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@ -426,53 +426,3 @@ and NOTHING else lands before it.
> You are Lane E on SHADES 3D, Sprint 7. Rebase onto main, read SPRINT7.md.
> Light sprint: card text pass with A once the week exists, a dawn tint for
> the morning-after aftermath if cheap. You've earned the short one.
---
---
# SPRINT 8 prompts (ship the week)
Same rules: own clone, own branch, rebase onto latest main FIRST. Read THREADS'
last [I] entry then SPRINT8.md. Gate 0' is B+D's this time — A builds the week
uninterrupted.
## Lane A — Sprint 8
> You are Lane A on SHADES 3D, Sprint 8. Rebase onto main, read SPRINT8.md.
> THE WEEK, uninterrupted, from day one — it has slipped twice and it ships
> this sprint: five nights (01→03→03b→02→02b), persistent money (pay = base by
> severity + garden bonus + hardware refund collateral), broke = game over,
> survive = win card. E's cards, words, and dawn-tint CSS are all on disk.
> "Play again" becomes "next night". Close the carried grass-atlas and
> screenshot-POST decisions — do or "won't do" in THREADS. You answer gate-0'
> questions but you do not work it. If gate 0' outcome B lands (the pyrrhic
> win), you rule on the win wording as part of the week's scoring.
## Lane B — Sprint 8
> You are Lane B on SHADES 3D, Sprint 8. Rebase onto main, read THREADS' last
> [I] and SPRINT8.md. Gate 0' with D: three candidate variables, in order —
> settle under LIVE calm wind with sway running (not t=0 held), frozen vs live
> sway re-measured settled, repair timing at a real walk. Stop at the first
> that flips the corner count; land D's settled-at-entry guard; post numbers
> either way. If the live game honestly loses 2, say so and hand the win rule
> to A as the pyrrhic-win design question. Then: fabric economics post +
> prep-UI slot with A (C's hailBlockFor is landed on their branch).
## Lane C — Sprint 8
> You are Lane C on SHADES 3D, Sprint 8. Rebase onto main, read SPRINT8.md.
> Forecast uncertainty bands (carried twice — the week gives you five
> forecasts to make them matter on); move your skyfx camera guard below the
> shadow rebuild so headless callers can never fly a cloth-less yard again.
## Lane D — Sprint 8
> You are Lane D on SHADES 3D, Sprint 8. Rebase onto main, read THREADS' last
> [I] and SPRINT8.md. Gate 0' with B — your settle finding is one fidelity
> step from closing the repo's longest thread; drive the suite the way a
> player drives the game (live calm settle, real repair walk timing) and land
> your settled-at-entry guard. Then the full-week feel pass — the last read
> before John plays.
## Lane E — Sprint 8
> You are Lane E on SHADES 3D, Sprint 8. Rebase onto main, read SPRINT8.md.
> Light: support A's five aftermath cards as the week wires them. That's it —
> your tripwires, cards, words and dawn tint from Sprint 7 are all being
> consumed this sprint.

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@ -1,76 +0,0 @@
# SPRINT 8 — SHIP THE WEEK (instructions for Opus 4.8 lanes)
*Sprint 7's gate 0 was this repo's best hour as an engineering team: B refuted
with an elimination sweep, C brought a third witness and instrumented the
breaks, D found the settle (the cause nobody's candidate list had), A
post-mortemed their own undeclared tension and made testkit's skips real. The
integrator implemented the settle and the garden half CONVERGED: hp 36 → 59,
A's number reproduced. One variable remains — the suite loses 2 corners where
the live game loses 1 — and the assert is red because red is the true state.*
*And: THE WEEK HAS SLIPPED TWICE. This sprint it ships. Gate 0' goes to B+D so
that A builds the week uninterrupted from day one.*
Read THREADS from the last [I] entry.
## Gate 0' — the last variable (B + D own it; A only answers questions)
The suite differs from the live game in exactly three knowable ways. Test them
in this order and stop at the first that flips the corner count:
1. **Settle fidelity** (D's lead): fly() settles at the storm's own t=0 held
still; the game settles under storm_01's live calm with tree sway RUNNING.
Settle under live calm wind + live sway, then swap to the storm.
2. **Frozen sway**: the suite freezes anchors deliberately, but D's transient
signature was the tree-sway yank and both broken corners are tree anchors.
B measured live-sway-worse once (pre-settle) — re-measure it settled.
3. **Repair fidelity**: fly()'s scripted repair vs a repair at the moment a
player actually reaches the corner (D knows the walk time).
Land D's settled-at-entry guard while you're in there. Outcome A: the line
wins → assert green, gate closed forever. Outcome B: the live game also loses
2 when driven honestly → then the WIN RULE goes to design review in THREADS
(a rig that dies saving the garden at hp 59 is arguably DESIGN.md's "sacrifice
the sail" story — losing 2 corners with a saved bed may deserve a win called
"pyrrhic"), and A rules on it as part of the week's scoring. Either outcome,
post the numbers like B post-mortemed decision 11.
## Gate 1 — THE WEEK (A, uninterrupted, from day one)
The spec hasn't changed in three sprints; ship it:
- Five nights: 01 → 03 → 03b → 02 → 02b_icenight. C's variants exist.
- Money persists: pay = base by severity + garden bonus + intact-hardware
refund collateral; the bank is next night's shop budget.
- Broke before night five = game over (E's card + E's words are on disk);
survive = the win card. The dawn-tint CSS is also on disk — paste it.
- "Play again" → "next night". Night counter on the forecast card.
- E's card text is drafted (THREADS 2026-07-18) — take, edit or bin.
Also close the two decisions carried since Sprint 6 (grass atlas, screenshot
POST) — do or "won't do", in THREADS, this sprint.
## Everyone else
**C** — forecast uncertainty (carried twice: seeded ± bands resolving toward
truth as the night approaches — the week makes this matter, since you now see
five forecasts); move the skyfx camera guard below the shadow rebuild (your
own THREADS item — the headless-zero-shadow trap should die at the source).
**D** — after gate 0': the full-week feel pass, the last read before John
plays. Douse guard check if pond masses moved.
**E** — genuinely light: whatever the week's five aftermath cards need once
A wires them; nothing else.
**B** — after gate 0': fabric choice UI wiring (C's hailBlockFor is landed
and tested on their branch — the economics post you promised, then the prep
UI slot with A).
## Gates
```
gate 0': the corner-count variable named and closed — assert green OR the
pyrrhic-win rule lands, numbers posted either way
gate 1: the week runs end to end — five nights, money carries, game over
and win cards live — played, screenshotted, in docs/
gate 2: John plays the week; three sentences in THREADS
```
After this sprint the game is whole at every scale it has. Sprint 9 opens
DESIGN.md's book properly: the second SITE (new yard data — the systems are
site-agnostic and E's asset factory is waiting), clients, job types, the
landscaper service. That's the game becoming the game.

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@ -2177,219 +2177,3 @@ Format: `[lane letter] YYYY-MM-DD — note`
D calibrated the douse + fixed the sagging-belly reach; C ruled hail-porosity honestly (stone size is
the only defensible fabric-hail difference) and shipped storm_02b_icenight; E shipped night dressing +
end-card diptych + the hide_render fix. All carried to SPRINT7.
[E] 2026-07-18 — 🌳 **took my own standing offer: the tree limbs no longer read as coat hooks.** Each limb
was one straight uniform tube — a peg poking out of a pole, and the most visible art problem in
`docs/yard_day.jpg`. They now leave the trunk thick, sweep upward on a bezier and taper to nothing,
which is what a gum actually does. +96 tris on gum_01 (396 → 492), silhouette bounds unchanged.
**Nothing physical moved and I can prove it.** The tip is a bezier ENDPOINT, and the four rng draws per
branch are the same four in the same order, so every `branch_anchor_*` is bit-for-bit where it was —
measured before and after, all five identical to 6 dp. **Lane A: your winning line rigs off t2 and it
is untouched. Lane B/C: no balance number can have moved.** And so that no future bit of my art can
quietly undo a sprint of your physics, e.test.js now hard-codes those five world positions as a
tripwire: if it ever goes red, the art moved an anchor — fix the art, don't touch the numbers.
(Light sprint, this is what I spent it on. Offered since Sprint 4; nobody had to ask.)
[E] 2026-07-18 — **LANE A — the diptych's words (SPRINT7 §E). Cards are on disk, left third is yours.**
My pick, in the voice DESIGN.md set — the trade talking, dry, no triumph:
· **WIN** (`card_win.jpg`) — headline **"THE WEEK HELD"** · sub *"Five nights. Everything's still
where you put it."* · kicker *"Nobody thanks you for the storm that did nothing. That's the job."*
· **GAME OVER** (`card_gameover.jpg`) — headline **"OFF THE JOB"** · sub *"Broke, with the week
still running."* · kicker *"The wind never sent an invoice. Everyone else did."*
Alternates if those miss: win → "FIVE NIGHTS, FIVE MORNINGS" / *"You made the least wrong call five
times running."* (leans on DESIGN.md's own line); game over → "THE BANK WENT FIRST" / *"Not every job
is lost to weather."* Take, edit or bin any of it — you own the screen, I'm just handing over words so
the art isn't waiting on them.
[E] 2026-07-18 — **dawn tint for the morning-after aftermath (§E) — and it's a snippet, not an asset,
deliberately.** The aftermath is a DOM card over the frozen storm scene, so the whole treatment is a
full-screen overlay: ~10 lines of CSS, no PNG, nothing to load. Shipping a gradient as a texture would
be me adding a ninth file to a pile where two of eight get used — my own audit says so. Yours to paste:
#dawn { position:fixed; inset:0; pointer-events:none; opacity:0;
transition:opacity 2.2s ease; mix-blend-mode:screen;
background:linear-gradient(to top,
rgba(255,178,102,.30) 0%, /* the sun that finally turned up */
rgba(255,150,96,.16) 22%,
rgba(120,132,168,.10) 55%,
rgba(38,48,84,.16) 100%); } /* night still up there */
#dawn.on { opacity:1; }
`screen` is the point — it lifts the black storm scene into morning without touching the card on top.
Add `.on` when you open the aftermath, drop it on forecast. The 2.2 s ease matters more than the
colours: the storm ends, the light comes up, THEN you're told how you did. Sell the survival before
the scoreboard.
[E] 2026-07-18 — housekeeping: `window_glow` is in world.js — thanks, that was quick. Selftest 262/0/0
(2 skips are gate-0's, not mine), Lane E is 57 asserts, 38/38 output files byte-identical.
Still open and still yours to close either way, Lane A (SPRINT7 says close or write "won't do"):
**`grass_atlas` — six sprints, 0 refs** (recipe's in my Sprint 5 entry — I'd honestly just bin it), and
**`moon.png`** is on disk unused if the night sky wants it. `tools/yardshot/`'s `do_POST` is still ~25
lines whenever you want screenshots in server.py; it works standalone meanwhile, so it isn't urgent.
**When the week lands, ping me and I'll reshoot `docs/yard_day/night` with a winnable rig in frame**
one minute now, and it's the picture DESIGN.md has wanted since Sprint 2.
[C] 2026-07-18 — 🔎 **GATE 0 — a third harness, and two suspects crossed off. A + B: the suite is right,
the delta is in main.js's path.** My Sprint-6 measurement harness (independent code, camera present so
the shadow builds, tension 1.0, same t2,p3,p4,t2b + 4×shackle) gets **hp 69, 2 lost** — matching your
fixed suite exactly. So it's **two witnesses for 2-lost (suite + me) vs one for 1-lost (A's
end-to-end).** Then I instrumented the breaks and it's cleaner than "corners half still open":
· **The two breaks are INDEPENDENT, not a cascade:** t2b at **t=15.3** and t2 at **t=58.9** — 43 s
apart, different corners. No single repair saves both, so the "well-timed repair" story can't
explain a 1-lost.
· **A shackle-repair of the first (t2b) RE-BREAKS at t=20.8** under the same load and never touches
t2's later break → still 2 lost. Repairing early, late, or saving the spare for the second break:
all 2 lost. With one spare and two independent breaks, 1-lost is unreachable by repair.
· ❌ **DEBRIS IS A DEAD END — cross it off.** I ran YOUR inversion thread directly: `rig.step(dt,
wind, t, debris)` with a live debris object vs no debris, everything else identical. **Same two
breaks, 15.3 and 58.9, byte-identical.** storm_02's debris misses this small bed-covering quad (or
its impulse is under the failure threshold), so main.js's 4th arg changes nothing here. The
inversion you flagged isn't real for this rig.
So the ONLY thing left that can produce 1-lost is a genuine LOAD difference — t2b must not break at
15.3 in A's run. That lives in `rigSail()`/`session.commit()` vs a direct `attach()`, or in the tension
actually applied (A's confessed 1.0 vs the shop default 0.9 — and note t2b breaks at **15.3 s**, when
the storm is only ~11 m/s, so whatever loads that corner does it EARLY and it's not weather-driven
drama). That's your file and your pen; I've narrowed it to one question. **My read for the win bar: if
the suite is truth and the line loses 2, `t2,p3,p4,t2b + 4×shackle` is NOT a winning line as specced —
either the real path loads t2b less (find why), or the line needs a 5th lever.** C's 0.40 downdraft is
still spent-nothing and proven safe if it comes to that; it buys ~5%, which won't save a corner that
breaks at 11 m/s.
[C] 2026-07-18 — 🅱️ **B — `hailBlockFor(size, porosity)` is LANDED on `lane/c`, and it answers your fabric
question in code.** You reached the right physics already; here it is as a tested helper so you're not
coding blind:
```
size (storm) membrane(0) shade cloth(0.3) open weave(0.5)
0.7 pea (03/03b) 1.00 0.74 0.10 ← the only real difference
1.3 wild night 1.00 1.00 0.90
1.4 ice night 1.00 1.00 0.97
```
Membrane blocks all ice; porous blocks the big storm stones fully and leaks only pea hail. So the
fabric choice **costs garden on the mild-hail nights (2, 3) and is free on the ice nights (4, 5)**
proven end-to-end in c.test: a membrane-covered bed takes 0 hail on storm_03, a porous one takes 0.62.
Wiring formula for the garden drain (yours or A's to place): `coveredHail = hailShadowOver(bed) *
hailBlockFor(hailSize, sail.porosity)`, then `exposure = hailAt(t) * (1 coveredHail)`. I did NOT
touch `sky.gardenHailExposure` — whether porous leaks hail is YOUR mechanic, so I left the seam to you:
say the word and I'll make gardenHailExposure read `sail.porosity` and fold this in (one line, a no-op
for membrane so nothing changes until you ship porous), or you wire it cloth-side. Import from
weather.js or weather.core; it's a pure helper, NOT on the wind contract, so no router/tripwire change.
On your two open questions: (1) **the hail rule is option 3** as above — the honest, size-gated one.
(2) **rain's weight should NOT go up.** Decision 13 made hail the garden score precisely because rain
honestly walks under a sail; raising rain weight re-opens the "perfect rig can't protect the garden"
hole that hail closed. So price the fabric on option 1 (membrane cheap+dangerous, shade cloth
dear+safe) PLUS this pea-hail leak — not on rain. FYI you flagged porous is "nearly free" today; with
this, porous now genuinely costs a slice of garden on nights 23, which is the non-obvious downside you
wanted.
[B] 2026-07-18 — 🔬 **GATE 0 — A's win does NOT reproduce, and the cause is arithmetic, not harness.**
A measured `t2,p3,p4,t2b` on 4×shackle + spare ($75) at **hp 58 / 1 lost**. This suite gets
**hp 36 / 2 lost**. I ruled out every candidate by measurement rather than argument:
```
tree wind-shelter (main.js:369 calls it, this suite didn't) on vs off -> hp 36 either way
tension (suite hardcoded 0.9, dial neutral is 1.0) 0.6/0.75/0.9/1.0 -> hp 36, 2 lost, ALL four
drain wiring (garden.step now takes hail+rain separately) -> arithmetic identical
yard geometry (the bug that bit this file once already) -> diffed all 12 anchors
vs the live game: zero drift
frozen sway (trees are shock absorbers — DESIGN.md) live vs frozen -> live is WORSE: t2 4.4 -> 4.6 kN
```
**What's left is arithmetic.** On this quad **t2 peaks 4.4-4.9 kN. A shackle is rated 3.2.** t2 cannot
hold, under any variation above. Losing it spends the only spare; then p3 (3.7) or t2b (3.4) — both
also over 3.2 — goes as well. Two corners down, the sail stops shadowing the bed, and hp lands on
**36, which is exactly the bare-bed score**. That constant is the tell: every configuration returns
the same number because 36 means "the rig contributed nothing". And it is not rescuable by shopping —
putting the RATED shackle on t2 ($80 with a spare) still ends 36/2, because p3 and t2b break instead.
The quad needs **three** corners above shackle grade; $80 buys two.
**A — my hypothesis for your 58, and the one-line check.** I think it's the same phase-boundary
contamination that produced my own hp=99 in Sprint 5: `SHADES.rigSail(...)` followed by advancing the
phase machine **re-rigs from the game's own RiggingSession**, so you score a rig you didn't choose.
Assert `rig.corners.map(c => c.anchorId + ':' + c.hw.name)` immediately before your storm loop and
confirm it's what you bought. If it matches, I'm wrong and gate 0 is still open — say so and I'll keep
digging. **The skip is deleted; the assert is RED, which is the true state.**
Two real harness bugs found on the way, both fixed, neither changing the verdict: `fly()` never called
`setSheltersFromTrees` (main.js does at boot), and `shop()` hardcoded tension 0.9 while the dial's
neutral is 1.0. A suite claiming to be the single source of truth doesn't get to skip steps the game
takes — that's exactly how the three discrepancies happened.
[B] 2026-07-18 — ⚠️ **What gate 0 means for the sprint, honestly: storm_02 still has no proven winnable
line, and the lever is LOAD.** I've refuted A's specific line; I have NOT proven no line exists — I
ran out of budget before sweeping every p4 quad, and that's the concrete next step (enumerate
bed-covering quads ≥0.25 cover, and for each check whether its peak corner loads fit under what $80
can hold: 2×rated + 1×shackle + 1×carabiner, or 4×shackle + spare). **The filter is cheap and doesn't
need a storm run per quad** — peak load is a property of the geometry, so measure peaks once per quad
and reject any quad whose 3rd-highest corner exceeds 3.2 kN. That's the search I'd do first tomorrow;
it's an hour and it either finds the line or proves the yard needs another anchor.
My read on the levers, unchanged from Sprint 6 and now better evidenced: **drain weights are a mirage**
(they only "help" by assuming the corners still break — if the rig HELD, hail ≈ 0 and it wins at any
weight), and **downdraft is worth 5%** (C measured it and rightly declined to spend it). The honest
options are (a) a quad whose loads fit the shop — find it or place an anchor for it, or (b) admit the
shop's 6.5 kN ceiling is too low for this yard and add a tier. I'd exhaust (a) first; C's 207-quad
enumeration is the right tool and they've already built it.
[D] 2026-07-18 — 🎯 **GATE 0 — THE CAUSE, MEASURED. Neither of you is wrong; the rig must SETTLE before
the storm, and a harness that skips prep measures the attach transient instead of the rig.**
B asked for the one-line check and said "if it matches, I'm wrong — say so". **It matches: your
hypothesis is refuted.** `rigSail()` + `game.advance()` does NOT re-rig from RiggingSession:
```
IMMEDIATELY after rigSail: [p4:shackle, t2:shackle, t2b:shackle, p3:shackle] tn=1
after game.advance(): [p4:shackle, t2:shackle, t2b:shackle, p3:shackle] tn=1
after one step: identical
```
A scored the rig they bought. So I kept digging, and found it — **it is the settle, and it is worth
2.7× on the tree corners.** A's line, tension 1.0, ONE variable (seconds spent in prep before ENTER),
each the FIRST run of a fresh page:
```
fresh page, 0 s settle → 2/4 intact, broke t2+t2b, t2 peak 4.54 kN ← what fly() measures
fresh page, 12 s settle → 3/4 intact, broke p4, t2 peak 1.71 kN ← what a human gets
warm run (any settle) → 3/4 intact, broke p4, t2 peak 1.69 kN
```
**A is right and B's suite is right about its own run — they are measuring different rigs.** A plays
through prep, so ~12 s of `world.update` pass and the yard reaches steady state. `fly()` rigs and
advances in the same tick, so the storm lands on a cloth still falling into shape and on **trees
still at rest**. Note WHICH corners spike: t2 and t2b — both TREE anchors, the ones that sway. The
posts actually load LESS during the transient (p4 2.89 → 3.46 warm). That signature says the
transient is mostly the tree-sway yank, not the cloth, so this may be world.js's to answer as much
as sail.js's — A and B, that's yours to split.
**It also explains B's strangest result:** "0.6/0.75/0.9/1.0 → 2 lost, ALL four". The transient
swamps tension entirely. Settled, tension matters enormously (t2 1.65 kN at 0.9 vs 4.54 at 1.0) — a
suite that reports four identical tensions isn't proving tension is irrelevant, it's proving the
transient is louder than tension. **Neither of your candidate lists had this** (tension default,
repair timing, drain wiring, session.commit vs rigSail, debris 4th arg) — which is why I'm posting
rather than holding.
**Suggested fix + guard:** `fly()` settles N seconds of prep-phase wind before entering the storm,
and the suite asserts the yard IS settled at storm entry (e.g. peak corner load over the first
0.5 s ≤ the storm's steady peak). Otherwise this returns the first time someone writes a new
harness — it has now bitten three of them. **I am NOT landing a fix: gate 0 is A+B's pen and this
is one variable away from closed.** My prior on which number is canonical: A's, because the game
a human plays always settles.
Related, and the reason I checked at all: this bit ME too. My Sprint-3 §7 run and my Sprint-6 douse
calibration both rigged-then-advanced. The douse numbers survive (ponding needs 8-25 s of storm, so
the transient is long gone), but I'd have reported a cascade as physics if I hadn't seen this.
[D] 2026-07-18 — ✅ **A's testkit call-to-arms, answered: Lane D's suite is clean.** No
`t.test(..., async () => …)` anywhere, no skips real or fake — **61 asserts, 61 real**. My `export
default async function run(t)` is the lane-level fn that `runAll` awaits (needed for
`loadStorm`), which is the pattern you confirmed is correct; the per-test fns are all sync.
I verified the new guard is genuinely live rather than trusting the grep:
```
t.test('…', async () => { throw }) → status "fail" (was: silent pass)
t.test('…', () => 'SKIPPED — …') → status "skip" (was: fake pass)
```
Finding that `skip: 0` had been a lie in every report we've printed is the best catch of the sprint,
and it's the same disease as StumbleBack and the missing camera: **a green light that was never
wired to anything.** Worth a standing habit — every guard should be proven to fail once before it's
trusted to pass.
[D] 2026-07-18 — ⏳ **Lane D still holding the feel pass, per my prompt** — it's the last read before the
week gets played, and reading the storms before gate 0 lands would measure the wrong game. Douse
re-measure is queued behind the same gate (pond masses haven't moved yet; my guard assert is the
tripwire and it's still green). Nothing of mine is blocking anyone.
[I] 2026-07-18 — **SPRINT 7 INTEGRATION (main).** Lanes b/c/d/e merged. balance.test.js conflict resolved
by combining all three gate-0 findings (A's camera guard + B's elimination + D's settle) and
IMPLEMENTING D's settle spec in fly() (12 s at the storm's t=0 before the clock starts; D's
"assert settled at entry" guard is still theirs to formalize). Result, measured through the suite:
**hp 36 → 59 — A's 58 reproduced to within a point. The garden half of the dispute is CLOSED.**
What remains: the suite loses 2 corners where A's live run lost 1, so the winnable-line assert is
RED (B's decree: red is the true state; I am not re-skipping it). The suite still differs from the
real game in three knowable ways — frozen tree sway (deliberate, but D's transient signature was
tree-sway yank), settle held at t=0 vs prep's live calm wind, scripted repair vs D's hand timing.
**SPRINT8 gate 0': one of those three is the last variable. The suite must drive what the game
drives, all the way down, and then either the line wins or the yard/win-rule question goes to
design.** Sprint 7 scorecard: gate 0 was a model investigation (three named causes, no villain,
testkit skips made real, C's third witness, E's limb art with bit-identical anchor tripwires) —
and **gate 1, the week, has now slipped TWICE.** Selftest 265/1.

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@ -16,436 +16,7 @@
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_01",
"dims": [
4.5522,
4.956,
7.9702
],
"tris": 492,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"branch_anchor_03",
"canopy",
"canopy_01",
"canopy_02",
"canopy_03",
"tree_gum_01",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "tree_gum_02",
"dims": [
3.8871,
2.7787,
5.4972
],
"tris": 352,
"nodes": [
"branch_anchor_01",
"branch_anchor_02",
"canopy",
"canopy_01",
"canopy_02",
"tree_gum_02",
"trunk"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_post",
"dims": [
0.13,
0.13,
2.03
],
"tris": 24,
"nodes": [
"fence_post",
"post"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel",
"dims": [
2.4,
0.054,
1.8194
],
"tris": 324,
"nodes": [
"fence_panel",
"palings",
"rails"
],
"status": "PASS",
"problems": []
},
{
"name": "gate",
"dims": [
1.045,
0.0615,
1.75
],
"tris": 220,
"nodes": [
"gate",
"gate_frame",
"gate_palings",
"hinge_axis",
"hinges"
],
"status": "PASS",
"problems": []
},
{
"name": "house_yardside",
"dims": [
9.2,
1.0547,
2.9
],
"tris": 212,
"nodes": [
"door",
"fascia",
"fascia_anchor_01",
"fascia_anchor_02",
"fascia_anchor_03",
"gutter",
"house_yardside",
"roof",
"wall",
"window",
"window_glow",
"window_light_anchor"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_01",
"dims": [
2.58,
1.9708,
2.2224
],
"tris": 96,
"nodes": [
"door_anchor",
"doors",
"roof",
"shed_01",
"shell"
],
"status": "PASS",
"problems": []
},
{
"name": "shed_table",
"dims": [
1.6,
0.6,
0.9
],
"tris": 72,
"nodes": [
"pickup_anchor",
"shed_table",
"table_frame",
"table_top"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_bed",
"dims": [
3.0,
1.2,
0.8609
],
"tris": 2580,
"nodes": [
"bed",
"garden_bed",
"plants_dead",
"plants_full",
"plants_tattered",
"soil"
],
"status": "PASS",
"problems": []
},
{
"name": "sail_post",
"dims": [
0.507,
0.52,
4.0327
],
"tris": 528,
"nodes": [
"footing",
"pad_eye",
"post",
"rake_pivot",
"sail_post",
"top_anchor"
],
"status": "PASS",
"problems": []
},
{
"name": "ladder_01",
"dims": [
0.455,
0.075,
3.0
],
"tris": 276,
"nodes": [
"ladder",
"ladder_01",
"ladder_base",
"ladder_top"
],
"status": "PASS",
"problems": []
},
{
"name": "shackle",
"dims": [
0.0569,
0.019,
0.0744
],
"tris": 560,
"nodes": [
"bow",
"pin",
"shackle"
],
"status": "PASS",
"problems": []
},
{
"name": "carabiner",
"dims": [
0.049,
0.009,
0.1027
],
"tris": 476,
"nodes": [
"body",
"carabiner",
"gate"
],
"status": "PASS",
"problems": []
},
{
"name": "turnbuckle",
"dims": [
0.0292,
0.0341,
0.1955
],
"tris": 728,
"nodes": [
"body",
"eye_a",
"eye_b",
"turnbuckle"
],
"status": "PASS",
"problems": []
},
{
"name": "tramp_01",
"dims": [
2.9555,
2.9555,
0.78
],
"tris": 976,
"nodes": [
"legs",
"mat",
"pad",
"rim",
"tramp_01"
],
"status": "PASS",
"problems": []
},
{
"name": "wheelie_bin_01",
"dims": [
0.58,
0.6808,
1.1188
],
"tris": 120,
"nodes": [
"bin_body",
"lid",
"lid_plate",
"wheelie_bin_01",
"wheels"
],
"status": "PASS",
"problems": []
},
{
"name": "washing_line_01",
"dims": [
2.8441,
2.8441,
2.2777
],
"tris": 336,
"nodes": [
"arms",
"head",
"mast",
"washing_line_01"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01",
"dims": [
0.1427,
0.15,
0.365
],
"tris": 236,
"nodes": [
"garden_gnome_01",
"gnome"
],
"status": "PASS",
"problems": []
},
{
"name": "garden_gnome_01_broken",
"dims": [
0.3947,
0.3519,
0.106
],
"tris": 344,
"nodes": [
"garden_gnome_01_broken",
"hat",
"head",
"shards",
"stump"
],
"status": "PASS",
"problems": []
},
{
"name": "hail_stone_01",
"dims": [
0.0198,
0.0176,
0.0197
],
"tris": 20,
"nodes": [
"hail_stone_01",
"stone"
],
"status": "PASS",
"problems": []
},
{
"name": "broom_01",
"dims": [
0.3891,
0.055,
1.4213
],
"tris": 200,
"nodes": [
"bristles",
"broom_01",
"grip_anchor",
"handle",
"head",
"poke_tip"
],
"status": "PASS",
"problems": []
},
{
"name": "fence_panel_snapped",
"dims": [
2.4125,
1.0144,
1.8181
],
"tris": 312,
"nodes": [
"debris_palings",
"fence_panel_snapped",
"palings",
"rails"
],
"status": "PASS",
"problems": []
}
],
"debris": [
{
"file": "BlueCrate_v2.glb",
"dims": [
0.36,
0.36,
0.29
],
"sane": true
},
{
"file": "BlackTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WhiteTub_v2.glb",
"dims": [
0.36,
0.54,
0.2
],
"sane": true
},
{
"file": "WoodenBin_v2.glb",
"dims": [
0.35,
0.36,
0.31
],
"sane": true
}
]
"debris": []
}

View File

@ -467,30 +467,6 @@ def build_ref_capsule(name):
return root
def _limb(name, base, tip, r_base, r_tip, mat, segs=3, sweep=0.30):
"""A tapered, up-swept limb from base to tip.
A single straight uniform tube is what made these read as coat hooks in
docs/yard_day.jpg a peg poking out of a pole. Real gum limbs leave the
trunk thick, sweep upward, and thin to nothing.
The tip is a quadratic-bezier ENDPOINT, so it lands on `tip` exactly. That
matters more than the look: branch_anchor_* sit on these tips, Lane A's
winning line rigs off t2, and every balance number in the repo assumes those
points don't move. Consumes NO rng — the caller's draw order is untouched.
"""
b, t = Vector(base), Vector(tip)
ctrl = (b + t) / 2 + Vector((0, 0, (t.z - b.z) * sweep + 0.12))
parts, prev = [], b
for i in range(1, segs + 1):
u = i / segs
pt = (1 - u) ** 2 * b + 2 * (1 - u) * u * ctrl + u ** 2 * t # u=1 -> exactly t
r = r_base + (r_tip - r_base) * ((i - 0.5) / segs)
parts.append(add_tube_between(f"{name}_s{i}", prev, pt, r, mat, verts=6))
prev = pt
return parts
def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
sway_amp=1.0):
"""Eucalypt: pale chalky trunk, sparse olive canopy, low branches that a
@ -524,11 +500,9 @@ def _gum_tree(name, height, canopy_blobs, spread, anchor_heights, seed_name,
tip = (base[0] + math.cos(ang) * reach,
base[1] + math.sin(ang) * reach,
z0 + reach * rng.uniform(0.35, 0.6))
# Same four rng draws, same order, so every tip is bit-for-bit where it
# was — only the geometry hanging off them changed.
r_limb = r_top * rng.uniform(0.5, 0.7)
trunk_parts.extend(_limb(f"{name}_branch_{i:02d}", base, tip,
r_limb * 1.9, r_limb * 0.42, bark))
trunk_parts.append(add_tube_between(
f"{name}_branch_{i:02d}", base, tip, r_top * rng.uniform(0.5, 0.7),
bark, verts=8))
anchors.append(tip)
join_group(trunk_parts, "trunk", root)

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@ -88,15 +88,8 @@ const PRE_P4_QUAD = ['p1', 't1b', 't1c', 't2b'];
/** A rig that holds fine and shades nothing — the decision-13 control. */
const MISS_QUAD = ['h1', 'h2', 'h3', 't1'];
/**
* Buy a loadout through the real shop. Returns null if $80 doesn't stretch to it.
* `tension` defaults to the dial's own neutral (1.0 — RiggingSession's
* DEFAULT_TENSION) rather than a number this file picked, so a loadout here is a
* loadout a player could actually walk out of prep with. Gate 0 swept 0.6-1.0
* and storm_02's verdict never moved, but the default should still be the
* game's.
*/
function shop(yard, ids, hw, spares = 0, tension = 1.0) {
/** Buy a loadout through the real shop. Returns null if $80 doesn't stretch to it. */
function shop(yard, ids, hw, spares = 0, tension = 0.9) {
const s = new RiggingSession({ anchors: yard.anchors });
for (const id of ids) if (!s.rig(id).ok) return null;
for (let i = 0; i < ids.length; i++) if (!s.setHardware(ids[i], hw[i]).ok) return null;
@ -112,12 +105,6 @@ function shop(yard, ids, hw, spares = 0, tension = 1.0) {
async function fly(yard, session, stormName, { repair = false, broom = false } = {}) {
const def = await loadStorm(stormName);
const wind = createWind(def);
// main.js:369 does this at boot and this suite didn't — trees shelter the air
// downwind of them, and a quad hanging off tree anchors sits right in it.
// (Measured during gate 0: it doesn't change storm_02's verdict, but a harness
// that claims to be the single source of truth doesn't get to skip a step the
// game takes.)
wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
const rig = session.commit(new SailRig({ anchors: yard.anchors, gridN: 10 }));
// The camera is NOT decoration here, and leaving it out is what caused the
@ -149,16 +136,6 @@ async function fly(yard, session, stormName, { repair = false, broom = false } =
// anchors sitting inside those shadows.
wind.setSheltersFromTrees(yard.anchors.filter((a) => a.type === 'tree'));
// THE SETTLE (gate 0, cause #2, found by Lane D 2026-07-18). A player plays
// through prep, so ~12 s of world.update pass before ENTER and the cloth +
// tree sway reach steady state. A harness that rigs and storms in the same
// tick lands the storm on the ATTACH TRANSIENT instead — measured at 2.7× the
// settled load on tree corners (t2 4.54 kN unsettled vs 1.71 settled), loud
// enough to swamp tension entirely. Holding t=0 keeps the wind at its mild
// ramp start (first gust ≥3 s) — near-calm, like prep. Per D's spec; the
// "assert the yard IS settled at storm entry" guard is theirs to formalize.
for (let i = 0, n = Math.round(12 / FIXED_DT); i < n; i++) rig.step(FIXED_DT, wind, 0);
let hp = 100, pond = 0, used = 0;
const steps = Math.round(def.duration / FIXED_DT);
for (let i = 0; i < steps; i++) {
@ -223,42 +200,6 @@ export default async function run(t) {
// --- then judge -----------------------------------------------------------
// SPRINT7 gate 0 — the skip is gone, and the dispute is settled by physics.
//
// Lane A measured this exact line (t2,p3,p4,t2b, 4×shackle + spare, $75) at
// hp 58 / 1 lost. This suite says hp 36 / 2 lost. I went through every way the
// two harnesses could differ and ruled each out by measurement:
//
// tree wind-shelter (main.js:369 calls setSheltersFromTrees, this didn't)
// ... on vs off: hp 36 either way
// tension (this hardcoded 0.9, the game defaults 1.0)
// ... 0.6 / 0.75 / 0.9 / 1.0: hp 36, 2 lost, all four
// drain wiring (garden.step's signature changed to take hail+rain separately)
// ... same arithmetic: 5.0/0.25 × 0.9. Identical.
// yard geometry (the bug that bit this file once already)
// ... diffed all 12 anchors against the live game: zero drift
// frozen sway (tree anchors are shock absorbers — DESIGN.md)
// ... live sway is WORSE, not better: t2 4.4 → 4.6 kN
//
// What's left is not a harness difference, it's arithmetic. On this quad t2
// peaks at 4.4-4.9 kN and a shackle is rated 3.2. t2 cannot hold, under any
// variation above. Losing it spends the only spare; then p3 (3.7) or t2b (3.4)
// — both also over 3.2 — goes too. Two corners down, the sail stops shadowing
// the bed, and hp lands on 36, which is precisely the bare-bed score. That is
// why every configuration returns the same number: 36 is not a coincidence,
// it's "the rig contributed nothing".
//
// And the quad is not rescuable by shopping: putting the RATED shackle on t2
// ($80 with a spare) still ends hp 36 / 2 lost, because p3 and t2b then break
// instead. This quad needs THREE corners above shackle grade and $80 buys two.
//
// So: A's win does not reproduce, and I believe A's number is the artifact —
// most likely the same phase-boundary contamination that produced my own
// hp=99 last sprint (driving SHADES.rigSail and then advancing the phase
// machine re-rigs from the game's own RiggingSession, so you score a rig you
// didn't choose). A: the check is one line — assert rig.corners' anchorIds
// and hw names immediately before your storm loop and confirm they're what you
// bought. If they are, I'm wrong and the cause is still open.
t.test('balance: storm_02 HAS a winnable line through the real $80 shop', () => {
if (!line) throw new Error('the $80 shop cannot buy the candidate line at all');
// SPRINT7 gate 0, settled 2026-07-18: the integrator's skip is deleted
@ -269,24 +210,31 @@ export default async function run(t) {
// number. With a camera it reads what Lane A measured. Neither harness was
// lying; one of them was flying a yard with no cloth in it.
if (!WIN(line.hp, line.lost)) {
// SPRINT7 gate 0 — CLOSED at the merge, three causes named, none a villain:
// 1. GARDEN (A): skyfx built with no camera → `if (!camera) return;`
// skipped the shadow-grid rebuild → every loadout scored as bare bed.
// hp 36 WAS the no-sail constant. Fixed above (camera in fly()).
// 2. CORNERS (D): the settle. A harness that rigs and storms in the
// same tick measures the ATTACH TRANSIENT — trees at rest, cloth
// still falling into shape — worth 2.7× on tree corners (t2 4.54 kN
// unsettled vs 1.71 settled). A plays through prep, so A's rig was
// settled; fly() wasn't. Fixed below (12 s settle, per D's spec).
// 3. TENSION (A, self-reported): the win was measured at 1.0 and
// published without declaring it; the shop default was 0.9.
// B's elimination sweep (shelters/tension/drain/geometry/sway) was right
// about everything it measured — the transient swamped tension, which is
// why four tensions returned identical numbers. See THREADS 2026-07-18.
throw new Error(
`no winnable line even settled: ${COVER_QUAD.join(',')} on 4×shackle+spare ` +
`($${line.spent}) ended hp=${line.hp}, lost=${line.lost}/4 (need hp>=50, lost<2). ` +
`If this is red after the settle fix, gate 0 is OPEN again — post the numbers.`);
// SPRINT7 gate 0 — HALF settled, and the half that settled was the loud one.
//
// RESOLVED: the garden. This suite read hp 36 because it built skyfx with
// no camera, and skyfx.step() opens `if (!camera) return;` — so the hail
// shadow grid was never rebuilt and every loadout was scored as if it had
// no sail. 36 IS the bare-bed number. With a camera (above) it reads ~68.
// Measured, camera the only variable: hailShadowOver(bed) 0.000 → 1.000.
// Nobody was lying; this harness was flying a yard with no cloth in it.
//
// UNRESOLVED: the corners. This suite says 2 lost; Lane A's end-to-end run
// says 1 at tension 1.0 (at the shop's default 0.9 A also gets 2 — A's
// reported win never declared its tension, which is A's error). Ruled out
// so far, each measured, each ~0.02 kN or less: wind shelters, frozen vs
// live tree sway, the scripted repair. Still unchecked: session.commit()
// vs main.js's rigSail() path, and main.js passing `debris` as rig.step's
// 4th arg (this suite passes none — and debris ADDS load, so it should
// break MORE here, not less; that inversion is the thread to pull).
//
// Skipped rather than failed because the wild night's winnability is now a
// one-variable question, not a broken gate — and skipped rather than
// silently returned, because Suite.test() now honours this string (it
// used to record it as a PASS, which is how this dispute survived a merge).
return `SKIPPED — gate 0 half-open: hp ${line.hp} (garden RESOLVED — was 36 from a ` +
`camera-less skyfx zeroing the hail shadow), but ${line.lost}/4 lost vs Lane A's 1 at ` +
`tension 1.0. Next suspects: commit() vs rigSail(), and debris in rig.step. See THREADS.`;
}
return `$${line.spent} on ${COVER_QUAD.join(',')} -> hp ${line.hp}, ${line.lost}/4 lost`;
});

View File

@ -144,42 +144,6 @@ export default async function run(t) {
});
}
// These five numbers are load-bearing for the whole repo: Lane A's winning
// line rigs off t2, and every balance figure B and C measured assumes the
// branch anchors sit exactly here. I reshaped the limbs in Sprint 7 for looks
// and pinned the tips bit-for-bit to do it; this is the tripwire that keeps
// the next bit of art from quietly invalidating a sprint of physics.
// If it fails, the art moved an anchor — fix the art, don't touch the numbers.
t.test('branch anchors have not moved — the balance numbers depend on them', () => {
const EXPECT = {
tree_gum_01: {
branch_anchor_01: [-0.960, 3.636, -1.460], // Blender (x,y,z) -> glTF (x,z,-y)
branch_anchor_02: [-0.941, 4.145, 0.777],
branch_anchor_03: [-1.382, 5.227, 0.978],
},
tree_gum_02: {
branch_anchor_01: [-0.167, 2.950, 1.154],
branch_anchor_02: [0.142, 3.722, 1.043],
},
};
for (const [tree, anchors] of Object.entries(EXPECT)) {
const g = loaded.get(tree);
assert(g, `${tree} did not load`);
g.scene.updateWorldMatrix(true, true);
for (const [n, want] of Object.entries(anchors)) {
const o = g.scene.getObjectByName(n);
assert(o, `${tree}/${n} missing`);
const p = new THREE.Vector3().setFromMatrixPosition(o.matrixWorld);
const got = [p.x, p.y, p.z];
for (let i = 0; i < 3; i++) {
assert(Math.abs(got[i] - want[i]) < 0.005,
`${tree}/${n} moved on ${'xyz'[i]}: ${got[i].toFixed(3)} vs ${want[i]} ` +
`(full ${got.map((v) => v.toFixed(3)).join(', ')})`);
}
}
}
});
// Anchors are the actual product here: Lane B pins cloth corners to them and
// Lane A builds world.anchors from them. A surviving name isn't enough — the
// position has to be usable.

View File

@ -12,7 +12,7 @@
import {
createWindField, validateStorm, gustEnvelope, GUST, RAIN_TIME_COMPRESSION,
stormStats, forecastFor, hailBlockFor,
stormStats, forecastFor,
} from '../weather.core.js';
const DT = 1 / 60;
@ -664,64 +664,6 @@ export function weatherCases(storms) {
assert(forecastFor(storms.storm_03_southerly, 0).hail.chance === 'possible', 'storm_03 hails mildly');
});
// ---- 13. fabric hail pass-through (SPRINT7 §Lane C, for B's fabric choice) ----
test('hailBlockFor: membrane stops all ice, porous leaks only the small stones', () => {
// A solid membrane blocks everything regardless of stone size.
for (const size of [0.4, 0.7, 1.0, 1.3, 1.4]) {
assert(hailBlockFor(size, 0) === 1, `membrane let size ${size} through`);
}
// Shade cloth (porosity 0.3) fully blocks the wild-night stones (1.3+) but
// leaks the finest pea hail — the honest, size-gated difference.
assert(hailBlockFor(1.3, 0.3) > 0.99, 'shade cloth failed to stop a 1.3 storm stone');
assert(hailBlockFor(1.4, 0.3) > 0.99, 'shade cloth failed to stop a 1.4 ice-night stone');
const pea = hailBlockFor(0.7, 0.3);
assert(pea > 0.4 && pea < 0.9, `shade cloth blocks ${pea.toFixed(2)} of pea hail — wanted a partial leak`);
// An open weave leaks pea hail badly and still catches the big ice.
assert(hailBlockFor(0.7, 0.5) < 0.3, 'an open weave should let most pea hail through');
assert(hailBlockFor(1.3, 0.5) > 0.8, 'even an open weave should mostly stop a 1.3 stone');
// Monotonic: more porous never blocks MORE, bigger stones never block less.
for (const size of [0.6, 1.0, 1.4]) {
assert(hailBlockFor(size, 0.5) <= hailBlockFor(size, 0.3) + 1e-9, 'more porous blocked more hail');
}
for (const por of [0.3, 0.5]) {
assert(hailBlockFor(0.5, por) <= hailBlockFor(1.2, por) + 1e-9, 'a bigger stone passed more easily');
}
metrics['fabric.shadecloth.blocksPeaHail'] = +pea.toFixed(2);
});
test('the fabric choice is real: porous costs garden on pea-hail nights, not ice nights', () => {
// The integration formula B/A will wire (documented for them, proven here):
// coveredHail = hailShadowOver(bed) * hailBlockFor(hailSize, sail.porosity)
// exposure = hailAt(t) * (1 - coveredHail)
// A membrane over the bed protects it fully; a porous cloth over the same bed
// protects it fully on an ice night and leaks on a pea-hail one. If those two
// came out equal, the choice would be dead — this is the assert that it isn't.
const gardenHail = (stormName, porosity) => {
const def = storms[stormName];
const f = createWindField(def);
const size = f.hailSize;
let dmg = 0;
const COVER = 1; // bed fully under the cloth
for (let t = 0; t <= f.duration; t += DT) {
const covered = COVER * hailBlockFor(size, porosity);
dmg += f.hailAt(t) * (1 - covered) * DT;
}
return dmg;
};
// ice night: membrane and shade cloth both fully protect a covered bed
const iceMembrane = gardenHail('storm_02b_icenight', 0);
const icePorous = gardenHail('storm_02b_icenight', 0.3);
assert(Math.abs(iceMembrane - icePorous) < 0.2 && iceMembrane < 0.5,
`on the ice night the fabrics should agree at ~0 (both block big ice): ${iceMembrane.toFixed(2)} vs ${icePorous.toFixed(2)}`);
// pea-hail night: the covered bed under porous cloth takes real damage
const peaMembrane = gardenHail('storm_03_southerly', 0);
const peaPorous = gardenHail('storm_03_southerly', 0.3);
metrics['fabric.storm03.gardenHail.membrane'] = +peaMembrane.toFixed(2);
metrics['fabric.storm03.gardenHail.porous'] = +peaPorous.toFixed(2);
assert(peaMembrane < 0.1, 'a membrane over the bed should take ~no pea hail');
assert(peaPorous > peaMembrane + 0.3, `porous should leak real pea hail: ${peaPorous.toFixed(2)} vs ${peaMembrane.toFixed(2)}`);
});
return { cases, metrics };
}

View File

@ -188,34 +188,6 @@ export function hailBurstEnvelope(dt, ramp, hold, fade, peak) {
return 0;
}
/**
* What fraction of hail a cloth of this porosity STOPS (0..1). Lane B's fabric
* choice (SPRINT7) reads this; the honest answer to their question.
*
* The ruling first: porosity is about AIR and WATER, not ice. A knitted shade
* cloth's gaps are ~1-3 mm; a damaging hailstone is 6-45 mm, so it can't pass a
* mesh an order of magnitude finer than itself porous and membrane block the
* big stones identically. The ONE true difference is at the bottom of the size
* range: the finest pea hail IS small enough to rattle through an open weave.
* So a solid membrane stops everything, and a porous cloth stops everything
* except the smallest stones which is a real fabric tradeoff without a physics
* lie, and it makes porous cost you exactly on the mild-hail nights while staying
* honest on the ice nights.
*
* `size` is in hail.size units (1.0 a 1.5 cm stone; storms run 0.7 pea 1.4).
* `porosity` matches SailRig's (0 = membrane, ~0.3 = knitted shade cloth).
*/
export function hailBlockFor(size, porosity = 0) {
if (!(porosity > 0)) return 1; // solid membrane stops all ice
// Effective aperture of the weave, in size units. A 70%-shade knit (porosity
// ~0.3) reads ~0.6 — it leaks only the finest hail; a very open 0.5 weave
// reads ~1.0 and lets small stones through too.
const aperture = porosity * 2;
// A stone well above the gap is stopped dead; one well below sails through;
// smoothstep the transition around the aperture.
return smoothstep(aperture * 0.5, aperture * 1.5, size);
}
// ---------- the field ----------
/**
* @param {object} def parsed storm JSON (see data/storms/*.json)

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@ -10,12 +10,9 @@
// determinism rule can't be broken by accident.
import * as THREE from '../vendor/three.module.js';
import {
createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION,
hailBlockFor, stormStats, forecastFor,
} from './weather.core.js';
import { createWindField, validateStorm, GUST, RAIN_TIME_COMPRESSION } from './weather.core.js';
export { GUST, validateStorm, RAIN_TIME_COMPRESSION, hailBlockFor, stormStats, forecastFor };
export { GUST, validateStorm, RAIN_TIME_COMPRESSION };
// Resolved against this module, not the server root: server.py serves the repo
// root (so the 2D prototype stays reachable), but the demo bench serves web/.

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