277 lines
16 KiB
Markdown
277 lines
16 KiB
Markdown
# Lane launch prompts (Opus 4.8, run on the M1 Ultra)
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Per lane: clone `git@gitea.partly.party:monster/shades.git` to
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`~/Documents/shades-lane<X>`, branch `lane/<x>`, paste the prompt.
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Lane A starts first; B/C/D/E can start immediately after in parallel
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(they develop against contracts + selftest mocks until A's M0 merges).
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---
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## Lane A — world, shell & integration
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> You are Lane A on SHADES 3D. Read PLAN3D.md fully (you own §5 Lane A), then
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> DESIGN.md, then play prototype/ (`python3 -m http.server 8642 --directory
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> prototype`). Build the M0 skeleton exactly per PLAN3D §3/§4/§5-A: vendored
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> three.js copied from ~/Documents/90sDJsim/web/world/vendor/, stdlib server.py
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> on 8801, contracts.js, graybox 30×20 m yard with house edge/trees/posts/garden
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> bed, third-person camera, sun lighting, selftest.html harness. Merge M0 to
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> main as fast as possible — every other lane rebases on you. Then build the HUD
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> against mock data, and act as merge shepherd per PLAN3D §6. Log every landing
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> in THREADS.md.
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## Lane B — sail simulation & rigging
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> You are Lane B on SHADES 3D. Read PLAN3D.md fully (you own sail.js +
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> rigging.js, §5 Lane B), DESIGN.md §geometry/§hardware, and prototype/game.js —
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> your job is the faithful 3D port of its cloth/load/failure behavior. Build the
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> 3D verlet cloth with per-FACE wind pressure (F ∝ area·dot(wind,normal)²) so
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> hypar twist genuinely sheds load — prove it with the selftest assert (twisted
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> rig peak load < flat rig peak load in the same storm). Corner load = smoothed
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> incident-spring stretch; break after 0.4 s sustained overload; flogging must
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> be emergent from the freed node. Then the prep-phase rigging UI with the
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> prototype's economy. Until Lane A's M0 merges, develop inside selftest.html
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> with a stub wind function; keep every module deterministic (dt,t in — no
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> Date.now, no rAF in sim code). Log in THREADS.md.
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## Lane C — weather, sky & debris
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> You are Lane C on SHADES 3D. Read PLAN3D.md fully (you own weather.js,
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> skyfx.js, debris.js, data/storms/, §5 Lane C) and prototype/game.js's gust
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> scheduler — port its telegraph/ramp/hold/fade shape. Implement
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> wind.sample(pos,t) per contracts.js: base curve + gusts + direction change +
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> spatial noise + tree wind-shadow. Storms are data (JSON, PLAN3D §4) — author
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> storm_01_gentle and storm_02_wildnight. Then instanced rain following local
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> wind, storm sky + lightning flash, WebAudio layers (wind bed, gust whoosh,
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> rope creak keyed to max corner load, flog when broken), and hand-rolled
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> debris (crates/tubs from models/debris/) with player knockdown + sail impulse.
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> No physics engine, no deps. Selftest: telegraph lead ≥1.2 s, wind continuity,
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> storm JSON validator. Log in THREADS.md.
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## Lane D — player character & interaction
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> You are Lane D on SHADES 3D. Read PLAN3D.md fully (you own player.js +
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> interact.js, §5 Lane D) and 90sDJsim's DEVMANUAL rigged-characters section
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> (~/Documents/90sDJsim/DEVMANUAL.md) — its loading rules are law
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> (SkeletonUtils.clone, head-bone height normalize, never blind setScalar).
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> Copy a ped from ~/Documents/90sDJsim/web/world/models/peds/ into models/
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> (copies rule), merge Walk/Running/Happy Idle clips via ~/Documents/
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> character_kit/ pipeline; queue Climbing Ladder / crank / dig on the
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> ~/Documents/mixamo-fetch wishlist for M3. Camera-relative WASD + anim state
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> machine, wind slow/shove/knockdown per PLAN3D, and hold-E interactions via
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> interact.register (re-rig with spare 2.5 s, per-corner turnbuckle trim 1.2 s,
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> carry-one-item from shed table). Selftest: state machine table test. Log in
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> THREADS.md.
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## Lane E — nature & hardware assets (Blender)
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> You are Lane E on SHADES 3D. Read PLAN3D.md fully (you own tools/blender/ +
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> models/, §5 Lane E). Study the house Blender-scripting idiom in
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> ~/Documents/3D-STORE/build_booth_room_v23.py and racks_to_glb.py, then write
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> ONE deterministic tools/blender/build_yard_assets.py that generates every
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> deliverable in PLAN3D §5-E (gum trees with named canopy/branch_anchor nodes,
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> fence set, house_yardside with fascia_anchor empties, shed + table, garden
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> bed with 3 damage states, raked sail post, ladder, close-up shackle/
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> carabiner/turnbuckle, ref_capsule) and exports meter-scale Y-up GLBs, <15 k
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> tris, low-poly stylized to sit beside the 90sDJsim ped fleet. Also copy +
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> scale-check the debris set from ~/Documents/3D-STORE/clean_glbs/ into
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> models/debris/. Verify every export by rendering a contact sheet against the
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> 1.7 m ref capsule (the 3D=models/_thumbnails pattern). Commit script AND
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> GLBs. Log in THREADS.md.
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---
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---
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# SPRINT 2 prompts (assembly — fire A/B/C/E together, D at gate 1)
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Same rules: own clone (`~/Documents/shades-lane<X>` on m3ultra), branch `lane/<x>`,
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rebase onto latest main FIRST (it moved: all lanes merged + importmap + path
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fixes + M3 clip pack). Read THREADS.md from the [I] integrator entries down,
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then SPRINT2.md in full — the six decisions at the top are final, stop
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re-deciding them.
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## Lane A — Sprint 2
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> You are Lane A on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md's
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> [I] entries and SPRINT2.md §Lane A. Your sprint IS the assembly: in main.js
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> swap stub wind → createWind (storm_01 calm phases, storm_02 for the storm),
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> placeholder → await createPlayer (importmap already landed), add the sail
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> view + rig step, skyfx + debris + unlockAudio, dress the yard with Lane E's
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> GLBs (house per decision 6 — read fascia_anchor_* from the GLB), rework
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> anchors per decision 2 (posts in, p3 added, tree branch_anchor_* live, with
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> the new quad-area assert), then HUD (loads in kN) and the four-phase machine.
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> Post "gate 1" in THREADS.md the moment weather+player+sail are live in the
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> yard so Lane D starts. Small commits, selftest green after each, you remain
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> merge shepherd per PLAN3D §6.
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## Lane B — Sprint 2
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> You are Lane B on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I]
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> entries and SPRINT2.md §Lane B + decisions 3/4/5. Land in this order: (1) the
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> decision-4 API — repair(i), trim(i,delta), cornerPos(i) — matching Lane D's
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> existing call sites in interact.js, with contract entries + asserts; (2)
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> decision 5 — consume debris.pieces in sail.step() with a momentum assert;
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> (3) the coverageOver ray-origin fix (heightAt, not y=0); (4) the prep-phase
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> picking adapter over RiggingSession once Lane A's anchor markers exist —
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> coordinate in THREADS; (5) the joint tuning session with Lane C against real
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> m/s storms, then re-run the §7 gate against REAL wind and log the constants;
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> (6) after C lands vertical gusts, the decision-3 assert (flat-horizontal no
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> longer dominant).
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## Lane C — Sprint 2
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> You are Lane C on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I]
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> entries and SPRINT2.md §Lane C + decision 3. Land: (1) vertical gust
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> component in storm JSON (downdraft fraction, ~0.25 default, validator +
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> asserts) — this closes the flat-horizontal loophole with Lane B; (2) freeze
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> and document the debris.pieces shape in contracts.js for B's integrator;
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> (3) rain-vs-sail occlusion so the garden visibly stays dry under cloth
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> (cheap — coordinate the API with B, don't ray-test every drop); (4) the
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> joint storm-tuning session with B (your THREADS ask — if storm_02 can't
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> break a carabiner rig, raise the curve, it's a data edit); (5) verify skyfx
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> light restoration inside the real main.js phase transitions once Lane A
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> wires it.
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## Lane D — Sprint 2 (start at gate 1)
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> You are Lane D on SHADES 3D, Sprint 2. Rebase onto main FIRST — the M3 clip
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> pack landed: player_anims.glb now carries 17 clips (ClimbLadder, Crank, Dig,
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> PickUp, Carry/CarryTurn/CarryIdle, StandUp, TakeCover, StumbleBack,
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> PlantSeeds beside your original six; names logged in THREADS). Also note the
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> integrator fixed /world/ → ./ relative paths in player.js and dev_player.html.
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> Wait for Lane A's "gate 1" THREADS entry, then: (1) verify controls + camera
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> feel in the real yard (slopes, world.solids collision), tune speeds to yard
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> scale, gust shove + knockdown from real wind and real debris hits; (2) wire
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> the full spare loop — shed_table pickup_anchor → Carry/CarryIdle while
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> carrying → repair(i) consumes the spare (B is landing repair/trim/cornerPos
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> to your call sites, decision 4); (3) prompts track cornerPos(i) live; (4)
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> wire Crank to trim(i), TakeCover as the storm shelter verb, StumbleBack for
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> gust knockback — your state machine, your call on transitions. The §7
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> one-mid-storm-repair scenario must be playable by hand before you're done.
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## Lane E — Sprint 2 (small)
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> You are Lane E on SHADES 3D, Sprint 2. Rebase onto main, read SPRINT2.md
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> §Lane E. Small sprint: (1) canopy sway handles — verify your canopy_* nodes
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> sway cleanly when Lane A drives them, add sway_hint props if per-tree tuning
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> is needed; (2) a 512² sail cloth weave atlas + tear decal strip so the
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> membrane reads as fabric; (3) storm dressing set: wheelie bin (mass_hint),
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> washing line, garden gnome — same one-script determinism + contact-sheet
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> acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the
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> assembled yard from the game camera for DESIGN.md.
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---
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---
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# SPRINT 3 prompts (the game loop — fire all five; B+C pair on item 1)
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Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 2 is
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merged; main.js passes debris into rig.step; downdraft data reverted to 0.3
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with B's assert self-skipping — THREADS' last [I] entry explains why). Read
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SPRINT3.md in full; decisions 7/8/9 are made.
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## Lane A — Sprint 3
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> You are Lane A on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane A. Priority 1 is world.shedTable (unblocks D, ~15 lines). Then the
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> decision-2 anchor rework with the quad-area assert, the playable prep phase
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> (wire B's picking adapter, take their preview-rig force-arrows offer), the
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> HUD (kN bars, telegraph, garden HP via skyfx.rainShadowOver per decision 7,
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> plant damage-state swaps), forecast card + aftermath screen (score the gnome),
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> and finish the yard dressing with E's GLBs and sway handles. Retitle the page.
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> Merge shepherd duties continue. Small commits, selftest green after each.
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## Lane B — Sprint 3
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> You are Lane B on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
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> §B+C and THREADS' last [I] entry — the integrator measured that gust-only
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> downdraft cannot satisfy your 60% bar and §7 together (0.45→42% + twisted
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> loses a corner; 0.58→48% + still loses one), so decision 8 adopts your
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> fraction-of-TOTAL semantics. Pair with C in THREADS: when their weather.core
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> change lands, re-run your 8-direction sweep, delete the <0.5 self-skip from
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> your decision-3 assert, and confirm all three §7 legs on the SAME storm JSON.
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> Log final constants. Then sail UVs with E's sail_weave.png per their recipe.
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> Also: A may take your preview-rig offer for prep force arrows — support them.
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## Lane C — Sprint 3
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> You are Lane C on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
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> §B+C and THREADS' last [I] entry. Decision 8: change weather.core downdraft
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> to a fraction of TOTAL wind speed (keep the own-RNG determinism guarantee,
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> keep speedAt() horizontal, update the validator; rename the JSON field if the
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> semantics warrant it), then pair with B to land values where their 60% bar
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> AND the §7 gates are green on the same data. Retune storm_01/storm_02, and
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> author storm_03 between them so the campaign has a ramp. Decision 7 landed
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> garden HP on your rainShadowOver — coordinate the API with A as they wire it.
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## Lane D — Sprint 3
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> You are Lane D on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane D. The moment A posts world.shedTable in THREADS: close the §7 loop BY
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> HAND — pickup → carry through gusts (brace when needed) → hold-E repair →
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> ≥3/4 corners at storm end — and RECORD the run (SHADES.step + screenshots);
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> that artifact is the sprint's definition of done. Retune stumble/knockdown
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> thresholds against real storm_02 gusts now that the downdraft is live.
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> Stretch: the ladder loop (carry, place, ClimbLadder to fascia anchors) —
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> flag early in THREADS if it's bigger than the sprint.
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## Lane E — Sprint 3
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> You are Lane E on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane E. Small juice pass: tear-decal hookup recipe for B (like your weave
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> recipe), broken-gnome + snapped-fence-panel variants for the aftermath
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> screen, and refresh the assembled-yard contact sheet once A's dressing lands.
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---
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---
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# SPRINT 4 prompts (face & water — fire all five)
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Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 3
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merged; yard has 11 anchors incl. branch anchors; gate 3 was met by hand).
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Read THREADS' last [I] entry (the dispute ruling) then SPRINT4.md — decisions
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10/11/12 are made.
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## Lane A — Sprint 4
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> You are Lane A on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane A — you are the critical path and it's all UI: hud.js (kN corner bars,
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> telegraph, garden HP via rainShadowOver with C's helper, plant damage swaps),
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> mouse-driven prep via B's picking adapter + their force-arrow preview offer,
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> the forecast card (three storms exist — picking one is the difficulty
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> select), the aftermath screen with E's wreckage swaps (broken gnome, snapped
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> fence), and retitle the page. Small commits, selftest green, merge shepherd
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> as always. Gate 1 is A-1+A-2: playable with eyes and mouse, no console.
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## Lane B — Sprint 4
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> You are Lane B on SHADES 3D, Sprint 4. Rebase onto main, read THREADS' last
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> [I] ruling and SPRINT4.md §Lane B. Decision 11 first, one afternoon: re-point
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> §7's twisted rig to a real 18-45 m² quad from A's dressed yard, re-run the
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> three §7 legs + the 8-heading 60% sweep at 0.45 and 0.40 on REAL anchors,
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> post the numbers, then either bump storm_02 downdraftOfTotal to the passing
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> value or retire the bar — no third sprint on this. Then ponding v1 per
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> decision 10 (the 40× rain fiat is made): accumulation × flatness → node
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> water mass → weight; pondMass() for the HUD; dump on corner break; asserts
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> that a hypar pools nothing and a flat rig dies of water in storm_02. Then
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> evaluate a per-face force clamp for D's tn-1.04 stability cliff.
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## Lane C — Sprint 4
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> You are Lane C on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane C. Partner B on decision 11 (match the landed storm value, resolve your
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> held-value comment in storm_02 with satisfaction). Make the three storms'
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> rainAt curves tell the ponding story (storm_02 can kill a flat rig by water,
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> storm_01 can't). Support A's HUD (the rainShadowOver drain helper you
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> offered, telegraph feed). Optional night pass: darken wildnight properly,
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> lightning on the biggest gusts.
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## Lane D — Sprint 4
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> You are Lane D on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane D — decision 12 green-lights your ladder spec exactly as you wrote it:
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> carry-ladder as a second carry type with hands-full rules, placement with a
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> valid-surface test + fascia-anchor snap, code-driven climb height with
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> ClimbLadder on top, work stance at height where hold-E fascia repairs land
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> in shoving wind. Selftest the state legs + a scripted climb-repair-descend.
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> When A's prep UI lands, playtest the whole loop like a player and log feel
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> notes in THREADS — you're the only lane that does.
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## Lane E — Sprint 4
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> You are Lane E on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane E. Small water-and-wreckage pass: pond water disc/decal that rides the
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> sim nodes (your tear recipe pattern) scalable by pond mass, broom_01.glb
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> (the prop waits for the mechanic), fence_panel_snapped if not shipped, and
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> refresh the assembled-yard contact sheet for DESIGN.md — the yard finally
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> looks like the game.
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