HardYards/web
type-two f3bf038515 Sprint 14 gate 1 close: round-trip pinned, pool items landed, free-carport fixed
Gate 1.5 -- the round trip. a.test drives the editor's OWN placement function
(placeEntry, exported for exactly this) through
template -> place -> export -> parse -> validateSite -> createWorld -> dress,
then asserts the GLB-backed anchors ADOPTED and the carport's 0.22/0.30 came
out the far side. Mutation-checked with five deliberate breakages; four went
red and ONE DID NOT -- the key-order test shuffled only root keys, every one
of which is in KEY_ORDER, so the alphabetical fallback it claimed to protect
was never reached. Rewritten around unknown keys, re-mutated, red in both
halves. A determinism test that passed while testing nothing.

Picking bug, found by dispatching real PointerEvents rather than reading the
code: clicking an object's FOOT selected nothing, because the pick handle is a
cylinder centred 1.7 m up and from a raised camera the ray has already run
~2 m horizontally by the time it climbs there. pickRef now falls back to
nearest-placed-thing within 1.3 m of the ground hit -- camera-angle
independent, so it can't rot when the pitch changes.

Phantom sail (pool, filed unlanded in S13) -- LANDED and negative-controlled.
Teardown factored into disposeSailView() and called from loadSiteInto before
refreshCameraSolids (which reads sailView and would re-register a disposed
mesh as a camera collider). Rig state goes with the view. Verified through the
real game both ways: with the fix removed the cloth still hangs over the
corner block, screenshotted.

Dev-line (pool) -- two findings, both landed. The line counted `pieces` only,
so it read "debris 0" while seven leaves flew; now reports both populations
off C's leafCount. And index.html's boot-failure handler wrote into #dev,
which is display:none off localhost -- so a failed boot on partly.party showed
a stranger a blank page. It has its own visible #fatal element now.

E's gap 2, runtime half -- and it was worse than "one click away": nextId
namespaces structures s1, s2..., so the FIRST carport the editor places was
already free. collateralFor/wreckStructure/isWrecked now resolve through
structKey (site collateralKey, then GLB collateral_key, then id last so every
existing site is untouched). Negative-controlled: id-equality prices an
editor carport to null. E's tie_off:false honoured at both ends. E's swing set
and jacaranda are in the palette behind a `requires` gate, so they switch
themselves on when the ANCHOR_TYPE widening merges.

Also: `return t.skip(msg)` is a fake pass -- Suite.skip pushes a new result and
lets the current test record as pass. a.test had six; all converted to the
documented 'SKIPPED --' idiom.

Selftest 373/0/0, no skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 16:14:34 +10:00
..
world Sprint 14 gate 1 close: round-trip pinned, pool items landed, free-carport fixed 2026-07-18 16:14:34 +10:00