HardYards/web/world/models
m3ultra fccbeb9319 Add aftermath wreckage props and verify glTF extras survive
The aftermath screen needs something to point at (SPRINT3 §Lane E-2).
garden_gnome_01_broken snaps at the ankles with the base left where the player
last saw him, head rolled clear with the beard still on, hat off — recognisably
him rather than a shattered pile, because wreckage nobody can identify is just
gravel. fence_panel_broken loses a few palings and hangs one off a nail; most of
it stays standing, which is what makes the hole read as damage rather than as a
design choice. Both keep their intact twin's origin and ground plane so Lane A
swaps mesh-for-mesh with no offsets, asserted both ways.

Also asserts something claimed since Sprint 1 and never checked: that glTF
extras reach three's userData. They do — the gnome's collateral_value, the
canopy's sway_amp, branch_anchor rating_hint and the bin's mass_hint all arrive
as numbers. Had that silently dropped, Lane A's gnome would score $0 and every
anchor would rate identical, which reads as a gameplay decision rather than a
missing field.

Contact-sheet framing now keys the capsule off height, not max(dims): the broken
gnome is 0.39 m across but stands 0.11, so spread-based framing buried it the
same way it once buried the shackle.

Selftest 175/0/0, 30 output files byte-identical across two runs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:24:19 +10:00
..
debris Add sail cloth textures and the storm dressing set 2026-07-17 00:51:51 +10:00
textures Add sail cloth textures and the storm dressing set 2026-07-17 00:51:51 +10:00
carabiner_v1.glb Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +10:00
fence_panel_broken_v1.glb Add aftermath wreckage props and verify glTF extras survive 2026-07-17 01:24:19 +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 Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +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
house_yardside_v1.glb Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +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