editor_storm.js owns THE storm selection and THE storm list; SCORE IT's
dropdown is a view of it (default = southerly, C's old default, kept on
purpose). The score panel renders scoreSite's progress ticks — flight x/y,
elapsed — and audit.html gets the same line. C's half: subscribe
editor.wind.js per the THREADS proposal.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Gate 1.1 RULED in THREADS: the honest post is 1.00 — the shipped value
becomes canon, E re-bakes to match, and the adoption mechanism must make
a baked hint reach JSON-declared anchors (same integration, no 0.90
window). B's re-measure becomes a zero-delta verification.
Gate 3: numInput/textInput commit on Enter (idempotent — a no-op commit
pays no rebuild); boundsFaults() rides the validation cache so header,
panel and export read one measurement, export leads with _OUT_OF_BOUNDS
(not _INVALID — that key's sentence would lie); the yard rectangle draws
as an amber line where fence-off sides hid it; +/- zoom on the wheel's
own curve; separation ruled a measured pin with the SITE panel saying so.
New a.test mutation-checked both ways in the browser harness. 410/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two same-day integrations reconciled: their SPRINT15 (post ruling, editor
iterative, honest edges) stands and runs first because it re-measures the
numbers TEETH pins; the TEETH plan moves to SPRINT16 with a fires-after-15
banner, its D gate rewired to the landed swing lawn. ROADMAP arc 0 records
the fork. THREADS keeps both sides chronologically.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
main.js said panel:false in the comment and passed panel:true for two
sprints — the call was right (B's panel is the only prep UI), the
comment now says so. README retitled HARD YARDS with the SHADES codename
noted. THREADS carries the fresh-eyes review receipts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FABRIC and setFabric() shipped in SPRINT6 and the sim honoured porosity
all along, but no key, click or HUD line ever reached them — every rig
ever played was DEFAULT_FABRIC. F toggles the two entries, the panel
shows the fabric, the splash teaches it, the blurb announces the switch.
Session-level assert pins the cycle, the $0 price, and the refusal of
unknown ids.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The SPRINT2-era duck-typed path (if sail.nodes → applyToSail) has been
dead since decision 5 chose option b, and was a double-apply waiting for
the day anyone exposed .nodes. The sail key on step()'s world arg is
accepted and ignored, documented.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A NaN corner load compares false to every rating, so a diverged corner
held forever while NaN spread node-to-node — watchDivergence only ever
guarded the tests. Non-finite load now breaks the corner instantly with
reason:'divergence', load zeroed for the HUD.
The pond per-node cap only ran on the rain-add: once rain stopped,
consolidation could stack a basin node past POND_MAX_KG_M2 unbounded.
Clamp moved post-flow, every step. Also fixes the dumpPond assert that
compared dumped to itself through a helper that returned its argument.
All three mutation-checked red before landing green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Headline for A: editor.js palette entries 239/243/257/260 omit the _v1 suffix every
other entry carries, so swing_set_01 and tree_jacaranda_01 404, never draw, and
adopt at ratingHint 1.00 instead of E's designed 0.45 and 0.95/0.52/0.40.
adoptAnchor's `rating_hint ?? 1` turns a missing model into the best steel in the
game, and the palette writes the bad name into the exported site JSON. Negative-
controlled both directions on a local patch; editor.js untouched on lane/d.
Also: site_03 candidate authored, scored (82.5 s, winnable at $80, 11 clean of 81)
and played (trap bites: t1c breaks, 83.9 vs a bare 83.7). Phantom sail verified
dead across a live site transition. Friction filed by owner; three candidate
findings checked and withdrawn.
Selftest 406/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate 3.2. Data only; inert until a week.js NIGHTS entry names it.
SCORE IT (storm_03_southerly, funnel ON, 11 anchors, 82.5 s):
WINNABLE at $80 — 81 quads in band, 11 clean, 16 marginal. Cheapest honest
line h3,t2,t2b,p1 at $65. Bare bed 83.7 FULL, best clean 90.0, separation
+6.3 HP. The best-READING line is MARGINAL at 91.8 — the prettiest number in
the yard is the one that breaks. Collateral exposure $230 on an $80 job.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
COLLATERAL ON THE CARD. 'Winnable at $80' is an incomplete sentence on a yard
where letting a corner go also bills $180 of carport, so the card now prices
it — through world.collateralFor(), the one resolver (A's structKey fix), never
a second copy of that lookup in a panel. Deduped per STRUCTURE the way main.js
bills ('two beams letting go is one carport gone'): site_02's four carport
anchors read $180 total, not $720. The bill also rides on the margin-flag line
itself, because 'knife-edge' and 'knife-edge AND $180' are different authoring
decisions. An unpriced label renders UNPRICED — not scored, in red, never
'free' — which is the gutter bug's shape and the lie the card exists to prevent.
Verified A's structKey fix rather than assuming it: an editor-shaped carport
(id s1 + collateralKey) prices to $180, a second one (s2) also $180, and the
negative control (id s1, no collateralKey) reads null = not scored. My first
test reported a false alarm because I renamed a SHIPPED spec's id without the
palette's collateralKey — A's editor writes that field explicitly, so the
editor path was never broken.
THE NIGHT-5 INVOICE LINE (pool item, offered S13, accepted). Night 5's garden
is beyond saving by design, and the job sheet was the last surface still
dangling 'up to $45 / paid on what's left of the bed at dawn' — a maximum
nobody can earn, phrased as a rigging problem the player could solve.
NO ECONOMY CHANGE, deliberately. week.js's own comment forbids quote and settle
diverging ('the job sheet promises a number the invoice doesn't pay'), and
zeroing the quote would break that in the opposite direction — settle really
does pay the bonus proportionally. So the NUMBER stays and its CONDITION tells
the truth, which is the job sheet's own idiom:
nights 1-4 'paid on what's left of the bed at dawn' (unchanged)
night 5 'scales with the bed at dawn — and tonight the ice takes it
whatever you rig'
and the ledger names it too, because an unexplained small number next to
'night lost' reads as the player's failure:
night 4 'garden bonus — 18% of the bed +$8'
night 5 'garden bonus — 18% of the bed, beyond saving from the start +$8'
Verified in the running game on all five nights: flag fires on 5 only, every
quoted and paid figure identical (garden $45, total $136, bonus $8).
Selftest 374 passed / 0 failed / 0 skipped.
The pin (co-owned with B, probe/second moved and argued in THREADS):
site_02_corner_block / storm_02_wildnight / the authored throat centre
(-6,0) / t=60.0 / exact ===. B proposed backyard_01, the garden bed and
t=30; all three are places the funnel contributes ~nothing (backyard_01's
venturi is [], the bed measures 0.0000 m/s of funnel even on site_02, and
t=30 is worth 0.4%), so that pin could not have failed. A vacuity guard
now asserts the funnel is worth >25% AT the pin, so it cannot rot back
into decoration.
Also fixed, found by looking: editor.wind rebuilt its wind in commit()
rather than on 'change', so any EXTERNAL mutation + markDirty() re-rendered
the panel against the previous site's wind. The readout kept insisting a
restored gap was 24% aligned. Refresh moved to the listener, so the overlay
is a function of the site as it is, whoever changed it.
368/0/0 (362 baseline + 6). All six mutation-checked in one run: dropping
setVenturi from windForSite reds the pin (31.60 vs 47.38 m/s), the guard
and the sweep; normalizeAxis as identity reds the fold; drifting the
shelterAtten mirror 0.5 -> 0.62 reds the volume assert.
Two chains built independently — GAME (loadSite -> createWorld -> dress ->
windForSite) and EDITOR (siteClone-shaped object -> buildScoringWorld ->
windForSite) — asserted EXACTLY equal at t=30, speed and vector, at every
probe on both shipped yards. Exactly, not nearly: a tolerance is where the
funnel-off bug hid, and it moved the S13 headline 91.5 -> 39.8.
The mutation checks caught my own probe TWICE before this went green, which is
the only reason it is worth anything:
1. I proposed backyard_01 in THREADS. It declares venturi: [] — no funnel to
lose, so a funnel-off regression could never turn it red.
2. So I moved to site_02 — and its BED is 6.08 m from a radius-5 throat.
Starving that yard of its venturi moved the bed probe by 0.000 m/s.
Both versions passed their equality assert and both were worthless.
Measured sensitivity on site_02/earlybuster at t=30 (funnel on/off, trees
present/hidden):
bed ( 0, 1) 12.452 dV +0.000 dT +0.000 <- blind, not a pin site
throat (-6, 0) 15.910 dV +4.948 dT +0.000 <- funnel tripwire
near tr1 ( 7,-1) 8.593 dV +0.000 dT -4.891 <- shelter tripwire
Mutation-checked: starving the editor clone of its venturi turns the @throat
equality red (plus both funnel asserts), while bed/tree stay green exactly as
the table predicts.
Also recorded as a pin, because it is load-bearing for anyone reading the
score card: the corner block's funnel does NOT reach its garden bed. It is
aimed at the rigging zone (the site JSON says so: q1 is 3.5 m inside the
radius), so on that yard the funnel is a hardware-load story, not a
garden-exposure one.
Selftest 374 passed / 0 failed / 0 skipped (362 baseline + 12).
Gate 1.5 -- the round trip. a.test drives the editor's OWN placement function
(placeEntry, exported for exactly this) through
template -> place -> export -> parse -> validateSite -> createWorld -> dress,
then asserts the GLB-backed anchors ADOPTED and the carport's 0.22/0.30 came
out the far side. Mutation-checked with five deliberate breakages; four went
red and ONE DID NOT -- the key-order test shuffled only root keys, every one
of which is in KEY_ORDER, so the alphabetical fallback it claimed to protect
was never reached. Rewritten around unknown keys, re-mutated, red in both
halves. A determinism test that passed while testing nothing.
Picking bug, found by dispatching real PointerEvents rather than reading the
code: clicking an object's FOOT selected nothing, because the pick handle is a
cylinder centred 1.7 m up and from a raised camera the ray has already run
~2 m horizontally by the time it climbs there. pickRef now falls back to
nearest-placed-thing within 1.3 m of the ground hit -- camera-angle
independent, so it can't rot when the pitch changes.
Phantom sail (pool, filed unlanded in S13) -- LANDED and negative-controlled.
Teardown factored into disposeSailView() and called from loadSiteInto before
refreshCameraSolids (which reads sailView and would re-register a disposed
mesh as a camera collider). Rig state goes with the view. Verified through the
real game both ways: with the fix removed the cloth still hangs over the
corner block, screenshotted.
Dev-line (pool) -- two findings, both landed. The line counted `pieces` only,
so it read "debris 0" while seven leaves flew; now reports both populations
off C's leafCount. And index.html's boot-failure handler wrote into #dev,
which is display:none off localhost -- so a failed boot on partly.party showed
a stranger a blank page. It has its own visible #fatal element now.
E's gap 2, runtime half -- and it was worse than "one click away": nextId
namespaces structures s1, s2..., so the FIRST carport the editor places was
already free. collateralFor/wreckStructure/isWrecked now resolve through
structKey (site collateralKey, then GLB collateral_key, then id last so every
existing site is untouched). Negative-controlled: id-equality prices an
editor carport to null. E's tie_off:false honoured at both ends. E's swing set
and jacaranda are in the palette behind a `requires` gate, so they switch
themselves on when the ANCHOR_TYPE widening merges.
Also: `return t.skip(msg)` is a fake pass -- Suite.skip pushes a new result and
lets the current test record as pass. a.test had six; all converted to the
documented 'SKIPPED --' idiom.
Selftest 373/0/0, no skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate 2.2. Mounts into Lane A's editor through the published seams only —
panel at reserved order 50, every gizmo parented to EDITOR.overlay, venturi
drag through registerTool, site.wind mutated then markDirty(). No second wind
validator (validateSiteWind is already inside A's validateSite) and no private
harness: windForSite() is the only wind this file builds.
Gizmos are drawn from wind.core.venturi/shelters — what the wind actually
flies — not from the site JSON, so a mis-wired setVenturi shows up as a funnel
that vanishes rather than a number nobody reads.
SPRINT14 gate 3.1. The editor is about to offer these GLBs to an author by
name, which turns every silent field in them into a trap for whoever places
one. Audited the placeable set, fixed the gaps in the factory (nothing
hand-edited), and added the two props D needs to author a yard worth playing.
THE AUDIT, and what it found:
- Four `*_anchor` nodes carried no rating_hint at all — door_anchor,
pickup_anchor, grip_anchor, window_light_anchor. adoptAnchor does
`rating_hint ?? 1`, so silence there does not mean "unrated", it means
RATED PERFECT: a shed door skin outranking a concreted post, conjured out
of a missing field. They now deny it explicitly (`tie_off: false`).
- The carport's price resolved only by coincidence: collateralFor() matches a
STRUCTURE whose site id equals the anchors' collateral string, and site_02
happens to name its structure "carport". The editor will generate
"carport_2" for the second one, and the trap would have gone free — the
gutter bug reborn in the sprint meant to bury it. The GLB now carries
`collateral_key`, like the house does for "gutter". Lane A: the runtime
half is yours (collateralFor could fall back to it).
- The trampoline is unpriced, and now says so rather than omitting it.
Three new rules make the audit permanent, and each is proven able to fail:
no silent anchors, no collateral string nobody prices, no baked anchor_type
outside the checked ANCHOR_TYPE enum. Rule 2 found the carport gap on its
first run — an unfaked negative control.
THE PROPS:
- swing_set_01 (+ wrecked) — the palette's honest middle. It had a ceiling
(gum fork 1.0) and a trap (carport beam 0.22) and nothing in between. Two
apex anchors at 0.45, typed `swing_frame` (NOT `post`: the type string is
what the player reads before committing, and "post" promises concrete),
and a crossbar that is the most anchor-looking object in the game and is
not one. Priced at $140 — proposal, reasoning baked beside it, A rules the
number: gnome 25 < gutter 90 < swing 140 < carport 180.
- tree_jacaranda_01 — a second species whose LADDER is the feature.
Gum: 1.00/0.88/0.76, climb freely, pay 24%.
Jacaranda: 0.95/0.52/0.40, climb at all, pay 58%.
That makes tree choice a real decision instead of "is there a tree".
Unpriced by ruling, same as the bike: no limb-failure event exists to see.
Both wreck/orientation claims are measured in browser coords, not reasoned —
`wreck_falls_toward: "+Z"` is baked AND asserted against the mesh.
Selftest 376/0/0. Two consecutive full factory runs: 44 files byte-identical.
scorecard.js: the audit run-logic that audit.html had grown moves into one
shared engine both front-ends import (build the scoring world, sweep, fly the
winners, pick the best line, judge the separation block). Takes a site OBJECT,
not a path — loadSite always returned an object, so the fetch was never the
audit's business. Builds its OWN dressed world on a re-pointable wind proxy so
the editor's calm stub can never reach a score; every m/s still comes from
windForSite() via sweep.js/gardenfly.js.
editor_score.js: front-end only, zero audit logic. Mounts at A's reserved
order 40, renders the card with A's contract classes, says the funnel state
first and loudly, and marks itself stale when the yard changes underneath it.
web/world/editor.html + js/editor.js. Loads any existing site or an empty
template and renders the REAL dressed world through the same
loadSite/createWorld/dress path the game boots -- not a diagram, and no
second renderer to keep in sync. Place/drag/delete on the ground plane by
raycast, writing the SAME named-key site-JSON shapes world.js already reads
(the gnome pattern; there is deliberately no generic props[] and the editor
does not invent one). Live validateSite into a panel, canonical
stable-key-order export with a loud _INVALID key, visible _design/_why
authoring fields, and an export panel that says export != shipped.
Published the DOM seam contract in editor.html's header so B's SCORE IT and
C's wind authoring can start against it immediately -- mountPanel + a class
kit, the way E's .letterhead kit worked in Sprint 12.
Two rendering bugs in world.js that the editor surfaced in its first ten
minutes, both verified by looking at the yard rather than by reasoning:
- the graybox house was built unconditionally and dress() only retires it
when a house GLB loads, so site_02_corner_block -- which declares no house
-- has been shipping a 16x3x6 m grey slab across night 3's whole north
horizon, in solids, on the public URL.
- SHED alone was bound raw while SHED_TABLE/GNOME/BIKE all get their degrees
converted, so SHED.rotY was undefined, the shed's quaternion was all NaN,
and three.js silently declines to draw a NaN world matrix. The Hendersons'
shed has never rendered; ladder.js has been leaning the ladder on thin air.
Also: createWorld threw on a site with no shedTable (unreachable for both
shipped sites, reached by the editor template on its first frame). Now null,
which every consumer already guards and which CONTRACT.world permits.
Selftest 362/0/0. Asserts for the two fixes land with the round-trip test in
the next commit -- pushing now because B and C are blocked on the seam.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Played night 4 on the pinned line through the real UI (D's protocol):
hp 55.7 WIN, 2/4 lost, pyrrhic verdict — the ~8 gap to the sim chain is the
t=38 crate + ponding landing on p2's 4% margin. Ruled deliberate: the wild
night sells no clean line; the pyrrhic win is the intended reading.
- Site block records _playedReference; a.test pin re-labeled as the
deterministic sim-chain tripwire whose margin is what keeps the PLAYED
night over the win line. Band 18-45 ruled an availability floor (B's 1c).
- THREADS: full second ruling, night-5 canon, Sprint-14 notes.
- week.js night 5 carries gardenBeyondSaving: true with the measured case
(bare 0.0, best buyable 27.7 vs WIN>=50 — B's game-true table, my probe
agreeing) and the arc argument; nightAt defaults the flag FALSE so new
nights can never inherit the excuse. Brief levels with the player up front.
- verdictFor honours it on a LOSS only: no more 'the hail fell where your sail
wasn't' on a night where no placement wins; a 4/4 hold is credited as the
whole job, a torn sail is still named and owned. A win ignores the flag (a
stale flag must never eat a real win). Asserted both ways + mutation notes.
- GARDEN_DRAIN untouched, per the standing ruling; icenight hail budget also
untouched — the loss is the design, so the surfaces now say so.
- a.test's separation flight had the phantom 12 s settle B caught (SailRig
samples wind at its INTERNAL clock; the storm flew 12 s off the authored
curve). Settle deleted — commit->attach->storm from t=0, C's corrected bench
pattern; venturi wired from site data so the flight can never assume a yard.
- Game-true the line reads 63.6, not 68.3 — FULL (>66) was met by the harness,
not the game, and the re-sweep says nothing buyable reaches 66 (the twin-post
covering quad tears at 6.9 kN). Target RESTATED to the game's real stakes,
with headroom: held >60 and 0/4 (win line 50; measured 63.6), bare <50
(35.7), separation >=25 (27.9). Field names kept — B's gardenfly reads them.
- DESIGN CANON in the site block: the wild night's garden is WON SCARRED,
never FULL; the week's arc is full/full/full, won-tattered, beyond-saving.
- p5 _why table corrected to game-true numbers (first sweep ran ~4 HP hot).
The scoring quantity is the FLOWN garden state now, not static cover%.
New gardenfly.js: windForSite (C's shared builder — venturi + shelters, one
copy in the repo) → real attach (throws on D's skipped-attach trap) → skyfx
exposure → garden.js, per candidate line; cover% demoted to a labelled
geometry diagnostic. audit.html flies every affordable line + bare bed and
judges the site's pinned separation block on the block's own storm; audit.mjs
(node) keeps fast winnability, gains p5 in its verified dump, and points at
the browser for garden truth.
On C's correction, three structural adoptions:
- windForSite everywhere (three harnesses independently mis-built site wind;
no fourth copy);
- LIVE anchors via the re-pointable wind proxy — the audit's own frozen-sway
remap was C's landmine 2 wearing my file's name (audit.html:69);
- the MARGIN rule (AUDIT.MARGIN = 0.15, one copy): every row prices twice —
$hw holds vs $cleanHw with >=15% headroom — and only clean lines are
winners; verdict code 'marginal-only' when the budget can only buy the
knife edge (D's 39.8-TATTERED wild night, C's dead 91.9 headline).
Also game-true flight: the phantom 12s calm settle is GONE from the sweep
(commit->attach->storm is one keypress; the settle skewed every storm sample
12 s off the authored curve — SailRig samples wind at its INTERNAL clock).
That skew is not academic: it is a.test's separation-flight harness too, and
gardenfly.selftest now pins BOTH chains (game-true 63.8 tattered vs skewed
68.4 'full' on the pinned p5 line — the disagreement is flagged to A in
THREADS, not overruled here). The pinned recipe also sweeps regardless of the
18-45 band (it is 45.9 m² — the band predates p5; flagged to A).
Selftest 356/0/0 on the scratch merge (b+a+c@45bdc2d). Mutation-checked:
MARGIN=0 reddens the margin test (node); dropping siteDef from gardenfly's
windForSite call reddens the venturi test (browser, exact test named).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
garden_probe.html drops its TEMPORARY COPY of HAIL_WEIGHT/RAIN_WEIGHT/
GARDEN_DRAIN and flies main.js's own createGarden (imported from garden.js),
so the probe's hp/state/damage-split are the model's, not a re-derivation.
balance.test.js's local GARDEN_DRAIN/W_HAIL/W_RAIN copy re-points at the
garden.js exports (A's flag on balance.test.js:38) — a future retune now
moves this suite the day it lands instead of drifting silently.
Selftest 351/0/0 on the scratch merge (b+a+c) — the constants are identical,
so no number moved; the SOURCE moved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
D's live replay caught landmine 1: bench.js read def.wind.venturi off the
STORM def where a venturi never lives (it is SITE data, main.js:453), and the
probes never attempted it — every site_02 bench number was funnel-off, the
third harness to make B's Sprint-11 mistake. Verifying the fix exposed
landmine 2: the tools remapped anchors to a static sway:()=>pos, freezing the
gum tree whose sway is the dynamic load a tr1 rig eats (ablation on the $80
line's q4: 1.02 funnel-off/static, 1.03 funnel-on/static, 1.24 funnel-on/real
anchors). Backyard numbers matched D's UI to the decimal precisely because
p1..p4 are posts — both landmines are no-ops there.
Fix: windForSite(stormDef, siteDef, anchors) in weather.js is the one shared
wind builder (venturi + shelters, exactly main.js's wiring); all garden_bench
tools build wind through it, fly world.anchors themselves via a re-pointable
wind proxy, print the venturi in their headers, and drop the phantom 12 s
settle (commit->attach->storm is one keypress, and the settle skewed storm
sampling via SailRig's internal clock). c.test.js pins the helper with B's
strictly-raises assert against the real shipped funnel (mutation-checked).
Corrected numbers: $80 line wildnight 91.9 with q4 at 1.24-vs-1.2 rating - a
knife edge the real game falls off (D UI: q3+q4 break, 39.8 TATTERED; D's UI
is canonical there, and a corner over its rating is not a safe line either
way). Buster verdict stands (95.2 bench / 97.9 D live). Icenight 9 DEAD 2/4.
Bench still under-reads UI peaks ~5-15% on site_02 - residual in the pool,
stated in THREADS. Separation-target site_02 example withdrawn to A.
Selftest 341/0/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- backyard_01 gains p5 (5.5,-2) h2.6, honest steel NE of the bed: before it the
yard could not beat tattered on the wild night at any price (covering quads
need a fascia corner capped at 2.27 kN; the holding line ceilings at 61.3).
Swept against the $80 wallet; position/height table in the site JSON.
- Separation target adopted AMENDED (ruled on D's funnel-corrected picture):
wild night, best buyable line FULL (>66) and WIN; bare bed LOSES (<50).
Pinned as site data (backyard_01.separation names the $75 recipe
p5=rated + p1/p2/p3=shackle) and FLOWN by a.test through the real chain:
shop at START_BUDGET -> commit -> attach -> skyfx -> garden.js. Measured
68.3 FULL / 0 lost vs bare 35.7 (sep 32.6).
- Full cover stays unbuyable (covering quads still pull 6.4-6.9 kN), the
>45 m2 floor holds, and the ice night still refuses $80 (needs $105 -
p1/p2 miss their shackles by 0.05 kN) - night 5 stays bank-funded canon.
- New asserts: M reaches the real bus / is only advertised when real;
anchor census now 13 (5 posts). Selftest 341/0/0.
- createGarden / GARDEN_DRAIN / HAIL_WEIGHT / RAIN_WEIGHT move from main.js
module-locals to garden.js, unchanged — the audit must predict the sim off
the sim's OWN code, not a drifting copy. GARDEN_DRAIN's comment now carries
the gate-1.4 ruling: the constant does not move; it owns the bare-bed arc.
- M-mute application extracted to exported applyMute(sky, on): calls C's
sky.setMute when the tap exists, reports honestly when it does not, so the
selftest can fail the wiring instead of trusting a ?.() no-op.
Leaves: a pooled handful (cap 7) streaming with the wind from 8.3 m/s — the
same number D keys the player's lean on, so the yard and the body start
telling one story at one speed. Count rides a 2.5 s speed EMA so it doesn't
strobe; own seeded rng (seed ^ 0x1eaf) so the pool never shifts the crate
sequence; bit-identical under identical (dt, t) streams (asserted).
debris.clear() rewinds the layer. dev_skyfx flies the debris layer now and
warms it to the scrub point, so ?t=50 shows the leaves t=50 would have.
D's aftermath sliver, exactly as diagnosed on lane/d: the hail InstancedMesh
at count:0 with frustum culling and depthWrite off still draws instance 0's
identity matrix — a 5 cm always-on-top speck at the origin. mesh.visible now
gates on n > 0, sky.hail joins the public fx object, and a whole-storm assert
demands hidden-at-zero / shown-when-falling in both directions (gated on
floor(1300 x intensity) >= 1: a burst's first frames honestly draw nothing).
THREADS: gate-2 wrap entry — D's judging unblocked, A's M key live.
Selftest 340/0/0 (+2 tests). Mutation-checked: dropped stepLeaves, a 3 m/s
threshold, and an always-visible hail pool all go red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two QA sightings from in-yard eye height, both geometry, both reproduced on
dev_skyfx before touching anything. (1) The band stopped AT the camera's
horizontal plane, but the ground's true horizon sits ~0.6 deg below it (the
dip), so a bright sky sliver showed under the base — the floating slab. The
band now overshoots to ~12 deg below the equator; the ground occludes the
overshoot by depth, and it survives scale.y's 0.3 rise floor. (2) The arc-end
fade (sin^0.75) left the outer tenth at ~0.36 alpha — the hard vertical seam.
Now sin^1.6 with the arc widened 2.2->2.6 rad so the solid core keeps its
span while the ends drop under 0.12.
Verified by eye on dev_skyfx (southerly t=24, front 0.51): base meets the
ground line, no sliver, no seam. Selftest 338/0/0 (+1 test pinning both in
numbers). Mutation-checked: the old thetaLength and the old exponent each red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
QA played the southerly at 65 km/h under a noon-blue sky with razor midday
shadows. The arithmetic said why: sky, sun and hemi all multiplied the weather
by the author's palette (darkness 0.5 on the southerly), so the dial could
zero the weather's say — 0.69 storminess became a 0.35 nudge. The grade floors
it (storminess x lerp(0.5, 1, darkness)): a full gale now goes at least half
way to slate on any palette while the wild night keeps its authored black.
Plus the two things nothing keyed at all: the sun disc lerps toward slate and
sun.shadow.radius lerps 1->7 on storminess (PCFSoft, so it is real blur).
Deterministic — pure in t, same curve the rain uses, exposed as sky.stormGrade
above the render gate for headless reads. dispose() hands back intensity,
colour and radius exactly.
Verified by eye in dev_skyfx: southerly t=55, 18.5 m/s reads slate weather.
Selftest 337/0/0 (+1 test). Mutation-checked: the old formula and a dropped
radius line both go red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One flag plus a gain write, but the flag is the point: a mute pressed on the
splash screen, before the first gesture builds the audio graph, is remembered
and honoured by unlock(). main.js already feature-detects sky.setMute, so the
M key lights itself up on this landing. audio.masterGain getter added so the
assert reads the real bus, not the flag back.
Selftest 336/0/0 (was 335, +1 test). Mutation-checked both ways: a no-op
setMute and an unlock that forgets a pre-unlock mute both go red.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The QA pass's biggest player finding: 'stands bolt upright and unbothered'
at 65 km/h. E rendered the two Mixamo lean candidates and rejected both on
screen, and proved the deeper reason a clip can't do this: _rotOnly drops
Hips.quaternion from every clip at load, so a baked lean is discarded, and
a clip's lean axis is fixed while the wind's bearing swings. So the lean is
the ROOT, the same machine as the knockdown pitch and climbY lift.
sim (player.sim.js): sim.lean 0..1 + sim.leanDir, eased over leanSecs.
Magnitude off windBase (the ~4s EMA), NOT raw windSpeed — measured: raw
strobes the posture 8-18x/min across the storms, windBase settles it to 0-2
changes per 90s. Sustained wind = posture; the gust is already the
stumble/knock event. Suppressed on your back (pitch owns the body), braced
(TakeCover is its own hunch), and up a ladder. Bands land on the storm
rating ladder: night 1 upright, 2-3 lean, 4-5 in the gale.
view (player.js): a foot-pivot tip toward leanDir, max leanMaxRad (~17deg,
a third of a knockdown's pi/2), composed under the yaw. It's the else branch
of the pitch tip by construction — the sim guarantees lean=0 whenever
pitch>0, so they never fight.
Three asserts: magnitude scales with sustained speed, a lone gust does NOT
snap you over (windBase inertia), and it's downwind + suppressed when
floored/braced/aloft. Mutation-checked: forcing lean to 0 reddens two.
Verified live at 71 km/h — leanDir dot wind = 1.0, the figure visibly
braces. Selftest 340/0/0. This is the root lean E asked me to wire first;
whether their WindPosture additive follows is a look-at-it-together call.
SPAWN FRAMING. The QA pass: "a pole dead-centre through the player on every
single first impression." Measured, not eyeballed — player spawns at (0,6)
looking up the yard, and post p3 stands at (0,7), one metre behind, dead on the
view line. spawnYawFor() sweeps outward from the ideal frame (camera opposite
the bed, so the player stands in front of what they protect) and takes the
first yaw that clears every obstacle. Per YARD, off site data: site_02 spawns
elsewhere with its posts elsewhere, so a hand-tuned constant would frame the
corner block by luck.
Two numbers here are measured and both were wrong first. Clearance 0.6, not 1.1
— my first pass asked 1.1m and produced a WORSE frame than the bug, swinging
105° to stare at a fence, because the greatest distance any obstacle can have
from the camera->head line is its own distance from the player, and p3 is only
1m away, so 1.1 was unreachable by construction. maxOff 90° — a frame turned
more than a quarter-circle off the bed is no longer a frame of the bed, so the
"roomiest" fallback is bounded to the arc. The assert reproduces the 105° from
the real yard and pins that the cap brings it to 68°.
AFTERMATH CLOTH-SWALLOW. "The dead draped sail can swallow the camera whole."
The camera has collided with the house since Sprint 2; the sail was just never
in the list. While up it hangs above head height and nothing notices — but a
FAILED sail lies in the yard at head height, the one moment you most want to
look at it. refreshCameraSolids() adds the cloth to the set, called from both
rebuilds (loadSiteInto makes new world.solids, rigSail makes a new cloth; either
alone strands the camera on a disposed mesh). Its bounding sphere recomputes
every frame, so the raycast reads live geometry. Verified live: camera solids
9 -> 10 the moment a sail rigs, and the cloth is in the set.
Added camera.solids getter so that was checkable at all — "did the sail join
the set" was otherwise a claim with no seam. And hoisted sailView's declaration
with rig/rigging: loadSiteInto's boot-time call reads it before any cloth
exists, which is a TDZ throw (page goes blank) that the same block already
documents for rig/rigging.
selftest 339/0/0 (was 338).
D measured it live: interact.js gated the shed-table spare on !player.carrying
alone, never reading the count, so a player who bought zero walked off with
unlimited free shackles mid-storm — the spare economy the ladder cost is
balanced against, free on the spare side, on the public deploy.
My half of the cross-lane seam: RiggingSession gains sparesRemaining (getter)
and takeSpare(). `spares` is the shed-table count, so takeSpare() decrements it
— which also fixes a second bug for free: main.js:720 refunds
session.spares * SPARE_COST as "a spare you never had to use", so you were being
refunded for spares you'd already spent. Decrementing makes that honest with no
change to main.js.
Wiring stays A's (thread the session into wireYardActions) and the gate+consume
stays D's (two lines, posted in THREADS, D offered). Asserted: take-without-buy
fails, table runs dry, consumed spare no longer refundable.
rigging.selftest 21/21.
Four of the QA/D "smalls", one of which was not small.
rig.t never reset between nights: main.js builds one SailRig at boot and
re-attach()es it each night while step() runs in every phase, so the clock ran
on and night 2 sampled its storm from wherever night 1's aftermath left off —
30-50% weaker, past the end of the curve, and offset by however long the invoice
was on screen. A determinism break. Fixed in attach() (zeroes t and _acc);
asserted as "two identical nights, one rig -> byte-equal traces", mutation-checked.
standing-kN preview (D's "$60 blind"): the prep panel shows each corner's
still-air load vs its effective rating, and a summary line, so the tension dial's
static cost is visible before you pay. At 1.4, p4 reads 1.62/1.2 kN !! RIPS AT
REST. session.standingLoads() measures on unbreakable hardware (measuring load,
not rehearsing failure). Cross-checks D's in-play 46m2 number (1.41 kN) exactly.
Panel honesty (D): prep list prints effective rating with the hint shown as its
discount (cb1 0.12/0.3 kN×0.22) — the weak-link arrow now explains itself.
setHardware() throws on non-shop hardware (incl. lookalikes — the shop compares
by identity) instead of silently no-opping; player-reachable failures still
return {ok:false}. balance.test documents the old silent-fail bite.
BLOWN label collision (hud.js — A's file, flagged in THREADS): screen-space
de-collision stacks overlapping corner bars. Verified by projecting cb1/cb2's
real positions through a swept camera — 6/72 viewpoints collide (all ~12m, where
the QA played), thresholds catch exactly those.
Gate 1.2 and the fuse-line stretch stay held on C's geometry fix + A's garden
export. Withdrew my night-1 flag (the card says it's the tutorial night by
design); the ice-night win-line question stands.
selftest 339/0/0 (335 + 4 new).
SPRINT13 gate 2.6 pool, both found by the integrator's QA and both silent
(no error, no red, just a mechanic that stopped):
- The ladder left the game if the wind took you over while carrying it.
knockdown() -> drop() nulls player.carrying but nothing told the ladder,
so state.carried stayed true: the mesh hid (visible = !carried), pos()
returned null so there was nothing to walk to, and canUse gated on
!carried so it could never be picked up again. Swept the whole yard post-
knockdown: no usable ladder offer anywhere, while ladder_place still said
'it's by the shed'. On the corner block that silently ends the site's
thesis (cb1/cb2 are bracket work). Fix: reconcile against the player's
hands every frame in update() and let the ladder fall flat where it was
lost, findable and re-takeable. Verified in the running game.
- The place label hardcoded 'the fascia' — a lie on a carport beam. Now
keyed on anchor.type (a checked enum since Sprint 11): house -> the
fascia, carport -> the carport bracket, unknown -> the bracket (vague but
never false). And it stops claiming 'by the shed' once the ladder is
dropped in the yard.
Two new asserts against the REAL createLadder, not the fake: the drop-
reconcile and the label. Mutation-checked — reverting the reconcile turns
both red on the right assertions. Selftest 337/0/0 (335 + 2).
The URL is public, so this is the first thing a stranger meets.
ENTER, PINNED. The exploit shipped because the rule lived in a keydown closure
inside boot(), behind a canvas and a WebGL context — nowhere a test could
reach. That's WHY it went out: not carelessness, no seam. `enterCommits(phase,
cardOpen)` is a value now, asserted exhaustively over PHASES so a sixth phase
is covered the day it appears, and the safe default (may not advance) is the
one it gets. Mutation-checked: reverting the guard reddens forecast, storm and
aftermath.
SPLASH. A cold visitor used to land on a job sheet — an invoice-shaped card
from a business they'd never heard of, quoting money for a job nobody had
explained, controls revealed later on prep's help line. It's a good SECOND
card. One more .card, not a menu system: there is nothing to configure. Built
on E's letterhead because the masthead IS the game's name. boot({splash:false})
for benches and D's harness.
P PAUSE — and the test is the story. The pause lives in frame(), frame() is
only called by rAF, and rAF DOES NOT FIRE IN A HIDDEN TAB. My first probe drove
the real loop and reported success: simT advanced 0 while paused... and 0 while
running. It was measuring a frozen tab, and it would have passed no matter what
I wrote. So the rule is a value: accumulate(acc, raw, paused). Paused DRAINS
the accumulator rather than carrying it — a kept `acc` spends time that elapsed
while you were paused on the first frame after resume, which is a free sixtieth
of a second of storm and exactly how two runs of a deterministic sim come to
disagree. Storm-only, and cleared at every phase change: a pause flag left set
where P is inert would be a soft-lock built out of a comfort feature.
M MUTE — wired, honest, and not advertised yet. C's bus has no tap: createAudio
holds `master` inside skyfx's closure and exposes only unlockAudio(). Asked in
THREADS. `sky.setMute?.(on)` behind a key the splash promises would be D's
night-3 soft-lock with a keycap on it — `rigging.setWorld?.(world)` sat in this
same file for a sprint doing nothing, silently, because ?.() on a missing method
looks exactly like a call. So the UI asks before it advertises, and M lights up
by itself the day C lands the tap.
TOUCH NOTICE. The naive check is the bug: `(pointer: coarse)` asks what the
PRIMARY pointer is, so a touchscreen laptop answers coarse and gets locked out
of a game it can play — worse than the dead canvas it replaces. `(any-pointer:
fine)` asks whether a mouse exists at all. Detection errs toward letting people
in; unknown browsers get the game, not a lecture.
DEV LINE. Out from under B's anchor panel (both were top-left, typesetting on
each other), and off unless localhost or ?dev=1 — a stranger on partly.party was
reading "60 fps · storm 12.3s · debris 4" on the front door.
selftest 338/0/0 (was 335).