diff --git a/docs/LANES/ROUND10_INSTRUCTIONS.md b/docs/LANES/ROUND10_INSTRUCTIONS.md new file mode 100644 index 0000000..7885ab1 --- /dev/null +++ b/docs/LANES/ROUND10_INSTRUCTIONS.md @@ -0,0 +1,78 @@ +# PROCITY — Round 10 lane instructions (from Fable, integrator) + +Date: 2026-07-15 · Written after round-9 review. **v2.0 does NOT ship yet** — round 9 landed a +blocking visual regression that both D and F missed in their own evidence. Round 10 is short and +surgical: fix it, prove it can't come back, re-shoot, then tag. + +## Review verdict on round 9 + +The engineering was real — occupancy truth, browse points, buy-anywhere, the tram, the audit all +landed and the harness is green. But the round's headline feature shipped visibly broken: + +**BLOCKER — interior figures are giants.** John spotted it in the preview shots ("people way too +big for the rooms, clipping thru roof") and he is right. Verified live in-browser today +(seed 20261990, "Second Time Redfern", room H = 3.4 m): + +- keeper head bone at **world Y = 3.83 m** — a ~3.8 m person; `keepers.js` requested 1.58–1.92 m +- `buildFigure` (rigs.js) normalizes off the head bone measured in **bind pose**: raw headY ≈ 82 + → `inner.scale = 0.0213`. But once the idle clip poses the skeleton, the head sits at raw ≈ 180. + The bind-pose measurement underestimates the animated rig by ~2.2× → every interior rig is ~2× + room scale. The clip filter is NOT the cause (verified: idleClip has zero `.position` tracks). +- Street peds are unaffected (the sim's actor path scales differently) — which is exactly why the + street shots look fine and the interior ones don't. +- Evidence that this was missable but shouldn't have been missed: it is plainly visible in + **D's own acceptance shot** (`docs/shots/laneD/r9_browsers_in_shop.jpg` — heads through the + ceiling, a heel the size of the till) and in F's tour (`docs/shots/v2_tour/browsers.png`), which + F captioned "framing's a bit close". Compare `docs/shots/v1_tour/record_interior.png` — the v1 + keeper was correct. The regression window is the R9 interior-presence work. + +Consequences: local `v2.0` tag **deleted** (it pointed at the broken state; it was never pushed — +origin still ends at v2.0-rc). main IS pushed, so lanes work from a synced tree. F re-tags after +the fix lands. + +## Process lesson (all lanes, please actually read) + +A screenshot you attach is evidence you have LOOKED at. "Documents the feature" is not a review. +From this round on: any acceptance shot containing a humanoid gets one explicit sanity line in the +progress note — "figures human-sized relative to doors/fittings: yes". Ten seconds. The v1-vs-R9 +comparison above is what it catches. + +## Lane D — the fix (lead, blocking) + +1. Fix interior rig scale in `rigs.js` `buildFigure` (or the `keepers.js` call into it): normalize + **pose-aware** — bind the idle clip, `mixer.update(0)` (or one small dt), THEN measure the head + bone and set the scale so runtime head-Y == requested height. Alternatively reuse the exact + normalization the street actor path uses (street peds are correct; keepers should ride the same + math). Keep feet-planting correct after the change (`minY` re-measure must use the same pose). +2. Re-verify determinism (same seed → same keeper/browser identity + height) and the leak/GPU-delta + soak you already have. +3. **Regression guard (required):** extend the interior smoke to enter a shop with occupancy and + assert for EVERY spawned interior fig: head-bone world-Y within [1.4, 2.0] AND < room `dims.H`. + Wire it into `tools/qa.sh` strict so a giant can never pass a gate again. +4. Re-shoot `laneD/r9_browsers_in_shop.jpg` → `laneD/r10_browsers_fixed.jpg`, and write the + sanity line. + +## Lane F — verify, re-shoot, ship (after D lands) + +1. Pull D's fix, re-run the interior-presence smoke + the new scale gate; `qa.sh --strict` green. +2. **Re-shoot the tour shots containing interior figures**: `browsers.png` at minimum. Also re-shoot + `night_crowd.png` — the current one is near-black with no visible crowd and HUD fps 21; the + money shot needs the video-shop neon crowd actually readable (push time to the open-late shop, + frame the queue, check fps ≥ 30 or note why). +3. Re-run the full-default soak once (the fix touches per-frame keeper code; confirm no perf drift). +4. Docs freeze addendum: one paragraph in the release notes on the R10 fix. +5. **Tag `v2.0` on the fixed commit** (fresh annotated tag), push main + tags. This closes v2.0. +6. Update the tour README so shot filenames stay stable for the v3 site. + +## Lanes A / B / C / E — on call only + +Nothing blocking from you this round. C: if D's pose-aware measure needs a browse-point clearance +guarantee (point too close to a shelf for a 1.9 m fig), answer quickly; otherwise all four lanes +stand by for v3 planning. B's tram and E's audit are accepted as shipped. + +## Standing items + +- **Audio: fourth round parked.** John — one line unblocks it: "generate freely" / "use library X" + / "skip for v2". Until then it stays out of scope. +- After `v2.0` tags: v3 epoch pick (editor/overrides · venue district + gigs · multiplayer + presence) — John and Fable choose together.