toDataURL then returns "data:,"; rAF is paused there so step() must be
driven by hand.
Selftest 209/0/0, 36 output files byte-identical across two runs.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The tripwire is aimed at Lane C's incoming hailAt(): the router swallowed C's
rain API silently once already, and decision 13 hangs the whole garden score off
hail, so the same omission would recreate the exact problem Sprint 5 exists to
fix. Also records that Sprint 4's headline finding was re-measured against a true
control and survived.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The broom is this sprint's gate and B's spec says the two lanes meet in the
middle. Posting the shape now rather than at the end so B can land it while I
build against it: ponds[] with a live world pos (I have to walk under the
belly), and drainPondAt returning the kg dumped (that number decides splash vs
stagger vs flat on your back).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New ladder.js. The whole mechanic is 200 mm: the fascia bracket sits at 2.48 m,
a 1.72 m person's hands reach 2.20, and E's ladder tops out at 2.90. The asset
and the yard were already built for each other; this is the verb between them.
Carry-ladder is a second carry type, so the ladder and the spare compete for the
same pair of hands and a fascia repair costs two trips while a post repair costs
one — DESIGN.md's "limited hands" rule doing real work, and the reason the house
is the expensive anchor to depend on (which E's ratingHint 0.35 / collateral
"gutter" was already saying in the data).
Climb height is code-driven with ClimbLadder playing on top — the knockdown
precedent, since _rotOnly strips the root and a clip can no more lift the body
than Falling could lay it down. You can't brace up there (both hands on the
rungs), the wind's bar drops to 0.6x, and being blown off is a fall that feeds
straight into the existing get-up chain.
needsLadder is scoped to the fascia on purpose: a height test would have roped in
the 3.95 m posts and 5.05 m limbs, made every repair a two-trip job, and silently
invalidated the recorded §7 run — and it isn't true to rigging either.
Landed with no change to main.js: createLadder self-wires from createPlayer,
which Lane A already hands the scene, world and interact.
Two bugs found by building on my own API, both now asserted: a canUse that reads
player.state cancels its own hold (starting a hold sets busy) — it ate the climb
AND the reach gate before I keyed both on physical height instead; and onLadder
had to become height-based for the same reason. Documented on register().
Selftest 194/0/0 (was 184). Full loop driven by hand in the real game.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The face's first act was to expose that garden HP barely responds to rigging: a
perfect rig scores 53% on storm_02 and rigging nothing at all scores 48%. Cause
is measured (rain shadow decays 0.38 -> 0.04 as wind builds) and it is not a bug
in anyone's lane — but it means decision 7's headline score is nearly
independent of the game. Flagged for Lane C with the numbers; the design call
about whether garden HP is even the right storm score is left open.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Leads with the router allowlist gap: rig.step() gets the router, which doesn't
forward rainMmPerHour, so B's ponding would pass every assert and do nothing
in-game. Two lines in main.js.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Pond (SPRINT4 §E-1, decision 10): pond_water.png and pond_normal.png, for a
patch Lane B builds from the cloth's own nodes — same ride-the-nodes rule as the
tears, since a rigid disc would sit still while the belly moves under it. Alpha
is a radial feather and RGB darkens toward the centre, both encoded radially so
the shading survives being scaled per pondMass (radius ~ sqrt(mass)). Water is
grey-green, not blue: rain caught in a sail is shallow, murky and mirrors an
overcast sky.
Both at 256², not 512²: smooth low-frequency content, and at 512 they were
256 KB + 320 KB against ~20 KB for every other texture here. The chop is seven
waves at golden-angle directions rather than three crossed sines, which
interfered into a lattice and read as basketweave; the normal map gets six
integer-frequency waves for the same reason, and still asserts its own tiling.
broom_01 (§E-2): poke_tip sits on the bristle end deliberately — a broomstick
jabbed at a loaded sail holes it.
Renames fence_panel_broken to fence_panel_snapped to match SPRINT4 §A-4/§E-3.
Lane A's dress() guards every load, so the mismatch would not have crashed —
the wreckage would silently never have appeared, which is worse.
All 21 assets pass, 33 output files byte-identical across two runs, 186/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The 60% bar passes on the real yard at every value tested. My
"unachievable" verdict was measured against a 16.7-degree reference rig
the game cannot build; the yard is 4.8 degrees, where it clears easily.
Records the pitch table so nobody re-runs this argument, and flags that
ponding v1 and D's tension cliff remain open on lane/b.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Semantic done + both-gates measurements + the finding that A's anchors alone
don't unblock 0.45 (B's §7 rig is still 141 m²). storm_02 held at 0.12 to keep
main green until B re-points to a small quad.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The §7 loop is closed by hand on the merged game: pick up a spare at the shed,
carry it across the storm, the carabiner weak-link blows on its own, chase the
flogging corner (prompt tracks it live), hold-E re-rig → 4/4, ride out → survives
with full coverage. Definition of done met with a real storm break, not induced.
Also logged for B+C: the sail's failure envelope is a cliff — 4/4 up to tn 1.03
(~1.2kN peaks), instant ~10kN double-cascade at tn 1.04. Good rigs survive, flat
rigs cascade; the thesis holds and the decision-8 downdraft semantic won't move
the cliff (it's a cloth-stability ceiling). Ladder stretch goal deferred to
Sprint 4 with reasoning — it's a second carry type + placement + code-driven
climb height, bigger than what's left of this sprint.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implemented and swept fraction-of-total downdraft: it pincers exactly
like gust-only did. The cause is not the semantics, it's the bar. A
pitched sail's normal is still 96% vertical, so a downdraft loads it too,
and on its worst heading pitch and downdraft add: |d| = 0.287 + 0.958f
against the horizontal sail's f. The ratio asymptotes at 109% and needs
f=0.86 (28 m/s of falling air) to reach 60%. No value works under any
semantics.
Recommend retiring it as a wind problem. DESIGN.md's own answer is
ponding, and the arithmetic dwarfs wind (1250 kg vs 8 kg of fabric vs
1 kN of wind) — but it can't bite in 90 s without a ~40x time-compression
fiat, so it's an M4 item with an owner, not a Sprint 3 fix.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Records the measured before/after for Lane B (their pre-tension cascade is gone),
and flags that full bed coverage costing >=59 m2 is deliberate design rather than
a tuning miss — with an assert in both directions so nobody optimises the
tradeoff away by accident.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The aftermath screen needs something to point at (SPRINT3 §Lane E-2).
garden_gnome_01_broken snaps at the ankles with the base left where the player
last saw him, head rolled clear with the beard still on, hat off — recognisably
him rather than a shattered pile, because wreckage nobody can identify is just
gravel. fence_panel_broken loses a few palings and hangs one off a nail; most of
it stays standing, which is what makes the hole read as damage rather than as a
design choice. Both keep their intact twin's origin and ground plane so Lane A
swaps mesh-for-mesh with no offsets, asserted both ways.
Also asserts something claimed since Sprint 1 and never checked: that glTF
extras reach three's userData. They do — the gnome's collateral_value, the
canopy's sway_amp, branch_anchor rating_hint and the bin's mass_hint all arrive
as numbers. Had that silently dropped, Lane A's gnome would score $0 and every
anchor would rate identical, which reads as a gameplay decision rather than a
missing field.
Contact-sheet framing now keys the capsule off height, not max(dims): the broken
gnome is 0.39 m across but stands 0.11, so spread-based framing buried it the
same way it once buried the shackle.
Selftest 175/0/0, 30 output files byte-identical across two runs.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Also records the KeyboardInput.holding getter trap: assigning to it from a probe
silently no-ops and looks identical to broken interact wiring. Cost me a nearly
false bug report; Lane D needs it for the on-record §7 run.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
rake_pivot shipped as a childless empty, so rotating it moved nothing — and
rotating the whole GLB instead, which is the only alternative, tips the concrete
footing out of the ground along with the post. DESIGN.md makes raking away from
the load a player decision, so the handle has to actually work.
It now holds post + pad_eye + top_anchor, with footing left on the root: rake it
8° and the post leans while the concrete stays planted. Asserted both directions
in e.test.js — the head must travel over 0.3 m and the footing under 0.01.
Same class as the canopy bug, found the same way: by driving the handle in a
test instead of eyeballing the model. Exported dims unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Decision 3 doesn't clear its own 60% bar: measured against lane/c over 8
headings and the full 90 s, flat-horizontal is 34% of flat-pitched, not
>=60%. The downdraft is 0.3 of the GUST component only, so storm_02's
strongest is -4.5 m/s against a 32.6 m/s horizontal peak, and pressure
goes as v^2. Needs ~0.55-0.6, or a fraction of total speed.
Also flags for A: rig.step needs the 4th debris arg or crates fly through
the sail; and the cheap-rig cascade fires at t=0.4s from pre-tension on
the 192 m2 quad, which decision 2 fixes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Stood in for world.shedTable and rig.repair/cornerPos in the live game and drove
the whole scenario through the real sim, real interact and real rig: take a
spare, carry it to a blown corner, hold to re-rig, spare consumed, corner back.
Lane D's half of gate 3 is done; the gap is two small seams, now specified with
working code rather than a request.
Selftest 136/0/0 across all five lanes (was 121) — no other suite moved.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>