HardYards/web/world/models
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
..
debris Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +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 Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +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 Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +10:00
carport_01_wrecked_v1.glb Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +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
glasshouse_01_v1.glb Lane E S16 gate 5: the next temptations — glasshouse (collateral apex, $320, wreck empties not falls), pool kit (14 fence posts, 14 explicit tie_off denials, unpriced by the bike ruling), pergola (the 0.65 middle rung D endorsed, $120, partial-failure wreck). Shared-helper wrecks, deterministic (2 runs, 44 files shasum-identical, zero churn on the 31 existing GLBs); manifest gains exactly the pergola entry 2026-07-20 20:21:38 +10:00
glasshouse_01_wrecked_v1.glb Lane E S16 gate 5: the next temptations — glasshouse (collateral apex, $320, wreck empties not falls), pool kit (14 fence posts, 14 explicit tie_off denials, unpriced by the bike ruling), pergola (the 0.65 middle rung D endorsed, $120, partial-failure wreck). Shared-helper wrecks, deterministic (2 runs, 44 files shasum-identical, zero churn on the 31 existing GLBs); manifest gains exactly the pergola entry 2026-07-20 20:21:38 +10:00
hail_net_frame_01_v1.glb 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
hail_net_frame_01_wrecked_v1.glb 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
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 Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +10:00
house_yardside_wrecked_v1.glb Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +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
pergola_01_v1.glb Lane E S16 gate 5: the next temptations — glasshouse (collateral apex, $320, wreck empties not falls), pool kit (14 fence posts, 14 explicit tie_off denials, unpriced by the bike ruling), pergola (the 0.65 middle rung D endorsed, $120, partial-failure wreck). Shared-helper wrecks, deterministic (2 runs, 44 files shasum-identical, zero churn on the 31 existing GLBs); manifest gains exactly the pergola entry 2026-07-20 20:21:38 +10:00
pergola_01_wrecked_v1.glb Lane E S16 gate 5: the next temptations — glasshouse (collateral apex, $320, wreck empties not falls), pool kit (14 fence posts, 14 explicit tie_off denials, unpriced by the bike ruling), pergola (the 0.65 middle rung D endorsed, $120, partial-failure wreck). Shared-helper wrecks, deterministic (2 runs, 44 files shasum-identical, zero churn on the 31 existing GLBs); manifest gains exactly the pergola entry 2026-07-20 20:21:38 +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
pool_kit_01_v1.glb Lane E S16 gate 5: the next temptations — glasshouse (collateral apex, $320, wreck empties not falls), pool kit (14 fence posts, 14 explicit tie_off denials, unpriced by the bike ruling), pergola (the 0.65 middle rung D endorsed, $120, partial-failure wreck). Shared-helper wrecks, deterministic (2 runs, 44 files shasum-identical, zero churn on the 31 existing GLBs); manifest gains exactly the pergola entry 2026-07-20 20:21:38 +10:00
ref_capsule_v1.glb Add generated yard, hardware and debris GLBs 2026-07-16 21:39:52 +10:00
sail_post_corroded_v1.glb Lane E S17 gate 3.1: THE CORRODED TIER — mutations restored, tell verified at 20 m, droop pinned to geometry 2026-07-21 01:51:57 +10:00
sail_post_corroded_wrecked_v1.glb WIP Lane E S17 gate 3.1: corroded tier (PREDECESSOR STATE — negative control M1 still applied) 2026-07-21 01:18:44 +10:00
sail_post_v1.glb Lane E S15 gate 1.2: re-bake sail_post top_anchor 0.90 -> 1.00 per the gate 1.1 ruling; factory emits the per-type anchor ratings manifest (anchor_ratings.gen.js) from the re-imported GLBs, ambiguity-aware, --only-guarded; asset_report carries per-asset anchor extras 2026-07-20 17:49:38 +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 Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +10:00
shed_table_v1.glb Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +10:00
swing_set_01_v1.glb Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +10:00
swing_set_01_wrecked_v1.glb Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +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
tree_jacaranda_01_v1.glb Palette audit + two temptation props: honest extras, in the factory 2026-07-18 16:01:27 +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