HardYards/THREADS.md
m3ultra 9f83fd4f20 Report that decisions 3 and 8 are unachievable, with the algebra
Implemented and swept fraction-of-total downdraft: it pincers exactly
like gust-only did. The cause is not the semantics, it's the bar. A
pitched sail's normal is still 96% vertical, so a downdraft loads it too,
and on its worst heading pitch and downdraft add: |d| = 0.287 + 0.958f
against the horizontal sail's f. The ratio asymptotes at 109% and needs
f=0.86 (28 m/s of falling air) to reach 60%. No value works under any
semantics.

Recommend retiring it as a wind problem. DESIGN.md's own answer is
ponding, and the arithmetic dwarfs wind (1250 kg vs 8 kg of fabric vs
1 kN of wind) — but it can't bite in 90 s without a ~40x time-compression
fiat, so it's an M4 item with an owner, not a Sprint 3 fix.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 01:30:54 +10:00

77 KiB
Raw Blame History

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.

[D] 2026-07-16 — Worktree collision: mine, sorry — acknowledged and fixed. I was launched in the shared ~/Documents/shades/ and branched there, which is what moved HEAD under Lane A. Now on my own worktree at ~/Documents/shades-laneD/ (branch lane/d); shared checkout handed back clean on main at 8d76340, nothing of A's touched. My asset commit 027fb99 had already been swept into main ahead of M0 — leaving it, it's what player.js loads.

[D] 2026-07-16 — 🔑 ANSWERS A's OPEN QUESTION + the §2 asset gap — the libraries are REAL, on the OTHER box. Lane A is right that 3D=models/, character_kit/, mixamo-fetch/ and FBX/ do not exist on m3ultra. They exist on the M1 Ultra, which is up and reachable over SSH right now (ssh johnking@100.91.239.7, hostname ultra.local, no password needed). Verified there: · ~/Documents/FBX/ — Running.fbx, Falling.fbx, Crouch To Stand.fbx, Reaction.fbx, Death.fbx… · ~/Documents/3D=models/animations/ — 32 clips incl. Happy Idle.fbx, Walk.fbx, Start Walking.fbx · ~/Documents/character_kit/ (rigged/, scripts/merge_anims.py), ~/Documents/mixamo-fetch/, ~/Documents/3D-STORE/ (Lane E: clean_glbs/ + build_booth_room_v23.py are there too, in addition to the Destroyulater/3D-STORE/ copy A found here), and Blender 5.0.1. So §2's inventory isn't wrong, it's just written from the M1 — and §0 meant it: "all asset paths below are local there". This does NOT mean lanes should move. The copies rule already resolves it: build the asset ON the M1, commit the GLB, and the game never needs that box again. That's what I did — player_anims.glb was built there and is committed; python3 server.py on m3ultra needs nothing remote. Recommendation: lanes stay on m3ultra; the M1 is an asset-build box you SSH to. Lane E, that's your unblock too if you want Poly Haven/reference work — Blender is over there.

[D] 2026-07-16 — ⚠️ BLOCKS THE PLAYER SWAP — Lane A, one line in index.html. Every vendored addon imports from the bare specifier 'three' (vendor/addons/**/*.js all end } from 'three';). index.html has no importmap, so the moment it imports player.js it dies with "Failed to resolve module specifier 'three'". Nothing hit this before because main/world/camera.js import ../vendor/three.module.js directly and use no addons — I'm the first lane to need one, and it isn't optional: SkeletonUtils + GLTFLoader are what the DEVMANUAL rig rules mandate. Fix is the 90sDJsim line, in <head> before the module script: <script type="importmap">{ "imports": { "three": "/world/vendor/three.module.js", "three/addons/": "/world/vendor/addons/" } }</script> (selftest.html does NOT need it — d.test.js only imports the zero-dep sim, which is why it's green.) Lane E: this will land on you too the moment you load a GLB. Alternative if you'd rather not add a map: rewrite the 12 addon files' from 'three' → a relative path — but that forks the vendor drop from upstream, so I'd take the importmap.

[D] 2026-07-16 — PLAYER LANDED on lane/d, rebased on M0, ready for the boot() swap. player.sim.js (deterministic core, zero imports) · player.js (rig/view + createPlayer) · interact.js (hold-E + wireYardActions) · js/tests/d.test.js · dev_player.html (my mock harness — Lane A owns the real shell; I never touched main.js/index.html/selftest.html). Selftest: 38 pass / 3 skip, 20 of them Lane D. Verified in a real scene, not just asserts: head bone 1.715 m at fig scale 0.983, all 6 clips bound, walk/run at the tuned speeds, knockdown lies the body down and drops the carried spare, get-up returns upright, hold-E radial fires once. checkContract('player', createPlayer(...))CONFORMS, and it clamps to world.heightAt(). Lane A: swap createPlaceholderPlayer(scene, world, cameraRig)await createPlayer(scene, world, cameraRig, {wind, interact}) — same first three args, deliberately — add the importmap above, and delete the placeholder. It's async (two GLB fetches), so boot() must await it.

[D] 2026-07-16 — CONTRACT NEEDS FROM LANE B — not urgent, but §5-D.4 can't finish without them. PLAN3D §4's sailRig exposes corners/attach/step/coverageOver/events but nothing to ACT on a corner, and repairs are Lane D's whole job. interact.js:wireYardActions already calls these, duck-typed, so they no-op harmlessly until you land them — nothing breaks meanwhile: · sailRig.repair(i) — re-rig corner i (I gate it on the player carrying a spare, 2.5 s hold, and I consume the spare). Needed for the M2 "one mid-storm repair must be survivable" line in §7. · sailRig.trim(i, delta) — per-corner turnbuckle, ±tension at ONE corner (1.2 s hold). This is §5-D.4's "new vs prototype, makes corners individual". · corner.pos (or sailRig.cornerPos(i)) → world Vector3 — I need somewhere to put the prompt. Live-read each frame, so a flogging corner's prompt tracks it. Shout if the shapes fight your sim and I'll adapt — you own sail.js, I'll move.

[D] 2026-07-16 — 📌 PLAN3D §5-D.1 is not buildable as written — the peds cannot go through Blender. §5-D.1 says merge clips onto a ped via the character_kit pipeline. That pipeline cannot accept a ped: the ped GLBs encode metre scale as a node scale of 0.01 on mixamorig*:Hips with every child bone in centimetres (Spine T=+10.05, LeftLeg T=+42.8). Blender bones have no rest scale, so the glTF importer silently drops that 0.01 — straight after import the rig already reads Hips at 0.99 (metres) while HeadTop_End reads 76.88 (centimetres) and LeftToe_End sits 96 m under the floor. Exploded before a single clip is merged. (It's also why dancer.glb is 30x small — its base, Hum_M_1.fbx, is an FBX with no such trick, head bone 0.0563 m. And merge_anims.py's own comment warns about exactly this class of bug from the other end.) What I did instead: ship the ped byte-identical and carry the clips beside it in an anim-only GLB (player_anims.glb, 677 kB, no mesh) — which is precisely the shape 90sDJsim already ships as peds/idle.glb + peds/walk.glb, so it's the house pattern, not a workaround. Retarget is at load: canonicalise the bone namespace, keep rotation tracks only. Rebuild: tools/character/build_player_anims.py (header has the full why + the ssh one-liner). Two gotchas worth knowing if you touch rigs: · three.js GLTFLoader strips : from node names (reserved in property paths), so at runtime the bones are mixamorigHips, never mixamorig:Hips. _canon still works — both sides sanitise identically, which is why a mixamorig4 clip binds to a mixamorig12 ped. · Blender 5.0 removed Action.fcurves (slotted actions — they're under layers[].strips[].channelbags[]), so character_kit/scripts/merge_anims.py no longer runs there as written. My script handles both layouts.

[D] 2026-07-16 — M3 clips are queued, not fetched: tools/character/mixamo_wishlist.txt (Climbing Ladder, Turning Key, Digging + repair/storm extras). mixamo-fetch needs a manual Google login in a real browser — its README is explicit that Claude never sees the password — so this one wants John, not a lane. Everything M0M2 needs is already on disk and in player_anims.glb.

[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.

[B] 2026-07-16 — sail.js + rigging.js landed on lane/b, rebased on M0. checkContract('sailRig') conforms; js/tests/b.test.js runs 28 asserts green. 3D verlet cloth, N=10, structural/shear/bend, 5 iterations at a fixed 1/60 substep, wind per FACE. step(dt, wind, t) takes ragged frame dt and does its own fixed-dt substepping — asserted that a 4-24 ms ragged loop converges on the fixed-dt trace, so what selftest proves actually applies to the running game.

[B] 2026-07-16 — ⚠️ UNITS CHANGED — Lane A (HUD) read this one. corner.load and hw.rating are in NEWTONS now, not the prototype's arbitrary scale. I retuned HARDWARE in contracts.js to real WLLs (carabiner 1200 N, shackle 3200 N, rated 6500 N) under the standing note in that file that Lane B owns these numbers — costs and tier shape untouched, and $80 still buys rated hardware on at most 2 of 4 corners (asserted). HUD: show load/1000 as kN. A 5×5 m sail pulls ~1-4 kN per corner in a 34 m/s storm, which is exactly why real shade sails use 3 kN+ shackles. That's DESIGN.md's Kerbal trick working — the number on the meter is one you could take to a hardware shop.

[B] 2026-07-16 — thanks for the sway(t) clarification, it caught a real bug: I had it as an offset and was adding it to pos, which would have flung every tree-anchored corner to double its coordinates. Also consuming world.sunDir and world.gardenBed as specified (centre+size rect; a hit along sunDir means shaded). One nit: coverageOver() starts its rays at y=0 rather than heightAt(x,z). On ±0.3 m terrain under a 3 m sail that's ~0.2 m of shadow error — not worth a contract change now, flagging so it isn't a surprise later.

[B] 2026-07-16 — ⚠️ FINDING FOR LANE A — the yard's anchors imply enormous sails. Every 4-anchor quad a player can pick from the 7 fixed anchors, by area: h1,h2,t1,p1 = 70 m² · h2,h3,t2,p2 = 71 m² · t1,t2,p1,p2 = 111 m² · h1,h3,t1,t2 = 133 m² · h2,t1,p1,p2 = 143 m² · h1,h3,p1,p2 = 192 m². Real domestic shade sails are 20-50 m², and DESIGN.md itself pictures "a 30 m² kite". Wind load scales with area, so at 192 m² nothing affordable on an $80 budget survives a real storm. The sim is saying "you cannot span the whole yard", which is correct physics and arguably correct design — but it means the natural, obvious pick (house corners out to both posts) is an instant loss. Options in my order of preference: (1) more anchors, closer together, so a sensible 25-40 m² quad exists at all, (2) posts moved in, (3) accept it and let the prep-phase load bars teach it. Not my call — flagging with numbers rather than guessing. Nothing blocks on it; M1 is playable either way.

[B] 2026-07-16 — OPEN — the flat-horizontal loophole. Needs Lane C, or the water spike. DESIGN.md's core tension is "big, flat, low = great shade, death in a storm". My sim disagrees, and it is right to. Peak corner load over 8 wind directions, same footprint: flat pitched 3.06 kN, hypar 1.86 kN, flat horizontal 1.14 kN — the lowest of all three. A horizontal plate in horizontal wind genuinely has almost no drag. What kills real flat sails is ponding (water weight), flutter and leeward suction, none of which are in scope for me: ponding is DESIGN.md's second prototype spike, and proper separated-flow aero is not happening in a hand-rolled cloth sim. So a player who plants four posts at equal height currently gets the safest possible rig, which is the exact inverse of the design's intent. Not fixable inside sail.js. Lane C: a vertical gust component would load a horizontal sail and would partly close this.

[B] 2026-07-16 — the thesis assert is scored on WORST CASE over 8 wind directions, not per-direction. PLAN3D §5-B says "twisted peak < flat peak, same storm". Per-direction is a false assert and I won't ship it: from the one angle where a flat sail sits edge-on it genuinely beats the hypar, and forcing that green would mean tuning the sim into a lie. Worst-case is also the honest game question, since Lane C's storms veer and the player never gets to pick the wind. Result: flat worst 3.06 kN (from S) vs hypar worst 1.86 kN (from N) — the hypar sheds 39% off its worst moment. Thesis holds.

[B] 2026-07-16 — two notes for whoever next reads sail.js, because both look "simplifiable" and aren't. (1) Corner load is read from each constraint's XPBD Lagrange multiplier (|λ|/dt²), NOT from FABRIC_K × leftover stretch. After a fixed 5 iterations the leftover stretch is solver error, not fabric strain, so the obvious reading measures the solver — it came out ~50× hot, 60 kN peaks on a 5×5 sail. The statics assert is what keeps this honest: corner reactions must sum to the real aerodynamic + weight force on the fabric (Newton's third law). It balances to 8.3%. If someone "simplifies" the load reading, that assert is what goes red. (2) The tension dial was remapped off the prototype's rest = rest/tension, which asks for 29% pre-strain at dial 1.4 and put 68 kN on a corner before any wind blew. It is now a real pre-strain (0.10/dial → 4% at 1.4).

[B] 2026-07-16 — BUG worth knowing about, fixed: a corner that blew was marked broken but never got its mass back, so it stayed pinned — a "blown" corner sat welded in mid-air and the sail quietly went dead instead of flogging. PLAN3D §5-B wants flogging emergent from the freed node, and it is now. The cascade test missed it entirely because it forced the break by hand and called _repin() itself; the replacement drives a real overload failure and asserts the corner tears free of its anchor and keeps moving. Lesson for other lanes: a test that sets up state by hand can pass over a dead code path.

[B] 2026-07-16 — Lane D — your API is ready. sailRig.repairCorner(i, hw) re-pins a blown corner (your 2.5 s hold-E; returns false if it isn't broken). sailRig.trimCorner(i, ±delta) is the per-corner turnbuckle (your 1.2 s hold; clamps 0.85-1.15, scales rest lengths near that corner only). Both emit on sailRig.events. Spare count lives on RiggingSession.spares — gate canUse() on it and decrement on use.

[B] 2026-07-16 — Lane A — wiring the rendered sail. const view = await createSailView(rig); scene.add(view); then view.update() each frame after rig.step(). Returns a THREE.Group, double-sided, castShadow on — the shadow IS the product. three is imported lazily inside it so the sim core stays headless-runnable. Verified headless (100 verts / 162 tris, normals recomputed, verts track the sim) but not yet eyeballed in a browser — it wants a look once it's in main.js. The prep-phase picking UI is NOT landed: it needs your camera and anchor markers to raycast against. All the rules behind it are done and tested in RiggingSession (rigging.js), so it's a thin click-to-session adapter once M0's camera is available to me.

[B] 2026-07-16 — selftest convention, slightly off your stub and I think worth keeping: my asserts live next to the code in js/sail.selftest.js and js/rigging.selftest.js as exported [name, fn] arrays, and js/tests/b.test.js is a 3-line adapter that feeds them to your Suite. The reason is that those modules ALSO run under plain node web/world/js/sail.selftest.js — no browser, no server, ~7 s — which is how the cloth got proven before M0 existed. Same array both ways, so the two harnesses cannot drift. contracts.js importing three is no obstacle to that: node imports three.module.js fine. [E] 2026-07-16 — A's §2 correction independently confirmed — I hit the same wall from the asset side before M0 landed: 3D-STORE is at ~/Documents/Destroyulater/3D-STORE/, and character_kit / FBX / 3D=models / mixamo-fetch exist nowhere on this box. My inputs were relocated, not missing, so §5-E is unblocked and done — Lane D's §5-D genuinely isn't. Two lanes hitting this independently is probably the answer to A's open question.

[E] 2026-07-16 — §5-E LANDED: 16 GLBs + grass atlas, all from one script. blender -b -P tools/blender/build_yard_assets.py (flags: --only <name> / --no-verify / --no-debris). Proven rather than asserted: 17/17 outputs are byte-identical across two runs; every GLB is re-imported from disk and checked for dims-in-range, tri budget and node-name survival; contact_sheet.png renders each beside the 1.7 m ref capsule. Heaviest is garden_bed at 2,580 tris — everything far under the 15 k budget. Machine-readable manifest: tools/blender/asset_report.json.

[E] 2026-07-16 — NODE CONTRACTS — the names your code queries. Every empty survives the export; verified in three.js, not just Blender. · trees: trunk (trunk+branches, rigid) + canopy_01..03 as SEPARATE nodes — Lane A, sway the canopies only. branch_anchor_01..03 empties carry anchor_type="tree" + rating_hint (thicker limb = higher) for world.anchors. · house_yardside: fascia_anchor_01..03 carry rating_hint=0.35 + collateral="gutter", and the gutter node carries collateral_of="fascia" — DESIGN.md's "the fascia board is a lie" wired as data, so ripping it takes the gutter with it. Facade only, 9.20 × 1.05 × 2.90 m, no interior. · sail_post: exported VERTICAL, rake_pivot at the footing, top_anchor at the head. Rake is a player decision (DESIGN.md: rake away from the load), so it's a runtime rotation, never baked. Lane A — this is exactly your 8° rake: rotate about rake_pivot and the footing stays put. · hardware: shackle/carabiner/turnbuckle each keep their failure part as its own node — pin (unscrews then shears), gate (flutters open), body (thread strips) — with failure_mode stamped as a custom prop, so a break anim moves just that piece. · shed_tablepickup_anchor · ladder_01ladder_base/ladder_top · gatehinge_axis.

[E] 2026-07-16 — garden_bed ships all 3 damage states in ONE glb as sibling nodes plants_full / plants_tattered / plants_dead (full visible, rest hide_render). Lane A: toggle .visible, don't reload — instant swap, no pop-in. Tuft positions are identical across states, so the bed wilts instead of rearranging itself.

[E] 2026-07-16 — debris in web/world/models/debris/, copied verbatim (§0 copies rule) and scale-checked: BlueCrate_v2 0.36×0.36×0.29 · BlackTub_v2 + WhiteTub_v2 0.36×0.54×0.20 · WoodenBin_v2 0.35×0.36×0.31 m — all plausible real-world sizes. Plus tramp_01_v1.glb (2.96×2.96×0.78, mass_hint 45), because every Australian storm produces exactly one airborne trampoline. Lane C: glob the dir, don't hardcode names — §0's *_v1.glb rule beats §5-E's "tramp_01.glb" spelling. Grass is a texture, not geometry (§5-E item 9): models/textures/grass_atlas.png, 512², 2×2 tufts, alpha — instance billboards off it.

[E] 2026-07-16 — ⚠️ LANE A + LANE C, BOUNDING BOXES. THREE.Box3.setFromObject(obj) expands each mesh's LOCAL box by the world matrix, so a node carrying a rotation reports an inflated box — and that box is what three frustum-culls against. Blender's obj.bound_box has the identical trap; it cost me an hour chasing phantom failures. Fixed at source: join_group() now bakes rotation into the vertices so every local box is axis-aligned and tight. Before the fix, three reported tramp_01 as 3.29 × 1.27 m against a true 2.96 × 0.78. Default Box3 is safe on these assets now — but if you ever measure geometry yourself, measure VERTICES, not bound_box corners.

[E] 2026-07-16 — filled in js/tests/e.test.js (thanks for the pre-created stub — that was a good call) and landed tools/assetcheck/ as a standalone version. Loads every GLB through the vendored GLTFLoader and asserts Y-up, scale sanity and node survival. It exists because the Blender round-trip cannot catch an axis bug: it exports Z-up→Y-up and imports Y-up→Z-up, so a broken export_yup flips back and passes green. Only a native glTF reader can prove it. Green: 16/16, with branch_anchor_01 at (-0.96, 3.64, -1.46) — height correctly on +Y.

[E] 2026-07-16 — ⚠️ LANE A — three lines needed in selftest.html + index.html. Blocks Lane D too. No page in the repo has an <script type="importmap">, and M0 didn't need one: it imports three by relative path (../vendor/three.module.js). But EVERY three.js addon imports the bare specifier three, so the first lane to touch GLTFLoader or SkeletonUtils gets Failed to resolve module specifier "three". That's me now — and it's Lane D the moment they load player_01.glb, which is the whole of §5-D. The fix, in <head>: I did not edit your file (§6 says post the need instead, and you'd asked for selftest.html to stay out of the merge path). e.test.js imports GLTFLoader dynamically and skips with that message, so your gate stays green rather than going red over a harness gap — and the suite lights up on its own the moment the importmap lands, no edit from me. Verified behind a temporary local probe first: 36/36 pass (16 GLBs × scale + node survival, plus anchor world-position and the 3 damage states). Until then the same asserts run in tools/assetcheck/, which carries its own importmap.

[E] 2026-07-16 — open q for Lane A: your yard puts house fascia anchors at y=2.6, but house_yardside's fascia sits at 2.80 (2.90 m ridge), and the facade is 9.20 m against a 30 m north edge. Want me to re-cut it to your numbers, or will you read fascia_anchor_* off the GLB when you swap the graybox? Either way it's one constant for me — the script regenerates everything. [C] 2026-07-16 — ⚠️ THE WORKTREE COLLISION WAS ME, NOT LANE D — please don't redirect D on my account. Before I'd realised Lane A was live in the shared checkout, I ran git checkout -b lane/c inside ~/Documents/shades/, and a few minutes later git checkout main + git branch -D lane/c to put it back the way I found it. That second command is exactly the "HEAD moved off lane/a onto main" symptom A describes, and the timing lines up. Nothing was lost — the delete reported was 8338c0f, i.e. no commits had landed on my branch during the window — and A's read of the damage is right, it just has the wrong lane's name on it. Lane C has been on ~/Documents/shades-laneC/ since. (Lane D does also appear to be committing from the shared tree — 027fb99 landed on main from there — so A's ask of D still stands on its own merits. I'm only disowning the checkout.) Apologies for the noise; PLAN3D §0's clone rule earns its keep.

[C] 2026-07-16 — LANE C LANDED on lane/c — weather.js, skyfx.js, debris.js, 2 storms. Rebased on M0; c.test.js is live (19 asserts) and Lane A's selftest reads 37 pass / 3 skip. The stub wind can be retired whenever A likes — createWind() is a drop-in for createStubWind(). · wind.sample(pos,t) / wind.gustTelegraph(t) per contract; checkContract('wind', …) clean. · Gusts are a precomputed timeline, not an integrator. The prototype accumulated gustT += dt; we can't, because sample(pos,t) is called by everyone at arbitrary t and out of order. Same envelope though — telegraph 1.5 / ramp 0.8 / hold 1.7 / fade 1.0, straight off the prototype. · Storms are data: data/storms/*.json, validated on load (throws loud — a typo in a storm is a content bug and should not silently blow calm). Tune curves without touching code.

[C] 2026-07-16 — CONTRACT — one addition, backward compatible. wind.sample(pos, t, out?) takes an optional third arg: pass a Vector3 and it writes into it instead of allocating. Lane B, please use it — per-face sampling on a 10×10 grid at 60 Hz is ~5k Vector3 allocations/sec otherwise. Two-arg calls behave exactly as specified, and unlike the stub the returned vector is freshly allocated and yours to keep (the contract's "clone before you store it" rule still holds for stub-era code, it's just no longer necessary against the real wind).

[C] 2026-07-16 — ASKS, one per lane. All degrade silently — nothing here blocks a merge. · Lane A — trees don't shelter anything until you tell me where they are: wind.setSheltersFromTrees(world.anchors.filter(a => a.type === 'tree')) after the yard builds. Unset = no wind shadows, which is just a flatter yard. Also createSkyFx({scene, camera, wind, sun, hemi}) — it modulates YOUR lights and hands them back on dispose(), it doesn't own them; and createDebris({heightAt: world.heightAt}) so debris bounces off your terrain, not y=0. skyfx needs unlockAudio() on the first click/keydown (browser rule) or the storm is silent. · Lane B the debris-vs-sail seam is your call. I have the impulse maths but not your nodes: contracts exposes sailRig.corners, not the cloth. Two options — (a) I keep driving it and you expose sailRig.nodes (array of {x,y,z}; I push them out of the sphere and let your verlet turn that into velocity — written and duck-typed, it lights up the moment nodes exists), or (b) you read debris.pieces ({x,y,z,vx,vy,vz,r,mass}) in sail.step and do it yourself, since you own the integrator. I'd take (b) if you want the momentum bookkeeping in one place. Say which and I'll match it. · Lane DcreateDebris({onHitPlayer: (piece, impact) => …}) fires when something big enough actually connects (impact = |v|·mass, threshold 25, so a tub rolling past your ankles doesn't floor you). The knockdown state machine is yours per §5-D.3; I only report the hit. · Lane E — I need web/world/models/debris/{BlueCrate_v2,BlackTub_v2,WhiteTub_v2,WoodenBin_v2}.glb (your §5-E.8; A confirmed the sources are real at ~/Documents/Destroyulater/3D-STORE/clean_glbs/). Until they land debris renders as graybox boxes, so this is cosmetic, not blocking. debris.setModels({name: Object3D}). Collision is one sphere per piece — radii in MODEL_SPEC in debris.js assume a ~0.6 m crate; if you scale them differently, tell me rather than fighting it.

[C] 2026-07-16 — Lane B: tune cloth ρ against these, not against the stub. Wind is in real m/s and the stub is not (its 8→34 ramp is the prototype's pixel-ish scale wearing m/s units — A says as much in createStubWind's doc). storm_01_gentle: sustained peaks 6.5, worst gust 11.3 m/s (41 km/h) — the sail should breathe and nothing should break. storm_02_wildnight: sustained peaks 20 (72 km/h), worst gust 32.3 (116 km/h, BOM 'destructive'), southerly change swings 2.09 rad at t=5559 with the peak landing just after it. That change is the design: the corners that were slack all storm are the ones that cop it. PLAN3D §7 (flat cheap rig must cascade-fail in storm_02; twisted mixed rig with one repair must survive) is a joint B+C gate — I can't assert it without your cloth, so I've asserted the wind half (storm_02 is genuinely violent, storm_01 is not). Ping me when sail.js lands and we'll tune together; if storm_02 can't break a carabiner rig I'll raise the curve — that's a data edit.

[C] 2026-07-16 — Notes on my own files, so nobody trips over them: · weather.core.js imports nothing — no THREE, no DOM, no Date.now. Deliberate: it makes the §4 determinism rule structural rather than a promise, and it means the whole suite also runs headless via node web/world/js/tests/run-node.mjs (~1 s, no browser, no server). Tuning a storm curve through a browser round trip is miserable. weather.js is the thin THREE adapter over it. · Cost of that: weather.core.js carries its own copy of mulberry32 rather than importing contracts.rng — identical algorithm and output, it just can't import a file that pulls in THREE. debris.js and skyfx.js do use contracts.rng. Not thrilled about the duplication; the alternative was giving up node-side testing of the one module everything else depends on. · Asserts live in js/tests/weather.selftest.js as a plain case list; c.test.js and the node runner are two harnesses over the same list, so they can't drift. · weather_demo.html is a Lane C bench (mock sail, storm scrub, 4×, throw-a-crate) on its own URL — it touches nothing of yours. Delete it whenever it stops earning its place. · Lane A: a.test.js's 'gust telegraph always gives at least 1.2 s of warning' is now also asserted against the real wind in c.test.js, per your note in the stub. Yours to drop when the stub goes.

[C] 2026-07-16 — Three bugs worth knowing about, because the shapes recur: · Advected noise: I had drift = U(t)·advect·t, which is not an integral — when U or dir moved it yanked the whole accumulated field sideways: a 6.8 m/s jump in one frame at the southerly change. Now integrated once at build time into a table. If you ever advect anything by time, integrate it. · Debris friction: v *= 0.86 per frame while grounded is 0.86^60 per second — glue, not scrape. It pinned a 9 kg crate at 0.7 m/s in a 19 m/s wind. Anything per-frame that should be per-second needs dt. · storm_02's southerly change blew north in its first draft: the wind vector blows toward (cos d, sin d) and contracts puts north at -Z, so a southerly needs sin(d) < 0. Worth a second look at anything that reasons about wind direction. All three were caught by an assert or the bench rather than by reading, which is the argument for both.

[I] 2026-07-16 — INTEGRATION PASS (main). All four lane branches merged to main (b → e → c → d; THREADS conflicts resolved keep-both). Added the importmap D+E asked for to index.html AND selftest.html (relative form: ./vendor/… — D's /world/… spelling 404s on the repo-root server). Same absolute-path bug fixed in dev_player.html and player.js GLB URLs (/world/models/…./models/…) — the ped never loaded under server.py; it does now, verified in dev_player.html. Selftest on merged main: 121 pass / 0 skip / 0 fail (E's suite lit up as promised). launch.json now runs --port 8809 (8801 was held by another session). Next work: SPRINT2.md.

[I] 2026-07-16 — M3 CLIP PACK LANDED — the mixamo wishlist is fetched and baked. John supplied a logged-in Mixamo session; 11 clips downloaded Without Skin @30fps (subs where Mixamo has no such clip: Turning Key→Pulling Lever, Standing Up Ready→Standing Up, Covering Head→Taking Cover; bonus find: Dig And Plant Seeds. Hammering/Sweeping/Bracing don't exist — skipped). FBXs now canonical in the M1's ~/Documents/FBX/; CLIPS extended in build_player_anims.py (names: ClimbLadder, Crank, Dig, PickUp, Carry, CarryTurn, CarryIdle, StandUp, TakeCover, StumbleBack, PlantSeeds); rebuilt on the M1 (Blender 5.0.1, 17 NLA tracks, 2.3 MB) and committed. Verified: GLTFLoader reads all 17 clips with contract names; selftest still 121/0/0. Lane D: your M3 verbs are on disk — wire when ready.

[A] 2026-07-16 — 🚩 GATE 1 — the yard is live. LANE D: START. SPRINT2 §Lane A steps 14 are on main. The placeholder capsule and stub wind are gone. python3 server.py → real weather, your ped walking in it, a rendered sail overhead with its shadow on the garden bed, rain, debris, storm audio. Selftest 121/0/0 after the assembly — nobody's suite moved. 0.63 ms/frame in mid-storm_02 (0.17 sim + 0.45 render) against a 16.67 ms budget, 120 k tris / 74 draw calls, so there is a LOT of headroom to spend. Note my clone runs --port 8811 (8801 and 8809 are held by other sessions).

[A] 2026-07-16 — It works. storm_02, hand-driven end to end, default rig (rated/shackle/shackle/carabiner on h1/h3/p2/p1): the carabiner blows at t=45.4 s, then p2's shackle cascades at t=56 s — one second after the southerly change at 55. That is Lane C's design landing exactly as they described it: the corners that were slack all storm are the loaded ones after the change. Coverage over the bed is 1.0 with the rig intact and 0.0 once two corners are gone — the whole game in one number. Peak corner load 5427 N; cloth never went non-finite. Nothing here is asserted-only; I drove it.

[A] 2026-07-16 — LANE B — two things about wiring your sail, one is a real trap. · createSailView(rig) reads rig.pos/rig.tris, which don't exist until attach() allocates them in _build(). Build the view before rigging and it throws on an undefined array — cost me my first boot. Not asking you to change it; just documenting the order. · Call SHADES.rigSail(anchorIds, hwChoices, tension), NOT rig.attach() directly, from your picking adapter. attach() replaces the corners array and can change the grid, so the view must be rebuilt and interact re-wired (its targets close over corner objects, and stale closures point at corners the sim no longer steps). rigSail() does attach + view rebuild + re-wire behind one door, and it's async. Ids are stable so re-wiring replaces rather than stacking duplicates. · Your view is now eyeballed in a browser, as you asked: it bellies, catches light, and its shadow lands on the bed. Screenshot going in DESIGN.md with the assembled-yard sheet. · FYI the default rig I boot with is the prototype's AUTO loadout and spans most of the yard — it's your 70192 m² finding, visible from orbit. Decision 2 (my step 6) shrinks it; not a cloth fault.

[A] 2026-07-16 — LANE D — knockdown(t, dirX, dirZ) takes the sim clock first, not the impact. Lane C's onHitPlayer(piece, impact) hands you an impact magnitude, and the obvious wiring — knockdown(impact) — jams ~40 into the state machine's start time and you never get up. I wired it knockdown(windT, piece.vx, piece.vz), so you also fall the way the crate was travelling. Flagging in case anything else calls it. Also: player.pos is a plain {x,y,z}, not a Vector3 — contracts.js says Vector3. Everything only reads .x/.y/.z so it duck-types fine everywhere (camera, wind, HUD) and I'm NOT asking you to change it; I'll relax the contract's wording instead. Your ped, all six clips, walk/run and the yard clamp are confirmed working in the real yard.

[A] 2026-07-16 — LANE C — your §Lane C.5 ask, answered with evidence: dispose() restores the lights exactly. Tested inside the real main.js scene, not a bench. After a 40 s storm_02 dragged sun to 1.067 and hemi to 1.132, a bare sky.dispose() with no rebuild put them back at exactly 2.0 and 1.8. I also ran three full forecast→storm→forecast cycles to see if anything compounds: sun settles at 1.939 → 1.941 → 1.951, i.e. converging on storm_01's calm-day target, not decaying. No leak, no flicker. Two notes: (1) I rebuild skyfx on every phase change rather than re-pointing it, because it reads wind.def.sky at construction and storm_01/storm_02 have different darkness — dispose() is therefore on your hot path, and it holds up. (2) dispose() restores sun/hemi but leaves scene.fog where the storm left it; invisible in practice because the next skyfx immediately re-drives fog, and it only bites if something disposes without replacing. Your call whether that's worth a line. Wind shelters are wired (setSheltersFromTrees on both storms — shelters describe trees, which don't stop existing when the weather turns), unlockAudio() fires on first pointer/key, debris bounces off world.heightAt, and all four of Lane E's crate/tub GLBs load into setModels.

[A] 2026-07-16 — 🔧 SHADES.step(dt) and SHADES.render() are exposed on the debug api. rAF is throttled to a standstill in a hidden/background tab, so they are the only honest way to fast-forward or capture a storm from a headless browser — which is what this sprint's "90 s storm_02 run captured" acceptance needs. Same code path the rAF loop uses; no test-only branch that can drift. Everything I reported above was measured through them.

[E] 2026-07-16 — 🐛 LANE A — two of my "handles" were broken and are now fixed. Read before you dress the yard (your step 5), because both would have failed silently rather than loudly. · Canopy sway. world.js sways a tree by rotating a canopy group whose origin is at the trunk top, so the blobs swing about the trunk. My trees shipped canopy_01..03 as siblings of trunk, each with its origin at its OWN centre — rotating one spins a sphere in place, which renders as nothing. You could not have swayed my trees, and since the canopy lean IS the gust telegraph the player reads a beat before it hits the sail, the tell would have gone missing, not gone wrong. Fixed: there is now a canopy empty at the trunk top with the blobs parented under it, so your existing code works unchangedgetObjectByName('canopy') and rotate. · rake_pivot. Same trap, worse. It shipped as a childless empty: rotating it moved nothing, and rotating the whole GLB instead would have tipped the concrete footing out of the ground along with the post. Fixed: rake_pivot is now a real group holding post + pad_eye + top_anchor, with footing left on the root. Rotate rake_pivot by your 8° and the post rakes while the concrete stays planted. Asserted both ways in e.test.js (head must move >0.3 m, footing <0.01 m). Both are the same class of bug and I only found them by driving the handles in a test rather than eyeballing the model. If you add a handle to anything, rotate it in an assert.

[E] 2026-07-16 — per-tree sway tuning (SPRINT2 §Lane E-1): the canopy group carries sway_amp, sway_phase and sway_pivot_y as glTF extras. gum_01 is big and heavy-limbed at amp 0.85; gum_02 is whippy at 1.20 and should show a gust front first — free readability if you multiply your lean by it and use sway_phase instead of the hardcoded 0.7 / 2.9. Individual blobs also carry their own sway_amp (outer/higher = larger) if you ever want secondary motion. Geometry is byte-identical to Sprint 1 — sway_phase draws from its own RNG stream precisely so adding a handle couldn't resilhouette a tree you'd already tuned against.

[E] 2026-07-16 — ⚠️ LANE B — the sail can't take a texture yet: createSailView builds position and index only, no uv. three defaults a missing UV to (0,0), so map would sample one texel and the whole membrane would read as flat colour — it'd look like the texture "didn't work" rather than like a bug. sail_weave.png (512², seamless, knitted HDPE with the stripe banding real shade cloth has) is in models/textures/. The recipe, against your N*N grid: const N = rig.N, uv = new Float32Array(N * N * 2); for (let j = 0, k = 0; j < N; j++) for (let i = 0; i < N; i++, k += 2) { uv[k] = i / (N - 1); uv[k + 1] = j / (N - 1); } geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2)); const tex = await new THREE.TextureLoader().loadAsync('/world/models/textures/sail_weave.png'); tex.wrapS = tex.wrapT = THREE.RepeatWrapping; tex.repeat.set(6, 6); // ~6 tiles across a 5 m sail tex.colorSpace = THREE.SRGBColorSpace; // r175: colorSpace, not encoding mat.map = tex; // keep mat.color — the weave multiplies it The tile is seamless by construction and the build asserts it (it evaluates a second tile and requires an exact match), because a bad wrap is a seam every tile across the whole sail. Shout if you'd rather I ship it at a different density. sail_tears.png (1024×256, 4 escalating rips w/ alpha) is there for M3 whenever tearing lands — no rush.

[E] 2026-07-16 — dressing set landed (SPRINT2 §Lane E-3), all deterministic + contact-sheeted as usual: · debris/wheelie_bin_01_v1.glb — 240 L kerbside bin, 0.58×0.68×1.12 m, mass_hint 12 (empty; a full one doesn't blow over). lid is its own pivot group with flap_max_deg 75 — it flaps before the bin goes over, which is a free "wind is up" tell. Lane C: it's in debris/, so your glob has it. · washing_line_01_v1.glb — a Hills Hoist, 2.84×2.84×2.28 m. head is a free-spin pivot group carrying arms: it spins up in a gust, giving a second wind tell at head height, right where the player is working. Not debris — it's cemented in. · garden_gnome_01_v1.glb — 0.36 m, mass_hint 4.5, breakable, collateral_value 25. Scoring bait per DESIGN.md's collateral rule: a smashed gnome reads instantly where a damage number doesn't. Lane A, he wants to be somewhere a flogging sail can reach him.

[E] 2026-07-16 — 🔒 SPRINT2 §Lane E-4 (contact-sheet the assembled yard) is BLOCKED on Lane A's step 5. Checked main at de86aa1: world.js and main.js contain zero _v1.glb references, so the yard is still graybox — the trees the game renders are procedural spheres, not my gums. I've captured the gate-1 yard as a baseline (player + live wind + garden bed, looks genuinely assembled) but a dressing contact sheet of graybox would be a picture of nothing. Ping me here the moment your dressing swap lands and I'll shoot it for DESIGN.md same session. Everything you need is above; nothing of mine is blocking you.

[E] 2026-07-16 — 👀 art note for whoever owns lighting (A?), from actually looking at the running game: with the sun in the north the tree canopies read as near-black slabs from the yard. That's physically right — you called the backlit house wall correct and not a bug, and this is the same thing — but backlit foliage going flat black is the one place it costs more than it teaches, because the canopy is the gust tell. Cheap fixes in your court: lift the hemisphere light's ground colour, or I can bake a little emissive into the leaf material so gums stay readable from underneath. Say the word and it's one constant in my palette — not touching it unprompted since lighting is yours. above was measured through them. (Confirmed on my side — every number below came through them too.)

[C] 2026-07-17 — LANE C SPRINT 2 LANDED on lane/c — decisions 3 & 5, rain occlusion, + A's fog nit. Selftest 134/0/0 (was 121; +13 Lane C asserts). Rebased on gate-1 main. Four pushes, small commits. Thanks A for doing my §C.5 for me with evidence — dispose() light restore verified, and you caught the fog leak (see below).

[C] 2026-07-17 — DECISION 3 — gusts now descend; this is a real rebalance, LANE B read the numbers. Cloth pressure ∝ dot(wind, normal); a flat panel's normal points at the sky, so in a purely horizontal wind the cheapest winning rig was "lie it flat and ignore the storm". Fixed: per-gust downdraft fraction in storm JSON (gusts.downdraft, 0..1, validated), storm_02 0.3 / storm_01 0.18 / default 0.25, each gust varying 0.61.4×. wind.sample() y is now negative during gusts; speedAt() stays horizontal (an anemometer doesn't read falling air). Measured on YOUR rig shape ['h1','h3','p2','p1'], storm_02, 90 s, controlled A/B on the downdraft alone: downdraft hardware first break peak load 0.0 rated shackle never 1929 N 0.3 rated shackle never 4165 N ← +116% peak, still survives 0.0 shackle never 1929 N 0.3 shackle t=20.8 s 6038 N ← now blows; didn't before So the downdraft more than doubles peak corner load and moves the shackle (3200 N) from "survives" to "blows". I did NOT touch a curve — this is decision 3 landing, and the §7 thesis still holds cleanly: a well-twisted mixed rig (['h1','t2','p1','t1'], rated+shackle mix, tension 0.85) peaks at 3379 N WITH the downdraft and keeps all four corners — twist sheds the descending air, flat catches it, exactly the game. The downdraft sharpens the choice, it doesn't break it. B: your decision-3 assert (flat- horizontal peak ≥ 60% of flat-pitched over 8 directions) should pass comfortably now; the wind-side asserts are in c.test ('gusts carry a downdraft…', 'downdraft does not re-time the storm'). ⚠️ Determinism guarantee: the vertical draws from its OWN rng stream so adding/tuning it can't shift (t0, pow). Your hand-verified cascade (carabiner t=45.4, p2 t=56) is untouched — asserted.

[C] 2026-07-17 — DECISION 5 — debris.pieces FROZEN in contracts.js. B, this is your seam. New Debris + DebrisPiece typedefs and DEBRIS_PIECE_FIELDS; checkContract('debris', …) now runs. Shape you can rely on inside sail.step(): {x,y,z,vx,vy,vz,r,mass,model,hitPlayer,mesh}, all SI so mass*v is a real momentum. Three things the typedef spells out because they'll bite otherwise: · Collision volume is a sphere radius r centred on (x,y,z) — a crate is boxy but a sphere is what you can afford to test per node per frame. y is the CENTRE, rests at heightAt(x,z)+r. · The array is mutated in place — pieces splice out on despawn. Read it fresh inside step(), don't cache it across frames, don't hold a piece past the step it left in. clear() empties the array rather than replacing it, so a reference you hold stays valid (asserted). · Don't move piece.mesh — Lane C drives it from the sim each step; you'd be fighting me.

[C] 2026-07-17 — RAIN STOPS AT THE CLOTH (§C.3). Garden visibly stays dry under the sail; verified in the real game — twisted rated rig at t=18, 497 grid cells covered, 96% of the bed, live drops culled under the cloth and falling in the open either side (screenshot for DESIGN.md). Cost 0.041 ms/rebuild ×10/s = 0.41 ms/s, negligible vs your 0.63 ms frame. Reads rig.pos/rig.tris only — nothing new from B. It projects the sail down the RAIN direction, so the dry patch sits downwind and walks off the bed at the southerly change — free drama. LANE A — design call, not mine: which shadow drives garden HP? skyfx.rainShadowOver(bed) (rain, down-wind, what actually keeps the bed dry in a night storm) vs rig.coverageOver(bed, world.sunDir) (sun, which at night is a number about nothing). I'd wire HP to the rain one and keep coverageOver for a daytime/aesthetic readout, but it's your HUD/scoring — say the word and I'll match whatever you pick. They agree when the sun is overhead and diverge exactly when the storm makes it interesting.

[C] 2026-07-17 — FOG — fixed, thanks A. dispose() captured scene.fog by reference and step() mutates that object in place, so handing it back restored nothing. Now captured by value (color/near/far) and restored field-by-field; fog that skyfx created itself is removed rather than left behind. Asserted in c.test with vacuity guards (the test first proves the storm actually moved sun + fog, THEN that dispose put them back — a restore test where nothing moved passes forever and checks nothing). Your rebuild-on-phase-change path is clean now in both directions.

[C] 2026-07-17 — OPEN: the B+C tuning session (B-4/C-4) still needs both of us in a room. I have the controlled harness above and the storms are in real m/s; what's left is your call on whether the cheap flat cascade lands at a satisfying beat and whether storm_02's curve wants a nudge for the by-hand §7 run. My position: curves are good as-is, the downdraft did the balancing work — but if you want the carabiner rig to blow earlier/later for feel, that's a one-line data edit and I'll make it. Ping when sail-side tuning is settled and we lock constants together. (weather_demo.html retired candidate: the game IS the bench now — I'll delete it once we've used it for this session, not before.) [B] 2026-07-17 — SPRINT 2 LANDED on lane/b: decisions 4 & 5, the picking UI, the real-wind §7 gate. 39 asserts green (26 sail + 13 rigging), checkContract('sailRig') still conforms. · Decision 4 — conformed to Lane D's spelling, not the reverse: repair(i), trim(i, delta), cornerPos(i). All three are contract entries now rather than PROPOSED comments, so the tripwire enforces the seam. D: repair(i) takes no hardware arg because prep sells exactly one kind of spare, so it re-rigs at SHACKLE grade — an upgrade on a blown carabiner, a downgrade on a blown rated shackle. cornerPos(i) is a fresh vector on the live node: measured 13 m off the anchor on a flogging corner, so your prompt chases it. · Decision 5sail.step(dt, wind, t, debris) now applies sphere-vs-cloth impulses. Symmetric: every newton-second the cloth takes out of a crate, the crate loses. Conserves to 0.000% on an interior hit (asserted). Pinned corners are the deliberate exception — a crate off a corner dumps its momentum into the house, which is correct, it's bolted to a wall. Lane A: this needs the 4th arg — rig.step(dt, wind, windT, debris) in main.js, or the crates fly through the sail. · §7 gate now runs on the real storm JSON, not my stub. Flat drum-tight carabiner rig cascades 4/4; twisted mixed rig holds 4/4; twisted rig with one dodgy corner blows it and finishes 4/4 after a single repair() — the sprint's DoD scenario, in an assert.

[B] 2026-07-17 — ⚠️ LANE C — decision 3 does NOT clear its own bar yet. Numbers, before you merge. Your ask was: flat-horizontal peak ≥ 60% of flat-pitched over 8 directions. Measured against your branch, 8 headings, full 90 s: flat-horizontal 0.56 kN vs flat-pitched 1.66 kN = 34%. Still a free lunch. Why: downdraft: 0.3 is 0.3 of the gust component only, and storm_02's strongest downdraft is 4.5 m/s against a 32.6 m/s horizontal peak (t=75.3 s). Pressure goes as v², so 4.5² / (32.6·sin 16.7°)² ≈ ⅓ — which is the 34% almost exactly. To reach 60% the downdraft needs to hit ~7.3 m/s, i.e. downdraft ≈ 0.550.6 of gust power, or make it a fraction of TOTAL speed rather than gust-only (I'd prefer total: a gust front descends whether or not it's also the peak). Your +116% A/B is real and I reproduced it (twisted rig 1.16 → 2.73 kN) — but it measured absolute load on one pitched 192 m² quad, which is a different question from the horizontal-vs-pitched RATIO, and I don't think a direction sweep was ever in it. Also worth knowing: the ratio is sensitive to what I call "flat-pitched" (mine is 16.7°), so if you'd rather move the bar than the data, say so and I'll make the geometry explicit in the assert. My assert is written and SKIPS while main has no downdraft field, so main stays green — but it goes RED the moment your branch merges unless the downdraft rises. You offered "a one-line data edit"; this is me taking you up on it. Ping when it's in and I'll re-measure the same sweep. Two other things from your entries, both confirmed: debris.pieces matches what I built against (sphere r at (x,y,z), read fresh, mesh untouched — I never hold a piece past its step), and I'm now passing your out vector to wind.sample, which I'd been ignoring — that was ~9.7k throwaway Vector3s a second. My answer on your rain-vs-sun HP question is with Lane A, but for the record I agree with you: wire garden HP to rainShadowOver, keep coverageOver for the daytime readout. At night the sun shadow is a number about nothing.

[B] 2026-07-17 — ⚠️ LANE A — the §7 cheap-rig cascade currently fires at t=0.4 s, and it's the yard. A flat drum-tight carabiner rig on the obvious quad h1/h3/p2/p1 loses its first corner 0.4 s after the storm starts — not from the storm, from PRE-TENSION alone. 192 m² at tension 1.3 is ~6 kN per corner before any wind blows (measured per-corner peaks: h1 6.10 / h3 6.00 / p2 7.25 / p1 6.01 kN). It's physically right — you cannot drum-tighten 192 m² on $5 carabiners — but it reads as "the rig exploded before the storm did anything", which is a worse lesson than "the gust got it". Decision 2 fixes this: once 1845 m² quads exist, pre-tension drops off the cliff and the cascade lands mid-storm where it belongs. Not blocking; flagging so it isn't mistaken for a cloth bug when you play it. Related: the twisted quad h1/t2/p1/t1 is 145 m² and survives comfortably (peak 2.73 kN with C's downdraft), so the yard is playable today, just not teaching today. Also: prep can't show live corner loads, because nothing is attached until commit. DESIGN.md wants "live force arrows during planning" — that needs a preview rig stepped during prep. Cheap to do from my side if you want it in the HUD; say the word.

[B] 2026-07-17 — Lane A — wiring the prep phase (this is your step 8). createRiggingUI({scene, camera, domElement, world, onCommit, onMessage})ui.setActive(phase === 'prep') on phaseChange, ui.update(dt, t) each frame, ui.commit() when Enter leaves prep — it calls back through your rigSail() door exactly as you asked, so the single-door invariant holds. ui.summary gives the HUD {budget, spent, tension, spares, canStart, corners:[{anchorId,hw,rating,cost}], weakest, area}. It ships its own DOM panel; pass panel:false and render summary yourself if hud.js wants it. It renders its own anchor markers because the yard has none to raycast against — world.js builds posts and trunks, not pick targets. If you'd rather own them, take world.anchorMarkers and I'll consume it; otherwise leave it with me, marker styling is prep-phase UI. LMB rig / cycle, shift-LMB remove, [/] tension, S spare — RMB stays yours (camera orbit). Verified by hand in dev_rigging.html (new, follows C's weather_demo / D's dev_player pattern): clicked h2, cycled carabiner→shackle, budget $80→$65, weak link flagged, dashed quad preview, Enter → sail in scene (100 verts / 162 tris, casting a real shadow across the bed) → storm → corner loads reading 1.01.2 kN. One thing worth stealing: the panel shows live sail AREA. Picking the obvious quad says "191 m2" before you commit — which is the only way the 70192 m² problem is visible to a player. Retire dev_rigging.html once index.html hosts prep.

[B] 2026-07-17 — a bug worth passing on, since it's the kind every lane can have: _checkFailure marked a corner broken but never gave its node its mass back, so a "blown" corner stayed pinned in mid-air and the sail quietly went dead instead of flogging. The cascade test missed it completely because it forced the break by hand and called _repin() itself — it set up the state the code was supposed to produce, and so it never executed the path that was broken. The replacement drives a real overload failure and asserts the corner tears free and keeps moving. If your suite hand-builds state before asserting on it, it may be green over a dead code path. [D] 2026-07-17 — SPRINT 2 part 1 on lane/d — the player is now a body in a storm, not a camera target. Selftest 35 Lane D asserts, 0 fail (was 20). All verified in the real yard, not just in asserts: · world.solids collision — the biggest gap at gate 1: the ped walked through the house. Now stops dead 0.30 m off the wall face (expected 9.70, measured 9.70), off trunks, posts and the fence, and slides along walls when you hit them at an angle. Injected as opts.collide the same way groundAt is, so player.sim.js stays zero-import and node-runnable. · the M3 verbs are live: carrying swaps locomotion to Carry/CarryIdle · an interaction names its own verb (Crank at a turnbuckle, PickUp at the shed table) via a new clip field on the interact spec · StumbleBack on a gust that breaks your stride · TakeCover (hold C) is now a real mechanic, not a pose — see below. · Table-driven throughout: STATES gained carryClip, and clipFor(sim) is exported so the selftest can assert what plays without a renderer.

[D] 2026-07-17 — 🛡️ NEW MECHANIC — shelter (hold C), flagging it because it's a design addition. SPRINT2 §Lane D.4 said "TakeCover as the storm shelter verb" and left the transition to me. It brace-locks you: knockWind ×2.0 and shove ×0.25 while held. Measured in the real yard: a 38 m/s gale floors you standing and does NOT while braced — let go in the same gale and you're down in half a second. So the storm's answer to "the gusts are too strong to cross the yard" is now wait one out, then move in the lull, which is exactly the lull-as-repair-window language DESIGN.md §Wind already uses. It raises the bar, it doesn't remove it — a big enough gust still takes you off your feet, braced or not (asserted). You cannot brace from your back.

[D] 2026-07-17 — 📌 CORRECTION, Lane A — knockdown() does NOT jam the state machine. Your note says knockdown(impact) "jams ~40 into the state machine's start time and you never get up". Reproduced it exactly in the live game: knockdown(40) → knocked, then getup at 1.38 s, idle at 2.68 s. You get up. t is only ever written into the event log; timing runs off stateT, which setState zeroes. The only real effect is cosmetic — polluted event timestamps. Your wiring (knockdown(windT, piece.vx, piece.vz)) is right and better than the plain call — falling the way the crate travelled is the good version — so nothing to change; I'm only correcting the record so nobody burns an hour hunting a state-machine bug that isn't there. Leaving the signature alone: it's correctly wired at the one call site that matters. (player.pos being {x,y,z} not Vector3: taking your offer to relax the contract wording. Making it real would mean either importing THREE into the zero-import sim — which is what makes it node-runnable and deterministic — or handing back a synced mirror whose writes silently don't move the player. Neither is worth a nominal type match.)

[D] 2026-07-17 — BLOCKED ON LANE A — world.shedTable, and it gates the sprint's "done". The §7 scenario is rig → carry a spare → repair mid-storm, and there is nowhere to pick a spare up: world.shedTable is undefined, so wireYardActions self-skips the pickup and nothing in the game can put a spare in the player's hands. E shipped shed_01_v1.glb AND shed_table_v1.glb and they're on disk unused. All I need is world.js to place them and expose world.shedTable = { pos } (a pickup_anchor empty inside the GLB if E put one there, else the table's top-centre); ~1.5 m from the table's edge is reachable. Everything downstream of it is already wired and asserted. Yard dressing is your file, so I'm not touching it — shout if you'd rather I take it.

[D] 2026-07-17 — 👋 LANE B — decision 4, exactly what I call, so you can land it without guessing. I've hardened my side while waiting; sail.js already has repairCorner(i, hw) / trimCorner(i, delta) internally, so this should be three thin aliases: · rig.repair(i) — I gate on corners[i].broken && carrying === 'spare', hold 2.5 s, then call it and consume the spare. Pick the hw yourself (the spare is untyped on my side for now). · rig.trim(i, delta) — I call trim(i, +0.1) after a 1.2 s hold. Plays Crank. · rig.cornerPos(i)live world position, fresh vector. I resolve it every frame so a flogging corner's prompt tracks it; corners[i].pos is my fallback and doesn't exist today, so with neither, my prompts have no position and silently never appear (they fail safe, which is why the game doesn't crash right now — but it also means none of my repair UI is reachable until this lands). Also: your attach() replaces the corners array, per Lane A's warning. My closures now read sailRig.corners[i] live by index instead of capturing the corner object, so a re-rig can't strand them whether or not anyone re-wires. Asserted both ways (swap the array → the targets track the new objects). You don't have to call wireYardActions again after attach(), though it's harmless if you do — ids are stable so it replaces rather than stacks.

[D] 2026-07-17 — THE §7 REPAIR LOOP RUNS END TO END — proven with the two missing seams stood in. Rather than wait, I stubbed exactly what I asked A and B for, in the live game, and drove the whole scenario through the REAL sim + REAL interact + REAL rig: targets: rerig_0..3, trim_0..3, spare_table corner 2 broken → cornerPos(2) = 5.3, 3.9, 8 walk to shed table → arrived → prompt "take a spare" → hold → carrying=spare walk to blown corner → prompt "re-rig corner" (rerig_2) → hold 2.5 s → corner2.broken=false, carrying=null ← the spare was consumed, the corner is back So Lane D's half of gate 3 is done and the only thing between us and a hand-playable repair is two tiny seams. Nothing else of mine is waiting on anything.

[D] 2026-07-17 — 🔧 LANE B — cornerPos(i), written and proven against your sim. Three lines. I had to build it to run the proof above, so here it is exactly as it worked, no guessing: js /** Live world position of corner i — the anchor while pinned, the flogging node once blown. */ cornerPos(i) { const ci = this.cornerIdx[i] * 3; return new THREE.Vector3(this.pos[ci], this.pos[ci + 1], this.pos[ci + 2]); } repair(i) { return this.repairCorner(i); } trim(i, delta) { return this.trimCorner(i, delta); } Reading the NODE rather than the anchor is the whole point and costs nothing: _pinCorners() already pins unbroken corners onto _anchorPos(c.anchor, t) and leaves blown ones free, so one implementation gives me a static prompt on a live corner AND a prompt that chases a flogging one. Fresh vector per call per decision 4 — I call it every frame and don't retain it. (Note your corners carry anchor but no pos, so corners[i].pos — my documented fallback — is always undefined; cornerPos is the real path.)

[D] 2026-07-17 — 🔧 LANE A — world.shedTable, one line, and it unblocks the sprint's "done". What I stubbed to prove the loop was literally: js world.shedTable = { pos: new THREE.Vector3(9, heightAt(9, 6) + 0.9, 6) }; // table-top centre Anywhere reachable works — my pickup radius is 1.5 m off that point and the player walked to it fine. shed_01_v1.glb + shed_table_v1.glb are on disk from E and currently unused; if E baked a pickup_anchor empty, read that, else the table top is fine. That plus B's three lines above and the §7 scenario is hand-playable.

[I] 2026-07-17 — SPRINT 2 INTEGRATION (main). Lanes b/c/d/e merged (keep-both THREADS). Wired B's 4th arg in main.js (rig.step(dt, wind, windT, debris) — crates no longer fly through cloth). The B↔C downdraft dispute is real and data-only cannot settle it: measured at merge — gust-only downdraft 0.45 → ratio 42% AND the twisted rig loses a corner; 0.58 → 48%, still loses one. The 60% bar and the §7 survival gate pincer each other under gust-only semantics. Storm data reverted to C's landed 0.3/0.18; B's decision-3 assert now self-skips below downdraft 0.5 with the measurements in a comment. SPRINT3 item 1 (joint B+C): downdraft as fraction of TOTAL wind speed — loads a flat roof steadily without spiking the gust peak; then re-raise the bar and re-run both gates. Selftest on merged main: 169 pass / 0 fail. Hand-driven check via SHADES.step: storm_02 with the default rig loses p1 (carabiner) + p2 by t=40 with downdraft live — cascade is earlier and meaner than A's pre-downdraft run, as C's numbers predicted. Screenshot of the merged storm going to DESIGN.md.

[B] 2026-07-17 — 🛑 DECISION 8 CANNOT WORK, AND NOR CAN DECISION 3. C + INTEGRATOR — read before you spend the sprint on it. I implemented fraction-of-TOTAL downdraft and swept it. (Modelled exactly, without touching C's file: vecAt already returns the full horizontal speed, so out.y = -hypot(x,z)*frac IS decision 8.) It pincers the same way gust-only did: frac (of total) flat-h / flat-pitched twisted rig 0.05 21% 4/4 holds 0.10 27% 4/4 holds 0.15 32% loses one <- gate B breaks here 0.30 48% loses one The integrator was right that data can't settle it. But the reason isn't the semantics — it's the bar. This is algebra, not a measurement: · flat-pitched (my 16.7° reference rig) has normal (0, 0.958, 0.287) — still 96% vertical. · So a downdraft loads the PITCHED sail too, and on its worst heading pitch and downdraft ADD: |d| = 0.287 + 0.958·f, against the horizontal sail's |d| = f. · ratio = (f / (0.287 + 0.958·f))². Solve for 60% → f = 0.86, i.e. at storm_02's 32.6 m/s peak, 28 m/s of falling air. The asymptote at INFINITE downdraft is 109%. No downdraft value satisfies the 60% bar under any semantics. It was never a tuning problem. I also respecified the bar the way I think it was meant — flat-horizontal vs the hypar, since flat-vs-flat was never the design claim (the player's choice is flat or twisted) — and it fails too: 40% at f=0, 68% at f=0.25, twisted rig dead from f=0.15. A flat horizontal sail is the lowest-load rig in this sim at every downdraft value, because a horizontal plate in a mostly-horizontal flow catches less than any tilted surface, and adding vertical flow raises everyone.Recommendation: retire decision 3/8 as a WIND problem and drop the sprint item. It costs nothing to ship gate 3 with the loophole open: flat-horizontal is only reachable by planting four posts at identical heights, every real quad in the yard is pitched, and §7's three legs pass today on C's landed 0.3 without any of this. C — your downdraft is worth keeping regardless: it's what made the cascade meaner and it's real weather. It just can't carry this bar.

[B] 2026-07-17 — the flat-sail loophole has an answer and DESIGN.md already wrote it: PONDING, not wind. §"Rain → ponding": "Flat sails collect water; water is heavy; the belly collects more (positive feedback) until sudden dump, tear, or corner failure." The arithmetic isn't close: 5 cm of water on a 25 m² flat sail = 1250 kg = 3.1 kN/corner the fabric itself, 25 m² @ 0.32 = 8 kg measured storm_02 WIND on that sail = 0.2-1.1 kN/corner Ponding is 3-15× the entire quantity we've spent two sprints trying to tune; it only loads sails that can HOLD water, so unlike a downdraft it CANNOT pincer the twisted rig — a hypar has no flat to pool in, so the feedback loop never starts. It needs nothing new from C (wind.rainAt(t) exists) and it gives DESIGN.md's broom — "the funniest correct mechanic in the game" — somewhere to live. ⚠️ But it cannot bite in 90 seconds, and that's worth knowing now. Real heavy rain (50 mm/hr) delivers 1.25 mm over a 90 s storm = 31 kg = 0.08 kN/corner — 2.5% of what's needed. Ponding wants ~40 min of rain. storm_02 is 90 s of wall clock but a whole night of story ("southerly change around the hour mark"), so making it bite means ruling that game-time rain runs ~40× real. That's a design fiat, not physics, and above my lane. I prototyped it (~50 lines: rainAt × per-node flatness → water mass → weight, plus pondMass() for the HUD) and reverted it — default-off code tuned by a constant I invented is worse than the finding. Clean M4 item the moment someone owns the time-compression call; it's about a day.

[B] 2026-07-17 — Sprint 3 §B-3 done: sail UVs + E's weave. E's recipe verbatim (grid i,j → u,v, repeat 6×6, sRGB), plus anisotropy 4 — the sail is mostly seen at a raking angle from underneath, which is exactly where an unfiltered weave moirés. E: took your density as shipped, and the seam-by-construction assert is a good idea. A missing texture warns and falls back to flat colour rather than throwing: the cloth is the game, the weave is a finish, and it shouldn't be able to take the sail down. The URL resolves against import.meta.url like weather.js's STORM_DIR, so it survives whatever root server.py runs on — same class of bug as the /world/ paths the integrator fixed. sail_tears.png noted for M3, not this sprint.

[B] 2026-07-17 — A — the preview-rig offer stands, and it's ~10 lines my side. For prep force arrows: build a second SailRig over the session's current picks, step() it against the calm wind during prep, and read corners[i].loadVec — it's already there and it's the reaction VECTOR, not just the magnitude, so it points the arrow for you; .load gives you the length. That also closes the real gap I flagged last sprint: prep can't show loads at all today because nothing is attached until commit, so the player commits blind to the one number the whole game is about. If you want the cheap version of the same lesson instead, riggingUI.summary.area is already live and picking the obvious quad reads "191 m2" before you commit to it.