HardYards/web/world
type-two 0a279b36f3 Lane E S18 gates 4+5: e.test — the tier's pins, and the shared-collateral-key landmine disarmed
Seven new pins, ten new rows (the two assets also add dims/nodes rows).

Gate 4 — the tier:
  · the frame BRACKETS the glass: footprint strictly contains the glasshouse's
    on both axes, head clears the ridge by 0.47 m, all four eyes above it. The
    tell is a measurement because the tell is a position.
  · the 20 m read is METALNESS not lightness: powder-coat <= 0.15, galvanised
    >= 0.6 as the control, and the paint the brighter base colour. An assert
    whose stated reason is the mechanism, so the docstring cannot be "fixed"
    the wrong way (S17's inverted-sign lesson).
  · a NEW RUNG at 0.80, pinned against the MANIFEST not a literal: above the
    pergola, below the post, collateral 'glasshouse', four agreeing sources.
  · the APEX IS REACHABLE — this one was RED by construction before this
    sprint, and its message says why. Plus the corollary: nothing but the
    glasshouse may CLAIM its key.
  · the wreck folds at one end, keeps its height, carries no glass, offers no
    anchor, and is unpriced by ruling.

Gate 5 — D's second-rust-post landmine, disarmed at author time:
  · no shipped yard gives two structures the same resolved collateral key
    (mirrors structKey() exactly), and structure ids are unique — a duplicate
    id makes structures.set() silently replace the first, which then never
    renders, never bills and never wrecks with nothing said anywhere.
  · every collateral an authored anchor names is OWNED by exactly one thing in
    that yard. RULE 2's runtime twin: RULE 2 proves a key is priced somewhere
    in the palette, this proves it is owned in the yard that names it. Zero
    owners is the gutter bug reborn; two is the landmine.

Five negative controls witnessed red in the real harness, then green: the frame
un-bracketed, the paint turned galvanised, the frame claiming the glass's key,
the anchors no longer naming the glass (the pre-sprint state), and a second
corroded post in the pool yard. Counts held at 533 throughout, so nothing
vanished while other things were red.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 19:46:06 +10:00
..
data Lane D S17 gate 3.2: THE POOL YARD — authored cold, in the game only by being chosen 2026-07-21 03:53:20 +10:00
js Lane E S18 gates 4+5: e.test — the tier's pins, and the shared-collateral-key landmine disarmed 2026-07-25 19:46:06 +10:00
models Lane E S18 gate 4: THE GLASSHOUSE TIER — the hail-net frame, and the apex made reachable 2026-07-25 19:45:42 +10:00
vendor Vendor three.js r175, add stdlib dev server and launch config 2026-07-16 21:33:42 +10:00
dev_player.html Merge all lanes; add importmap; fix /world/ absolute paths 2026-07-16 22:23:20 +10:00
dev_rigging.html Lane B S11: audit the venturi, land setWorld/setBudget, revive the harness 2026-07-17 17:42:54 +10:00
dev_skyfx.html Lane C S13 gate 2.3 + D's sliver: ambient leaves from 30 km/h; hail pool hides at zero 2026-07-18 11:51:26 +10:00
editor.html Sprint 14 integration: merge a/e/c/b (406/0/0), mount B's score + C's wind panels in editor.html 2026-07-18 16:52:36 +10:00
index.html Sprint 14 gate 1 close: round-trip pinned, pool items landed, free-carport fixed 2026-07-18 16:14:34 +10:00
selftest.html Add tools/site_audit; retract the p1 claim against C; show LANE BAL 2026-07-17 14:52:31 +10:00