HardYards/THREADS.md
m3ultra 8d76340f49 Log the shared-worktree collision in THREADS
Lane D is working in the shared ~/Documents/shades checkout rather than its own
clone, so its git checkout moved HEAD off lane/a mid-session and Lane A's M0
commits landed straight on main. No damage this time, but two agents sharing one
HEAD and one index will eventually eat someone's uncommitted work.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:36:44 +10:00

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# 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/<letter>.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.
[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.