HardYards/tools
type-two 00e6b288c8 Lane E S18 gate 4: THE GLASSHOUSE TIER — the hail-net frame, and the apex made reachable
S16 shipped the glasshouse and priced it at $320. e.test said the rest in its
own words: "nothing in the sim wrecks a glasshouse yet — the value is inert
data". main.js bills collateral off a broken rig corner's baked key, and a
glasshouse rightly offers no anchors, so the most expensive object in the game
could not cost anybody a cent — RULE 2's mirror image, a price with no key that
can reach it.

DESIGN.md line 179 named the missing asset: hail nets rigged OVER glass. You
tie to the frame that straddles it. hail_net_frame_01 / _wrecked: a powder-coat
portal frame clear of the glasshouse on all four sides, head at 2.75 m to clear
the 2.28 ridge, four welded eyes at 2.690 baking collateral 'glasshouse'.

The tell is a POSITION, not a defect — the frame's numbers are good and the
hazard is where it stands. Pinned as geometry off two GLBs (footprint strictly
contains the glass; head clears the ridge) rather than as paint on one. The 20 m
read is metalness: powder-coat at 0.05 renders bright where every trusted
galvanised steel at 0.90 goes near-black with no environment map (S17's measured
lesson, applied on purpose this time).

Rung 0.80, proposal, A rules: it earns the highest rung below the honest post
(engineered frame, four footings, the only structure built to be tied to) and is
de-rated 20% for section, not condition. It usually holds — that is the tier:
the corner failure that costs a shackle on a sail post costs $320 here.

The root deliberately carries NO collateral_key. structFor() takes the first
match, so a frame claiming the glass's key would bill the panes and wreck the
frame, both papers agreeing and both wrong. That omission is gate 5 in one line.

Wreck racks at one end (0.45 in at the head, 0.45 out at the feet) after the
first cut still read as a clean level rectangle in the render. Carries no glass:
the glasshouse swaps independently. Unpriced by ruling.

ANCHOR_TYPE widened with 'hail_net_frame' (contracts.js is A's — revert and tell
me; corroded_post precedent). Manifest unambiguous: 0.80, glasshouse, 4 sources.

Determinism held: runs 2 and 3 are 56/56 byte-identical. NOTE the shipped GLBs
were exported by Blender 5.1.2 and this box has 5.0.1 — the 45-binary churn that
causes is semantically nil (60 nm accessor drift, PNGs losing sRGB/gAMA/cHRM
with identical pixels) and was reverted, not shipped. Documented in the header.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 19:45:42 +10:00
..
assetcheck assetcheck/look.html: the verify that answers "is this the right shape" 2026-07-18 16:01:39 +10:00
blender Lane E S18 gate 4: THE GLASSHOUSE TIER — the hail-net frame, and the apex made reachable 2026-07-25 19:45:42 +10:00
cardpreview Add carport_01 for site_02, and the pyrrhic end card 2026-07-17 14:29:08 +10:00
character Lane E, Sprint 13: no wind clip — the pipeline can't supply one, and the lean was never a clip 2026-07-18 00:45:22 +10:00
fabric_bet Lane C S16: storm_06_soaker — the pea-hail soaker, measured over both yards; fabric_bet probe; gardenfly porosity opt 2026-07-20 20:06:12 +10:00
garden_bench Lane C S13 correction: the bench flew site_02 funnel-OFF and tree-FROZEN; wild-night headline dies 2026-07-18 13:08:21 +10:00
jobsheet Lane E, Sprint 11: client juice — job sheet, invoice, and the kid's bike 2026-07-17 17:39:58 +10:00
site_audit Merge remote-tracking branch 'origin/lane/b' 2026-07-21 06:21:16 +10:00
storm_envelope storm_envelope: the wind side of the failure envelope, per anchor (gate 2.4) 2026-07-17 20:10:17 +10:00
yardshot Add hail juice, plant shred, and a way to screenshot the game 2026-07-17 03:03:54 +10:00
deploy_hardyards.sh Add deploy_hardyards.sh: partly.party deploy per the games-VPS pattern 2026-07-17 21:39:09 +10:00