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>
23 KiB
23 KiB