HardYards/web/world/models
m3ultra 08a1d95903 Add night dressing and end cards; fix the hide_render bug
hide_render does not survive glTF export — verified in three r175, every node
arrives visible:true. So garden_bed has been drawing plants_full, tattered AND
dead superimposed since Sprint 1, and my THREADS note told Lane A the opposite.
The asserts missed it by checking the nodes existed rather than that only one
was on. The flag now rides in extras, which does export, and consumers apply it
in one line; e.test.js pins the flag instead of the node.

Night dressing: house_yardside gains window_glow, an unlit emissive pane marked
hidden_by_default, plus window_light_anchor. A warm window means someone is
inside, which is why the player is out in the dark keeping the sail on. Plus a
moon sprite whose halo, not its disc, is the part that survives cloud.

End cards are rendered from the game's own props as a diptych: identical camera
and yard, only the night's outcome differs. The left third is left empty for
Lane A's text.

Cards are opt-in behind --cards because EEVEE's shadow pass is not
byte-reproducible across processes in 5.1 — proven with a minimal repro, not
PYTHONHASHSEED, and present even with a hard sun. The dawn shadow is the art, so
the cards become committed art rather than build output. Everything the game
loads stays byte-identical: 38/38 verified.

Selftest 241/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 09:28:26 +10:00
..
debris Add sail cloth textures and the storm dressing set 2026-07-17 00:51:51 +10:00
textures Add night dressing and end cards; fix the hide_render bug 2026-07-17 09:28:26 +10:00
broom_01_v1.glb Add the pond visual, the broom, and rename the snapped panel 2026-07-17 02:27:55 +10:00
carabiner_v1.glb Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +10:00
fence_panel_snapped_v1.glb Add the pond visual, the broom, and rename the snapped panel 2026-07-17 02:27:55 +10:00
fence_panel_v1.glb Add generated yard, hardware and debris GLBs 2026-07-16 21:39:52 +10:00
fence_post_v1.glb Add generated yard, hardware and debris GLBs 2026-07-16 21:39:52 +10:00
garden_bed_v1.glb Add night dressing and end cards; fix the hide_render bug 2026-07-17 09:28:26 +10:00
garden_gnome_01_broken_v1.glb Add aftermath wreckage props and verify glTF extras survive 2026-07-17 01:24:19 +10:00
garden_gnome_01_v1.glb Add sail cloth textures and the storm dressing set 2026-07-17 00:51:51 +10:00
gate_v1.glb Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +10:00
hail_stone_01_v1.glb Add hail juice, plant shred, and a way to screenshot the game 2026-07-17 03:03:54 +10:00
house_yardside_v1.glb Add night dressing and end cards; fix the hide_render bug 2026-07-17 09:28:26 +10:00
ladder_01_v1.glb Add generated yard, hardware and debris GLBs 2026-07-16 21:39:52 +10:00
MODELS.md Lane D: player rig assets — ped copy + anim-only clip pack 2026-07-16 21:27:04 +10:00
player_01.glb Lane D: player rig assets — ped copy + anim-only clip pack 2026-07-16 21:27:04 +10:00
player_anims.glb Bake M3 animation pack: 11 new Mixamo clips into player_anims.glb 2026-07-16 23:06:40 +10:00
ref_capsule_v1.glb Add generated yard, hardware and debris GLBs 2026-07-16 21:39:52 +10:00
sail_post_v1.glb Make rake_pivot a real pivot; log Sprint 2 in THREADS 2026-07-17 00:56:15 +10:00
shackle_v1.glb Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +10:00
shed_01_v1.glb Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +10:00
shed_table_v1.glb Add generated yard, hardware and debris GLBs 2026-07-16 21:39:52 +10:00
tree_gum_01_v1.glb Give the gum trees a canopy sway handle 2026-07-17 00:42:30 +10:00
tree_gum_02_v1.glb Give the gum trees a canopy sway handle 2026-07-17 00:42:30 +10:00
turnbuckle_v1.glb Add generated yard, hardware and debris GLBs 2026-07-16 21:39:52 +10:00
washing_line_01_v1.glb Add sail cloth textures and the storm dressing set 2026-07-17 00:51:51 +10:00