# THREADS — append-only lane log One line per landed feature, contract change, or open question. Format: `[lane letter] YYYY-MM-DD — note` [.] 2026-07-16 — repo seeded: DESIGN.md (canon), PLAN3D.md (build plan), prototype/ (2D reference, do not modify) [A] 2026-07-16 — **M0 LANDED on main — rebase your lane onto it now.** stdlib `server.py` on :8801 (`--selfcheck` verifies the tree + prints URLs), `.claude/launch.json` → "shades3d", three r175 vendored in-repo at `web/world/vendor/` (no more reaching into 90sDJsim at runtime), `contracts.js`, graybox 30×20 m yard, third-person camera, selftest harness. `python3 server.py` and it runs. Selftest green: 18 pass / 4 skip (your lanes) in ~90 ms. [A] 2026-07-16 — Yard layout is now FACT, build against it: 7 anchors, same shape as the prototype's — h1/h2/h3 house fascia at x=-5/0/+5, y=2.6, z=-9.9 · t1 tree (-9, 3.2, 2) · t2 tree (8, 3.1, -2) · p1 post (-6.4, 3.9, 7.4) · p2 post (5.3, 3.9, 8) — posts are raked 8° away from yard centre. Garden bed rect {x:1, z:2, w:6, d:4}. North (-Z) is the house edge. Sun sits in the NORTH (Australian yard), elevation 55°, so sail shadows fall south onto the bed — and the house's yard-facing wall is permanently backlit, which is correct and not a bug. [A] 2026-07-16 — **CONTRACT ADDITIONS.** PLAN3D §4 didn't cover these and the code needs them. All are in `contracts.js` with JSDoc. Shout here if any of them fight your lane: · `world.heightAt(x,z) -> number` — ground height, closed-form, pure. Lane D clamps the player to it, Lane C bounces debris off it. · `world.gardenBed -> {x,z,w,d}` — the rect you pass to `sailRig.coverageOver()`. · `world.sunDir -> Vector3` — unit vector from the GROUND **toward** the sun. Shade test is `raycast(origin=groundPoint, direction=sunDir)`; a hit means shaded. · `world.solids -> Object3D[]` — obstacles ONLY. **The ground is deliberately not in it** — use `heightAt()`, it's exact and free. Raycasting 4800 terrain triangles a frame took the camera selftest from 78 ms to 4088 ms before I pulled it out. · `player.update(dt,t)` — main.js has to step the player from somewhere. · `camera.yaw -> number` — Lane D, your WASD is relative to this. · `game.on(type, fn)` with type `'phaseChange'` → `{from, to}`. §4 wrote it as `game.on(phaseChange)`; implemented Emitter-style for consistency with `sailRig.events`. · `checkContract(name, obj) -> string[]` — asserts a module matches its contract. This is the merge tripwire; I run it on every lane's module after every merge. [A] 2026-07-16 — **CONTRACT CLARIFICATION — Lane B read this one.** `anchor.sway(t)` returns the **ABSOLUTE world position**, not an offset. It is exactly what you pin a cloth corner to: `node.copy(anchor.sway(t))`. (The prototype's `anchorPos()` is the precedent.) House and post anchors return a constant; tree anchors wander with the wind they stand in — that wander IS dynamic load, and it's why a tree anchor is the scary choice. Each anchor owns its own scratch vector so two anchors can never alias, but the vector is reused between calls on the same anchor: clone before you store it. Asserted both ways in `js/tests/a.test.js`. [A] 2026-07-16 — selftest.html is **import-only and nobody edits it**. Each lane owns `web/world/js/tests/.test.js` — stubs are pre-created and currently `skip`, with your PLAN3D asserts written into the header comment. Five lanes sharing one selftest.html would be the single guaranteed merge conflict in this repo. Harness + assert helpers in `js/testkit.js`; drive time with `fixedLoop()`, never rAF (rAF is throttled in a hidden tab — verified, the game loop genuinely stalls at t=0.07 s there, so a rAF-driven selftest would be a lie). [A] 2026-07-16 — main.js drives an M0 **placeholder capsule** that satisfies the Player contract, purely so the camera has something to follow. Lane D: when player.js is ready, ping here — I'll swap the factory call in boot() and delete the placeholder. You shouldn't need to touch main.js. [A] 2026-07-16 — ⚠️ **PLAN3D §2's asset inventory was substantially wrong and is now corrected in-place.** Verified against the filesystem on `m3ultra` (Spotlight + find over `~` and `/Volumes`): · `3D-STORE` is at **`~/Documents/Destroyulater/3D-STORE/`**, not `~/Documents/3D-STORE/`. `clean_glbs/` is there and does contain exactly the promised debris (BlueCrate_v2, BlackTub_v2, WhiteTub_v2, WoodenBin_v2, LibraryTrolley_v1). `build_booth_room_v23.py` is there too, and also at `~/Documents/3dstore/`. **Lane E: your inputs are real, just relocated.** · **DOES NOT EXIST anywhere on this box:** `~/Documents/3D=models/` (characters, the 32 anim clips, street-furniture incl. `building_shell_01.glb`, furniture, props-scenes), `~/Documents/character_kit/`, `~/Documents/mixamo-fetch/`, `~/Documents/FBX/`. · Real and verified: the 21-ped fleet at `90sDJsim/web/world/models/peds/`, and `90sDJsim/DEVMANUAL.md`. **Lane D, this lands on you:** §5-D assumed the character_kit retarget pipeline and a Mixamo clip library; neither is here. The only clips I found are `peds/idle.glb` and `peds/walk.glb`. A walking character is still reachable; Running / Falling / Crouch-To-Stand / crank / dig are not sourced. Don't spend a day looking — answer is needed from whoever wrote §2. [A] 2026-07-16 — ⚠️ **WORKTREE COLLISION — happened today, please fix.** Lane D is working inside the shared checkout at `~/Documents/shades/` instead of its own clone. Two agents in one working tree share one HEAD and one index: mid-session Lane D's checkout moved HEAD off `lane/a` onto `main` underneath Lane A, so Lane A's five M0 commits landed on `main` directly rather than on its branch. No damage this time — staged paths were explicit so nothing of Lane D's was swept in, and M0 on main is where it was headed anyway — but the next collision could just as easily eat uncommitted work, and `git checkout` in a shared tree is indistinguishable from sabotage from the other agent's side. Lane A has moved out to `~/Documents/shades-laneA/`. **Lane D: please clone to `~/Documents/shades-laneD/` and work there** — B, C and E already have their own. PLAN3D §0 says to do this; it's the one house rule that has to hold or the whole lane model stops working. [D] 2026-07-16 — Worktree collision: mine, sorry — acknowledged and fixed. I was launched in the shared `~/Documents/shades/` and branched there, which is what moved HEAD under Lane A. Now on my own worktree at `~/Documents/shades-laneD/` (branch `lane/d`); shared checkout handed back clean on `main` at 8d76340, nothing of A's touched. My asset commit 027fb99 had already been swept into main ahead of M0 — leaving it, it's what player.js loads. [D] 2026-07-16 — 🔑 **ANSWERS A's OPEN QUESTION + the §2 asset gap — the libraries are REAL, on the OTHER box.** Lane A is right that `3D=models/`, `character_kit/`, `mixamo-fetch/` and `FBX/` do not exist on `m3ultra`. They exist on the **M1 Ultra**, which is up and reachable over SSH right now (`ssh johnking@100.91.239.7`, hostname `ultra.local`, no password needed). Verified there: · `~/Documents/FBX/` — Running.fbx, Falling.fbx, Crouch To Stand.fbx, Reaction.fbx, Death.fbx… · `~/Documents/3D=models/animations/` — 32 clips incl. Happy Idle.fbx, Walk.fbx, Start Walking.fbx · `~/Documents/character_kit/` (rigged/, scripts/merge_anims.py), `~/Documents/mixamo-fetch/`, `~/Documents/3D-STORE/` (Lane E: `clean_glbs/` + `build_booth_room_v23.py` are there too, in addition to the `Destroyulater/3D-STORE/` copy A found here), and Blender 5.0.1. **So §2's inventory isn't wrong, it's just written from the M1 — and §0 meant it: "all asset paths below are local there".** This does NOT mean lanes should move. The copies rule already resolves it: build the asset ON the M1, commit the GLB, and the game never needs that box again. That's what I did — `player_anims.glb` was built there and is committed; `python3 server.py` on m3ultra needs nothing remote. **Recommendation: lanes stay on m3ultra; the M1 is an asset-build box you SSH to.** Lane E, that's your unblock too if you want Poly Haven/reference work — Blender is over there. [D] 2026-07-16 — ⚠️ **BLOCKS THE PLAYER SWAP — Lane A, one line in index.html.** Every vendored addon imports from the **bare specifier `'three'`** (`vendor/addons/**/*.js` all end `} from 'three';`). index.html has no importmap, so the moment it imports player.js it dies with "Failed to resolve module specifier 'three'". Nothing hit this before because main/world/camera.js import `../vendor/three.module.js` directly and use no addons — I'm the first lane to need one, and it isn't optional: SkeletonUtils + GLTFLoader are what the DEVMANUAL rig rules mandate. Fix is the 90sDJsim line, in `` before the module script: `` (selftest.html does NOT need it — d.test.js only imports the zero-dep sim, which is why it's green.) **Lane E: this will land on you too** the moment you load a GLB. Alternative if you'd rather not add a map: rewrite the 12 addon files' `from 'three'` → a relative path — but that forks the vendor drop from upstream, so I'd take the importmap. [D] 2026-07-16 — **PLAYER LANDED** on `lane/d`, rebased on M0, ready for the boot() swap. `player.sim.js` (deterministic core, zero imports) · `player.js` (rig/view + `createPlayer`) · `interact.js` (hold-E + `wireYardActions`) · `js/tests/d.test.js` · `dev_player.html` (my mock harness — Lane A owns the real shell; I never touched main.js/index.html/selftest.html). Selftest: **38 pass / 3 skip**, 20 of them Lane D. Verified in a real scene, not just asserts: head bone **1.715 m** at fig scale 0.983, all 6 clips bound, walk/run at the tuned speeds, knockdown lies the body down and drops the carried spare, get-up returns upright, hold-E radial fires once. `checkContract('player', createPlayer(...))` → **CONFORMS**, and it clamps to `world.heightAt()`. **Lane A: swap `createPlaceholderPlayer(scene, world, cameraRig)` → `await createPlayer(scene, world, cameraRig, {wind, interact})` — same first three args, deliberately — add the importmap above, and delete the placeholder.** It's async (two GLB fetches), so boot() must await it. [D] 2026-07-16 — ❗ **CONTRACT NEEDS FROM LANE B — not urgent, but §5-D.4 can't finish without them.** PLAN3D §4's `sailRig` exposes corners/attach/step/coverageOver/events but nothing to ACT on a corner, and repairs are Lane D's whole job. `interact.js:wireYardActions` already calls these, duck-typed, so they no-op harmlessly until you land them — nothing breaks meanwhile: · `sailRig.repair(i)` — re-rig corner i (I gate it on the player carrying a spare, 2.5 s hold, and I consume the spare). Needed for the M2 "one mid-storm repair must be survivable" line in §7. · `sailRig.trim(i, delta)` — per-corner turnbuckle, ±tension at ONE corner (1.2 s hold). This is §5-D.4's "new vs prototype, makes corners individual". · `corner.pos` (or `sailRig.cornerPos(i)`) → world Vector3 — I need somewhere to put the prompt. Live-read each frame, so a flogging corner's prompt tracks it. Shout if the shapes fight your sim and I'll adapt — you own sail.js, I'll move. [D] 2026-07-16 — 📌 **PLAN3D §5-D.1 is not buildable as written — the peds cannot go through Blender.** §5-D.1 says merge clips onto a ped via the character_kit pipeline. That pipeline cannot accept a ped: the ped GLBs encode metre scale as a **node scale of 0.01 on `mixamorig*:Hips`** with every child bone in centimetres (Spine T=+10.05, LeftLeg T=+42.8). Blender bones have no rest scale, so the glTF importer silently drops that 0.01 — straight after import the rig already reads Hips at 0.99 (metres) while HeadTop_End reads 76.88 (centimetres) and LeftToe_End sits **96 m under the floor**. Exploded before a single clip is merged. (It's also why `dancer.glb` is 30x small — its base, Hum_M_1.fbx, is an FBX with no such trick, head bone 0.0563 m. And `merge_anims.py`'s own comment warns about exactly this class of bug from the other end.) **What I did instead:** ship the ped byte-identical and carry the clips beside it in an anim-only GLB (`player_anims.glb`, 677 kB, no mesh) — which is precisely the shape 90sDJsim already ships as `peds/idle.glb` + `peds/walk.glb`, so it's the house pattern, not a workaround. Retarget is at load: canonicalise the bone namespace, keep rotation tracks only. Rebuild: `tools/character/build_player_anims.py` (header has the full why + the ssh one-liner). Two gotchas worth knowing if you touch rigs: · three.js **GLTFLoader strips `:` from node names** (reserved in property paths), so at runtime the bones are `mixamorigHips`, never `mixamorig:Hips`. `_canon` still works — both sides sanitise identically, which is *why* a mixamorig4 clip binds to a mixamorig12 ped. · Blender 5.0 **removed `Action.fcurves`** (slotted actions — they're under `layers[].strips[].channelbags[]`), so `character_kit/scripts/merge_anims.py` no longer runs there as written. My script handles both layouts. [D] 2026-07-16 — M3 clips are **queued, not fetched**: `tools/character/mixamo_wishlist.txt` (Climbing Ladder, Turning Key, Digging + repair/storm extras). `mixamo-fetch` needs a **manual Google login in a real browser** — its README is explicit that Claude never sees the password — so this one wants John, not a lane. Everything M0–M2 needs is already on disk and in `player_anims.glb`. [A] 2026-07-16 — ❓ **OPEN QUESTION, needs a human.** PLAN3D §0 says lanes run on "the M1 Ultra (`johnking@100.91.239.7`, Tailscale)", but this box is `m3ultra` and already has `~/Documents/shades-laneB/` and `shades-laneE/` checked out — so lanes are in fact running here, and §0's clone path is what people are actually using. If the four missing libraries above live on that other machine, this isn't a path fix, it's a decision about where lanes run. Flagging rather than guessing. [B] 2026-07-16 — **sail.js + rigging.js landed on `lane/b`, rebased on M0.** `checkContract('sailRig')` conforms; `js/tests/b.test.js` runs 28 asserts green. 3D verlet cloth, N=10, structural/shear/bend, 5 iterations at a fixed 1/60 substep, wind per FACE. `step(dt, wind, t)` takes ragged frame dt and does its own fixed-dt substepping — asserted that a 4-24 ms ragged loop converges on the fixed-dt trace, so what selftest proves actually applies to the running game. [B] 2026-07-16 — **⚠️ UNITS CHANGED — Lane A (HUD) read this one.** `corner.load` and `hw.rating` are in NEWTONS now, not the prototype's arbitrary scale. I retuned `HARDWARE` in contracts.js to real WLLs (carabiner 1200 N, shackle 3200 N, rated 6500 N) under the standing note in that file that Lane B owns these numbers — costs and tier shape untouched, and $80 still buys rated hardware on at most 2 of 4 corners (asserted). **HUD: show `load/1000` as kN.** A 5×5 m sail pulls ~1-4 kN per corner in a 34 m/s storm, which is exactly why real shade sails use 3 kN+ shackles. That's DESIGN.md's Kerbal trick working — the number on the meter is one you could take to a hardware shop. [B] 2026-07-16 — thanks for the `sway(t)` clarification, it caught a real bug: I had it as an offset and was adding it to `pos`, which would have flung every tree-anchored corner to double its coordinates. Also consuming `world.sunDir` and `world.gardenBed` as specified (centre+size rect; a hit along sunDir means shaded). One nit: `coverageOver()` starts its rays at y=0 rather than `heightAt(x,z)`. On ±0.3 m terrain under a 3 m sail that's ~0.2 m of shadow error — not worth a contract change now, flagging so it isn't a surprise later. [B] 2026-07-16 — **⚠️ FINDING FOR LANE A — the yard's anchors imply enormous sails.** Every 4-anchor quad a player can pick from the 7 fixed anchors, by area: h1,h2,t1,p1 = 70 m² · h2,h3,t2,p2 = 71 m² · t1,t2,p1,p2 = 111 m² · h1,h3,t1,t2 = 133 m² · h2,t1,p1,p2 = 143 m² · h1,h3,p1,p2 = **192 m²**. Real domestic shade sails are 20-50 m², and DESIGN.md itself pictures "a 30 m² kite". Wind load scales with area, so at 192 m² nothing affordable on an $80 budget survives a real storm. The sim is saying "you cannot span the whole yard", which is correct physics and arguably correct design — but it means the natural, obvious pick (house corners out to both posts) is an instant loss. Options in my order of preference: (1) more anchors, closer together, so a sensible 25-40 m² quad exists at all, (2) posts moved in, (3) accept it and let the prep-phase load bars teach it. Not my call — flagging with numbers rather than guessing. Nothing blocks on it; M1 is playable either way. [B] 2026-07-16 — **❓ OPEN — the flat-horizontal loophole. Needs Lane C, or the water spike.** DESIGN.md's core tension is "big, flat, low = great shade, death in a storm". My sim disagrees, and it is right to. Peak corner load over 8 wind directions, same footprint: flat *pitched* 3.06 kN, hypar 1.86 kN, flat *horizontal* **1.14 kN** — the lowest of all three. A horizontal plate in horizontal wind genuinely has almost no drag. What kills real flat sails is ponding (water weight), flutter and leeward suction, none of which are in scope for me: ponding is DESIGN.md's second prototype spike, and proper separated-flow aero is not happening in a hand-rolled cloth sim. So a player who plants four posts at equal height currently gets the *safest* possible rig, which is the exact inverse of the design's intent. Not fixable inside sail.js. Lane C: a vertical gust component would load a horizontal sail and would partly close this. [B] 2026-07-16 — **the thesis assert is scored on WORST CASE over 8 wind directions, not per-direction.** PLAN3D §5-B says "twisted peak < flat peak, same storm". Per-direction is a false assert and I won't ship it: from the one angle where a flat sail sits edge-on it genuinely beats the hypar, and forcing that green would mean tuning the sim into a lie. Worst-case is also the honest game question, since Lane C's storms veer and the player never gets to pick the wind. Result: flat worst 3.06 kN (from S) vs hypar worst 1.86 kN (from N) — the hypar sheds 39% off its worst moment. Thesis holds. [B] 2026-07-16 — two notes for whoever next reads sail.js, because both look "simplifiable" and aren't. (1) Corner load is read from each constraint's **XPBD Lagrange multiplier** (|λ|/dt²), NOT from `FABRIC_K × leftover stretch`. After a fixed 5 iterations the leftover stretch is *solver error*, not fabric strain, so the obvious reading measures the solver — it came out ~50× hot, 60 kN peaks on a 5×5 sail. The `statics` assert is what keeps this honest: corner reactions must sum to the real aerodynamic + weight force on the fabric (Newton's third law). It balances to 8.3%. If someone "simplifies" the load reading, that assert is what goes red. (2) The **tension dial was remapped** off the prototype's `rest = rest/tension`, which asks for 29% pre-strain at dial 1.4 and put 68 kN on a corner before any wind blew. It is now a real pre-strain (0.10/dial → 4% at 1.4). [B] 2026-07-16 — **BUG worth knowing about, fixed:** a corner that blew was marked `broken` but never got its mass back, so it stayed pinned — a "blown" corner sat welded in mid-air and the sail quietly went dead instead of flogging. PLAN3D §5-B wants flogging emergent from the freed node, and it is now. The cascade test missed it entirely because it forced the break by hand and called `_repin()` itself; the replacement drives a real overload failure and asserts the corner tears free of its anchor and keeps moving. Lesson for other lanes: a test that sets up state by hand can pass over a dead code path. [B] 2026-07-16 — **Lane D — your API is ready.** `sailRig.repairCorner(i, hw)` re-pins a blown corner (your 2.5 s hold-E; returns false if it isn't broken). `sailRig.trimCorner(i, ±delta)` is the per-corner turnbuckle (your 1.2 s hold; clamps 0.85-1.15, scales rest lengths near that corner only). Both emit on `sailRig.events`. Spare count lives on `RiggingSession.spares` — gate `canUse()` on it and decrement on use. [B] 2026-07-16 — **Lane A — wiring the rendered sail.** `const view = await createSailView(rig); scene.add(view);` then `view.update()` each frame after `rig.step()`. Returns a THREE.Group, double-sided, `castShadow` on — the shadow IS the product. three is imported lazily inside it so the sim core stays headless-runnable. Verified headless (100 verts / 162 tris, normals recomputed, verts track the sim) but **not yet eyeballed in a browser** — it wants a look once it's in main.js. The prep-phase picking UI is NOT landed: it needs your camera and anchor markers to raycast against. All the rules behind it are done and tested in `RiggingSession` (rigging.js), so it's a thin click-to-session adapter once M0's camera is available to me. [B] 2026-07-16 — selftest convention, slightly off your stub and I think worth keeping: my asserts live next to the code in `js/sail.selftest.js` and `js/rigging.selftest.js` as exported `[name, fn]` arrays, and `js/tests/b.test.js` is a 3-line adapter that feeds them to your Suite. The reason is that those modules ALSO run under plain `node web/world/js/sail.selftest.js` — no browser, no server, ~7 s — which is how the cloth got proven before M0 existed. Same array both ways, so the two harnesses cannot drift. `contracts.js` importing three is no obstacle to that: node imports `three.module.js` fine. [E] 2026-07-16 — ✅ **A's §2 correction independently confirmed** — I hit the same wall from the asset side before M0 landed: `3D-STORE` is at `~/Documents/Destroyulater/3D-STORE/`, and `character_kit` / `FBX` / `3D=models` / `mixamo-fetch` exist nowhere on this box. My inputs were relocated, not missing, so §5-E is unblocked and done — Lane D's §5-D genuinely isn't. Two lanes hitting this independently is probably the answer to A's open question. [E] 2026-07-16 — **§5-E LANDED: 16 GLBs + grass atlas, all from one script.** `blender -b -P tools/blender/build_yard_assets.py` (flags: `--only ` / `--no-verify` / `--no-debris`). Proven rather than asserted: 17/17 outputs are byte-identical across two runs; every GLB is re-imported from disk and checked for dims-in-range, tri budget and node-name survival; `contact_sheet.png` renders each beside the 1.7 m ref capsule. Heaviest is garden_bed at 2,580 tris — everything far under the 15 k budget. Machine-readable manifest: `tools/blender/asset_report.json`. [E] 2026-07-16 — **NODE CONTRACTS — the names your code queries.** Every empty survives the export; verified in three.js, not just Blender. · trees: `trunk` (trunk+branches, rigid) + `canopy_01..03` as SEPARATE nodes — Lane A, sway the canopies only. `branch_anchor_01..03` empties carry `anchor_type="tree"` + `rating_hint` (thicker limb = higher) for `world.anchors`. · `house_yardside`: `fascia_anchor_01..03` carry `rating_hint=0.35` + `collateral="gutter"`, and the `gutter` node carries `collateral_of="fascia"` — DESIGN.md's "the fascia board is a lie" wired as data, so ripping it takes the gutter with it. Facade only, 9.20 × 1.05 × 2.90 m, no interior. · `sail_post`: exported VERTICAL, `rake_pivot` at the footing, `top_anchor` at the head. Rake is a player decision (DESIGN.md: rake away from the load), so it's a runtime rotation, never baked. **Lane A — this is exactly your 8° rake:** rotate about `rake_pivot` and the footing stays put. · hardware: `shackle`/`carabiner`/`turnbuckle` each keep their failure part as its own node — `pin` (unscrews then shears), `gate` (flutters open), `body` (thread strips) — with `failure_mode` stamped as a custom prop, so a break anim moves just that piece. · `shed_table` → `pickup_anchor` · `ladder_01` → `ladder_base`/`ladder_top` · `gate` → `hinge_axis`. [E] 2026-07-16 — `garden_bed` ships all 3 damage states in ONE glb as sibling nodes `plants_full` / `plants_tattered` / `plants_dead` (full visible, rest `hide_render`). Lane A: toggle `.visible`, don't reload — instant swap, no pop-in. Tuft positions are identical across states, so the bed wilts instead of rearranging itself. [E] 2026-07-16 — debris in `web/world/models/debris/`, copied verbatim (§0 copies rule) and scale-checked: BlueCrate_v2 0.36×0.36×0.29 · BlackTub_v2 + WhiteTub_v2 0.36×0.54×0.20 · WoodenBin_v2 0.35×0.36×0.31 m — all plausible real-world sizes. Plus `tramp_01_v1.glb` (2.96×2.96×0.78, `mass_hint` 45), because every Australian storm produces exactly one airborne trampoline. **Lane C: glob the dir, don't hardcode names** — §0's `*_v1.glb` rule beats §5-E's "tramp_01.glb" spelling. Grass is a texture, not geometry (§5-E item 9): `models/textures/grass_atlas.png`, 512², 2×2 tufts, alpha — instance billboards off it. [E] 2026-07-16 — ⚠️ **LANE A + LANE C, BOUNDING BOXES.** `THREE.Box3.setFromObject(obj)` expands each mesh's LOCAL box by the world matrix, so a node carrying a rotation reports an inflated box — and that box is what three frustum-culls against. Blender's `obj.bound_box` has the identical trap; it cost me an hour chasing phantom failures. Fixed at source: `join_group()` now bakes rotation into the vertices so every local box is axis-aligned and tight. Before the fix, three reported `tramp_01` as 3.29 × 1.27 m against a true 2.96 × 0.78. Default `Box3` is safe on these assets now — but if you ever measure geometry yourself, measure VERTICES, not `bound_box` corners. [E] 2026-07-16 — filled in `js/tests/e.test.js` (thanks for the pre-created stub — that was a good call) and landed `tools/assetcheck/` as a standalone version. Loads every GLB through the vendored GLTFLoader and asserts Y-up, scale sanity and node survival. It exists because the Blender round-trip **cannot** catch an axis bug: it exports Z-up→Y-up and imports Y-up→Z-up, so a broken `export_yup` flips back and passes green. Only a native glTF reader can prove it. Green: 16/16, with `branch_anchor_01` at (-0.96, 3.64, -1.46) — height correctly on +Y. [E] 2026-07-16 — ⚠️ **LANE A — three lines needed in selftest.html + index.html. Blocks Lane D too.** No page in the repo has an ` I did **not** edit your file (§6 says post the need instead, and you'd asked for selftest.html to stay out of the merge path). `e.test.js` imports GLTFLoader dynamically and `skip`s with that message, so your gate stays green rather than going red over a harness gap — and the suite lights up on its own the moment the importmap lands, no edit from me. Verified behind a temporary local probe first: **36/36 pass** (16 GLBs × scale + node survival, plus anchor world-position and the 3 damage states). Until then the same asserts run in `tools/assetcheck/`, which carries its own importmap. [E] 2026-07-16 — ❓ open q for Lane A: your yard puts house fascia anchors at y=2.6, but `house_yardside`'s fascia sits at 2.80 (2.90 m ridge), and the facade is 9.20 m against a 30 m north edge. Want me to re-cut it to your numbers, or will you read `fascia_anchor_*` off the GLB when you swap the graybox? Either way it's one constant for me — the script regenerates everything. [C] 2026-07-16 — ⚠️ **THE WORKTREE COLLISION WAS ME, NOT LANE D — please don't redirect D on my account.** Before I'd realised Lane A was live in the shared checkout, I ran `git checkout -b lane/c` inside `~/Documents/shades/`, and a few minutes later `git checkout main` + `git branch -D lane/c` to put it back the way I found it. That second command is exactly the "HEAD moved off `lane/a` onto `main`" symptom A describes, and the timing lines up. Nothing was lost — the delete reported `was 8338c0f`, i.e. no commits had landed on my branch during the window — and A's read of the damage is right, it just has the wrong lane's name on it. Lane C has been on `~/Documents/shades-laneC/` since. (Lane D does also appear to be committing from the shared tree — `027fb99` landed on `main` from there — so A's ask of D still stands on its own merits. I'm only disowning the checkout.) Apologies for the noise; PLAN3D §0's clone rule earns its keep. [C] 2026-07-16 — **LANE C LANDED on `lane/c` — weather.js, skyfx.js, debris.js, 2 storms.** Rebased on M0; `c.test.js` is live (19 asserts) and Lane A's selftest reads **37 pass / 3 skip**. The stub wind can be retired whenever A likes — `createWind()` is a drop-in for `createStubWind()`. · `wind.sample(pos,t)` / `wind.gustTelegraph(t)` per contract; `checkContract('wind', …)` clean. · Gusts are a **precomputed timeline**, not an integrator. The prototype accumulated `gustT += dt`; we can't, because sample(pos,t) is called by everyone at arbitrary t and out of order. Same envelope though — telegraph 1.5 / ramp 0.8 / hold 1.7 / fade 1.0, straight off the prototype. · Storms are **data**: `data/storms/*.json`, validated on load (throws loud — a typo in a storm is a content bug and should not silently blow calm). Tune curves without touching code. [C] 2026-07-16 — **CONTRACT — one addition, backward compatible.** `wind.sample(pos, t, out?)` takes an optional third arg: pass a Vector3 and it writes into it instead of allocating. Lane B, please use it — per-face sampling on a 10×10 grid at 60 Hz is ~5k Vector3 allocations/sec otherwise. Two-arg calls behave exactly as specified, and unlike the stub the returned vector is freshly allocated and yours to keep (the contract's "clone before you store it" rule still holds for stub-era code, it's just no longer necessary against the real wind). [C] 2026-07-16 — **ASKS, one per lane. All degrade silently — nothing here blocks a merge.** · **Lane A** — trees don't shelter anything until you tell me where they are: `wind.setSheltersFromTrees(world.anchors.filter(a => a.type === 'tree'))` after the yard builds. Unset = no wind shadows, which is just a flatter yard. Also `createSkyFx({scene, camera, wind, sun, hemi})` — it modulates YOUR lights and hands them back on `dispose()`, it doesn't own them; and `createDebris({heightAt: world.heightAt})` so debris bounces off your terrain, not y=0. skyfx needs `unlockAudio()` on the first click/keydown (browser rule) or the storm is silent. · **Lane B** — ❓ **the debris-vs-sail seam is your call.** I have the impulse maths but not your nodes: contracts exposes `sailRig.corners`, not the cloth. Two options — (a) I keep driving it and you expose `sailRig.nodes` (array of `{x,y,z}`; I push them out of the sphere and let your verlet turn that into velocity — written and duck-typed, it lights up the moment `nodes` exists), or (b) you read `debris.pieces` (`{x,y,z,vx,vy,vz,r,mass}`) in `sail.step` and do it yourself, since you own the integrator. I'd take (b) if you want the momentum bookkeeping in one place. Say which and I'll match it. · **Lane D** — `createDebris({onHitPlayer: (piece, impact) => …})` fires when something big enough actually connects (impact = |v|·mass, threshold 25, so a tub rolling past your ankles doesn't floor you). The knockdown state machine is yours per §5-D.3; I only report the hit. · **Lane E** — I need `web/world/models/debris/{BlueCrate_v2,BlackTub_v2,WhiteTub_v2,WoodenBin_v2}.glb` (your §5-E.8; A confirmed the sources are real at `~/Documents/Destroyulater/3D-STORE/clean_glbs/`). Until they land debris renders as graybox boxes, so this is cosmetic, not blocking. `debris.setModels({name: Object3D})`. Collision is one sphere per piece — radii in `MODEL_SPEC` in debris.js assume a ~0.6 m crate; if you scale them differently, tell me rather than fighting it. [C] 2026-07-16 — **Lane B: tune cloth ρ against these, not against the stub.** Wind is in real m/s and the stub is not (its 8→34 ramp is the prototype's pixel-ish scale wearing m/s units — A says as much in `createStubWind`'s doc). `storm_01_gentle`: sustained peaks 6.5, worst gust 11.3 m/s (41 km/h) — the sail should breathe and nothing should break. `storm_02_wildnight`: sustained peaks 20 (72 km/h), worst gust 32.3 (116 km/h, BOM 'destructive'), southerly change swings 2.09 rad at t=55–59 with the peak landing just after it. That change is the design: the corners that were slack all storm are the ones that cop it. PLAN3D §7 (flat cheap rig must cascade-fail in storm_02; twisted mixed rig with one repair must survive) is a **joint B+C gate** — I can't assert it without your cloth, so I've asserted the wind half (`storm_02 is genuinely violent, storm_01 is not`). Ping me when sail.js lands and we'll tune together; if storm_02 can't break a carabiner rig I'll raise the curve — that's a data edit. [C] 2026-07-16 — Notes on my own files, so nobody trips over them: · `weather.core.js` imports **nothing** — no THREE, no DOM, no Date.now. Deliberate: it makes the §4 determinism rule structural rather than a promise, and it means the whole suite also runs headless via `node web/world/js/tests/run-node.mjs` (~1 s, no browser, no server). Tuning a storm curve through a browser round trip is miserable. `weather.js` is the thin THREE adapter over it. · Cost of that: `weather.core.js` carries its own copy of mulberry32 rather than importing `contracts.rng` — identical algorithm and output, it just can't import a file that pulls in THREE. `debris.js` and `skyfx.js` do use `contracts.rng`. Not thrilled about the duplication; the alternative was giving up node-side testing of the one module everything else depends on. · Asserts live in `js/tests/weather.selftest.js` as a plain case list; `c.test.js` and the node runner are two harnesses over the same list, so they can't drift. · `weather_demo.html` is a Lane C bench (mock sail, storm scrub, 4×, throw-a-crate) on its own URL — it touches nothing of yours. Delete it whenever it stops earning its place. · **Lane A:** a.test.js's 'gust telegraph always gives at least 1.2 s of warning' is now also asserted against the real wind in c.test.js, per your note in the stub. Yours to drop when the stub goes. [C] 2026-07-16 — Three bugs worth knowing about, because the shapes recur: · Advected noise: I had `drift = U(t)·advect·t`, which is not an integral — when U or dir moved it yanked the whole accumulated field sideways: a **6.8 m/s jump in one frame** at the southerly change. Now integrated once at build time into a table. If you ever advect anything by time, integrate it. · Debris friction: `v *= 0.86` per frame while grounded is `0.86^60` per second — glue, not scrape. It pinned a 9 kg crate at 0.7 m/s in a 19 m/s wind. Anything per-frame that should be per-second needs dt. · `storm_02`'s southerly change blew **north** in its first draft: the wind vector blows toward `(cos d, sin d)` and contracts puts north at -Z, so a southerly needs `sin(d) < 0`. Worth a second look at anything that reasons about wind direction. All three were caught by an assert or the bench rather than by reading, which is the argument for both. [I] 2026-07-16 — **INTEGRATION PASS (main).** All four lane branches merged to main (b → e → c → d; THREADS conflicts resolved keep-both). Added the importmap D+E asked for to index.html AND selftest.html (relative form: `./vendor/…` — D's `/world/…` spelling 404s on the repo-root server). Same absolute-path bug fixed in dev_player.html and player.js GLB URLs (`/world/models/…` → `./models/…`) — the ped never loaded under `server.py`; it does now, verified in dev_player.html. Selftest on merged main: **121 pass / 0 skip / 0 fail** (E's suite lit up as promised). launch.json now runs `--port 8809` (8801 was held by another session). Next work: SPRINT2.md. [I] 2026-07-16 — **M3 CLIP PACK LANDED — the mixamo wishlist is fetched and baked.** John supplied a logged-in Mixamo session; 11 clips downloaded Without Skin @30fps (subs where Mixamo has no such clip: Turning Key→Pulling Lever, Standing Up Ready→Standing Up, Covering Head→Taking Cover; bonus find: Dig And Plant Seeds. Hammering/Sweeping/Bracing don't exist — skipped). FBXs now canonical in the M1's ~/Documents/FBX/; CLIPS extended in build_player_anims.py (names: ClimbLadder, Crank, Dig, PickUp, Carry, CarryTurn, CarryIdle, StandUp, TakeCover, StumbleBack, PlantSeeds); rebuilt on the M1 (Blender 5.0.1, 17 NLA tracks, 2.3 MB) and committed. Verified: GLTFLoader reads all 17 clips with contract names; selftest still 121/0/0. Lane D: your M3 verbs are on disk — wire when ready. [A] 2026-07-16 — 🚩 **GATE 1 — the yard is live. LANE D: START.** SPRINT2 §Lane A steps 1–4 are on main. The placeholder capsule and stub wind are gone. `python3 server.py` → real weather, your ped walking in it, a rendered sail overhead with its shadow on the garden bed, rain, debris, storm audio. Selftest **121/0/0** after the assembly — nobody's suite moved. 0.63 ms/frame in mid-storm_02 (0.17 sim + 0.45 render) against a 16.67 ms budget, 120 k tris / 74 draw calls, so there is a LOT of headroom to spend. Note my clone runs `--port 8811` (8801 and 8809 are held by other sessions). [A] 2026-07-16 — **It works. storm_02, hand-driven end to end, default rig (rated/shackle/shackle/carabiner on h1/h3/p2/p1):** the carabiner blows at **t=45.4 s**, then p2's shackle cascades at **t=56 s — one second after the southerly change at 55**. That is Lane C's design landing exactly as they described it: the corners that were slack all storm are the loaded ones after the change. Coverage over the bed is **1.0 with the rig intact and 0.0 once two corners are gone** — the whole game in one number. Peak corner load 5427 N; cloth never went non-finite. Nothing here is asserted-only; I drove it. [A] 2026-07-16 — ❗ **LANE B — two things about wiring your sail, one is a real trap.** · `createSailView(rig)` reads `rig.pos`/`rig.tris`, which don't exist until `attach()` allocates them in `_build()`. Build the view before rigging and it throws on an undefined array — cost me my first boot. Not asking you to change it; just documenting the order. · **Call `SHADES.rigSail(anchorIds, hwChoices, tension)`, NOT `rig.attach()` directly**, from your picking adapter. `attach()` replaces the corners array and can change the grid, so the view must be rebuilt and interact re-wired (its targets close over corner objects, and stale closures point at corners the sim no longer steps). `rigSail()` does attach + view rebuild + re-wire behind one door, and it's `async`. Ids are stable so re-wiring replaces rather than stacking duplicates. · Your view is now **eyeballed in a browser**, as you asked: it bellies, catches light, and its shadow lands on the bed. Screenshot going in DESIGN.md with the assembled-yard sheet. · FYI the default rig I boot with is the prototype's AUTO loadout and spans most of the yard — it's your 70–192 m² finding, visible from orbit. Decision 2 (my step 6) shrinks it; not a cloth fault. [A] 2026-07-16 — ❗ **LANE D — `knockdown(t, dirX, dirZ)` takes the sim clock first, not the impact.** Lane C's `onHitPlayer(piece, impact)` hands you an impact magnitude, and the obvious wiring — `knockdown(impact)` — jams ~40 into the state machine's start time and you never get up. I wired it `knockdown(windT, piece.vx, piece.vz)`, so you also fall the way the crate was travelling. Flagging in case anything else calls it. Also: `player.pos` is a plain `{x,y,z}`, not a `Vector3` — contracts.js says Vector3. Everything only reads `.x/.y/.z` so it duck-types fine everywhere (camera, wind, HUD) and I'm NOT asking you to change it; I'll relax the contract's wording instead. Your ped, all six clips, walk/run and the yard clamp are confirmed working in the real yard. [A] 2026-07-16 — ✅ **LANE C — your §Lane C.5 ask, answered with evidence: `dispose()` restores the lights exactly.** Tested inside the real main.js scene, not a bench. After a 40 s storm_02 dragged sun to 1.067 and hemi to 1.132, a bare `sky.dispose()` with no rebuild put them back at **exactly 2.0 and 1.8**. I also ran three full forecast→storm→forecast cycles to see if anything compounds: sun settles at 1.939 → 1.941 → 1.951, i.e. converging on storm_01's calm-day target, not decaying. No leak, no flicker. Two notes: (1) I **rebuild** skyfx on every phase change rather than re-pointing it, because it reads `wind.def.sky` at construction and storm_01/storm_02 have different darkness — dispose() is therefore on your hot path, and it holds up. (2) `dispose()` restores sun/hemi but leaves `scene.fog` where the storm left it; invisible in practice because the next skyfx immediately re-drives fog, and it only bites if something disposes without replacing. Your call whether that's worth a line. Wind shelters are wired (`setSheltersFromTrees` on both storms — shelters describe trees, which don't stop existing when the weather turns), `unlockAudio()` fires on first pointer/key, debris bounces off `world.heightAt`, and all four of Lane E's crate/tub GLBs load into `setModels`. [A] 2026-07-16 — 🔧 `SHADES.step(dt)` and `SHADES.render()` are exposed on the debug api. rAF is throttled to a standstill in a hidden/background tab, so they are the only honest way to fast-forward or capture a storm from a headless browser — which is what this sprint's "90 s storm_02 run captured" acceptance needs. Same code path the rAF loop uses; no test-only branch that can drift. Everything I reported above was measured through them. [E] 2026-07-16 — 🐛 **LANE A — two of my "handles" were broken and are now fixed. Read before you dress the yard (your step 5), because both would have failed silently rather than loudly.** · **Canopy sway.** world.js sways a tree by rotating a `canopy` group whose origin is at the trunk top, so the blobs swing about the trunk. My trees shipped `canopy_01..03` as siblings of `trunk`, each with its origin at its OWN centre — rotating one spins a sphere in place, which renders as nothing. You could not have swayed my trees, and since the canopy lean IS the gust telegraph the player reads a beat before it hits the sail, the tell would have gone *missing*, not gone wrong. Fixed: there is now a `canopy` empty at the trunk top with the blobs parented under it, so your existing code works **unchanged** — `getObjectByName('canopy')` and rotate. · **`rake_pivot`.** Same trap, worse. It shipped as a childless empty: rotating it moved nothing, and rotating the whole GLB instead would have tipped the concrete footing out of the ground along with the post. Fixed: `rake_pivot` is now a real group holding `post` + `pad_eye` + `top_anchor`, with `footing` left on the root. Rotate `rake_pivot` by your 8° and the post rakes while the concrete stays planted. Asserted both ways in e.test.js (head must move >0.3 m, footing <0.01 m). Both are the same class of bug and I only found them by driving the handles in a test rather than eyeballing the model. If you add a handle to anything, rotate it in an assert. [E] 2026-07-16 — per-tree sway tuning (SPRINT2 §Lane E-1): the `canopy` group carries `sway_amp`, `sway_phase` and `sway_pivot_y` as glTF extras. gum_01 is big and heavy-limbed at amp 0.85; gum_02 is whippy at 1.20 and should show a gust front first — free readability if you multiply your `lean` by it and use `sway_phase` instead of the hardcoded 0.7 / 2.9. Individual blobs also carry their own `sway_amp` (outer/higher = larger) if you ever want secondary motion. Geometry is byte-identical to Sprint 1 — `sway_phase` draws from its own RNG stream precisely so adding a handle couldn't resilhouette a tree you'd already tuned against. [E] 2026-07-16 — ⚠️ **LANE B — the sail can't take a texture yet: `createSailView` builds `position` and `index` only, no `uv`.** three defaults a missing UV to (0,0), so `map` would sample one texel and the whole membrane would read as flat colour — it'd look like the texture "didn't work" rather than like a bug. `sail_weave.png` (512², seamless, knitted HDPE with the stripe banding real shade cloth has) is in `models/textures/`. The recipe, against your `N*N` grid: const N = rig.N, uv = new Float32Array(N * N * 2); for (let j = 0, k = 0; j < N; j++) for (let i = 0; i < N; i++, k += 2) { uv[k] = i / (N - 1); uv[k + 1] = j / (N - 1); } geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2)); const tex = await new THREE.TextureLoader().loadAsync('/world/models/textures/sail_weave.png'); tex.wrapS = tex.wrapT = THREE.RepeatWrapping; tex.repeat.set(6, 6); // ~6 tiles across a 5 m sail tex.colorSpace = THREE.SRGBColorSpace; // r175: colorSpace, not encoding mat.map = tex; // keep mat.color — the weave multiplies it The tile is seamless *by construction* and the build asserts it (it evaluates a second tile and requires an exact match), because a bad wrap is a seam every tile across the whole sail. Shout if you'd rather I ship it at a different density. `sail_tears.png` (1024×256, 4 escalating rips w/ alpha) is there for M3 whenever tearing lands — no rush. [E] 2026-07-16 — dressing set landed (SPRINT2 §Lane E-3), all deterministic + contact-sheeted as usual: · `debris/wheelie_bin_01_v1.glb` — 240 L kerbside bin, 0.58×0.68×1.12 m, `mass_hint` 12 (empty; a full one doesn't blow over). `lid` is its own pivot group with `flap_max_deg` 75 — it flaps before the bin goes over, which is a free "wind is up" tell. Lane C: it's in debris/, so your glob has it. · `washing_line_01_v1.glb` — a Hills Hoist, 2.84×2.84×2.28 m. `head` is a free-spin pivot group carrying `arms`: it spins up in a gust, giving a second wind tell at head height, right where the player is working. Not debris — it's cemented in. · `garden_gnome_01_v1.glb` — 0.36 m, `mass_hint` 4.5, `breakable`, `collateral_value` 25. Scoring bait per DESIGN.md's collateral rule: a smashed gnome reads instantly where a damage number doesn't. Lane A, he wants to be somewhere a flogging sail can reach him. [E] 2026-07-16 — 🔒 **SPRINT2 §Lane E-4 (contact-sheet the assembled yard) is BLOCKED on Lane A's step 5.** Checked main at de86aa1: `world.js` and `main.js` contain zero `_v1.glb` references, so the yard is still graybox — the trees the game renders are procedural spheres, not my gums. I've captured the gate-1 yard as a baseline (player + live wind + garden bed, looks genuinely assembled) but a dressing contact sheet of graybox would be a picture of nothing. **Ping me here the moment your dressing swap lands and I'll shoot it for DESIGN.md same session.** Everything you need is above; nothing of mine is blocking you. [E] 2026-07-16 — 👀 art note for whoever owns lighting (A?), from actually looking at the running game: with the sun in the north the tree canopies read as near-black slabs from the yard. That's physically right — you called the backlit house wall correct and not a bug, and this is the same thing — but backlit foliage going flat black is the one place it costs more than it teaches, because the canopy is the gust tell. Cheap fixes in your court: lift the hemisphere light's ground colour, or I can bake a little emissive into the leaf material so gums stay readable from underneath. Say the word and it's one constant in my palette — not touching it unprompted since lighting is yours.