HardYards/web/world/models
type-two 8ec01028f9 Lane E, Sprint 11: client juice — job sheet, invoice, and the kid's bike
The letterhead is the point: one business, two documents, same masthead, so
the job sheet and the invoice read as a pair of papers off the same outfit's
printer rather than two game screens. DESIGN.md has opened with "you run a
small landscaping outfit" since day one and it has never been on the glass.

tools/jobsheet/ — paste-ready for Lane A between CUT markers, purely additive
(.card/.row/.ledger untouched), rendered to four PNGs before handover, each
state addressable as ?v=. The ledger already WAS an invoice; it just never
said so. The line worth keeping is .void: a bonus that was on the job sheet
and didn't survive the night, struck through in the same column as the money
that did — a bonus you never watch fail is one you never learn to protect.

Two design calls left as A's with the reasoning beside them, same as the
carport's $180: the business name (proposal: HARD YARDS) and the ABN
(sequential digits on purpose — a plausible one could be a real business's).

bike_kid_01.glb — 1.15 x 0.33 x 0.74 m, 700 tris, lean baked in because a
bike doesn't stand up on its own. Two bugs caught by LOOKING at the render,
neither catchable by the existing suite: a comment claiming a step-through
above a diamond frame, and a fork with negative rake that drew head tube and
fork as one pole through the front wheel. Both passed the Blender verify —
a bounding box can't answer "is this the right shape".

The lean is an export-time axis fact (+Y in Blender is -Z in three.js), so
e.test.js now pins it in browser coords. Proved the assert fails: rebuilt at
lean=0 and Blender still said PASS while the selftest went red.

selftest 299/0/0. 32/32 GLBs byte-identical across three full factory runs.
2026-07-17 17:39:58 +10:00
..
debris Add sail cloth textures and the storm dressing set 2026-07-17 00:51:51 +10:00
textures Add carport_01 for site_02, and the pyrrhic end card 2026-07-17 14:29:08 +10:00
bike_kid_01_v1.glb Lane E, Sprint 11: client juice — job sheet, invoice, and the kid's bike 2026-07-17 17:39:58 +10:00
broom_01_v1.glb Add the pond visual, the broom, and rename the snapped panel 2026-07-17 02:27:55 +10:00
carabiner_v1.glb Bake joined-node rotations so bounding boxes are tight 2026-07-16 21:43:06 +10:00
carport_01_v1.glb Price the carport trap and add its wreckage 2026-07-17 15:30:37 +10:00
carport_01_wrecked_v1.glb Price the carport trap and add its wreckage 2026-07-17 15:30:37 +10:00
fence_panel_snapped_v1.glb Add the pond visual, the broom, and rename the snapped panel 2026-07-17 02:27:55 +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 Add night dressing and end cards; fix the hide_render bug 2026-07-17 09:28:26 +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
hail_stone_01_v1.glb Add hail juice, plant shred, and a way to screenshot the game 2026-07-17 03:03:54 +10:00
house_yardside_v1.glb Add night dressing and end cards; fix the hide_render bug 2026-07-17 09:28:26 +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 Sweep and taper the tree limbs; pin the anchors that ride them 2026-07-17 11:25:03 +10:00
tree_gum_02_v1.glb Sweep and taper the tree limbs; pin the anchors that ride them 2026-07-17 11:25:03 +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