Commit Graph

7 Commits

Author SHA1 Message Date
m3ultra
0b84560457 Lane F R7 F1: roster flip — streamed roster is now the DEFAULT (prime-law amendment)
The first deliberate flags-off baseline change. On D's GO (43edabf: E1 ped sub-mesh merge
447188a validated → ~1 draw/near-rig → full density 241 worst-street draws <=300, leak-free).

index.html: chunk-streamed roster default-on (chunkStream:{radius:2}); ?roster=v1 restores the
old fixed roster (escape hatch); ?roster=stream still accepted (now a no-op). Hours-aware
setNightLivelyChunks keeps the open-late block lively at night.

Flags-off regression baseline RE-PINNED (same commit, prime-law amendment):
  OLD (roster-off, v1.1):        163 draws, 19000 tris
  NEW (roster default-on, R7):   164 draws, ~66000 tris
Draws barely move — E1's merge makes each near-rig ~1 draw (exactly what gated the flip). The
tris jump is the streamed crowd (D worst-view 65,899); it is frame-variable, so the drift WARN
is now DRAWS-ONLY, tris guarded by the STREET_TRIS_MAX hard cap. PLAN GOLDENS UNCHANGED
(synthetic 0x3fa36874, osm 0x34cfdec0).

Also fixed the harness roster probe (read a nonexistent prop c.streaming → was blind to
streamMode) + flipped the assertion to REQUIRE streamMode on default boot + added a ?roster=v1
escape-hatch check. flags_check GREEN; qa.sh --strict green; 0 console errors both modes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:41:27 +10:00
m3ultra
781baea4e2 Lane F R6 F2: wire ?plansrc=osm shell selector + pin osm golden + dig nearest-bin fallback
A landed the plansrc seam (52eb109); F owns the shell bootstrap. index.html: ?plansrc=osm
-> citygen.generatePlanFor(seed,'osm') (real-data 'Melbourne' 95 shops); default synthetic
'Boolarra Heads' unchanged (prime law). scaffold_check.mjs: pin BOTH goldens keyed by
(seed,plansrc) — synthetic 0x3fa36874, osm 0x34cfdec0 (deterministic) — + assert the selector
routes synthetic|osm. flags_check auto-detects + smokes plansrc + the all-on combo (4 flags).

interior_mode.js: restored binUnderAim's nearest-bin fallback (Lane C test-page parity) so E
riffles a nearby bin without perfect aim / before the bin GLB async-loads — fixes the dig
smoke's raycast-miss under fast headless AND improves real UX.

qa.sh --strict GREEN; flags_check GREEN (all 4 flags + all-on combo, 0 console errors).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:59:45 +10:00
m3ultra
26d68cdb4f Lane F R5 F2: wire ?dig=1 crate-riffle into interior mode
C shipped dig.js + the flag but left the in-game input/mode hook to F (LANE_C_NOTES C2).
interior_mode.js (F-owned): aim at a userData.kind==='bin' fitting + press E -> createDig +
dig.open (per-bin seed binSeed(shop.seed,pos)); the dig owns the frame (renders dig.scene,
suppresses interior walk); WALK OUT/Esc closes back to the room; closed on interior exit.
Shell (index.html): ?dig=1 -> dig: opt; procity:digOpen releases pointer-lock (riffle is
cursor-driven); the unlock->leaveShop guard reads interiorMode.digActive so opening a bin
isn't read as walking out; canvas re-locks for interior walk after close.

Fresh-chromium smoke: E opens the riffle (seeded sleeves + prices render), WALK OUT closes
to the interior, leak-free (steady-state geo/tex flat over 3 open/close cycles), 0 console
errors. Flag off => no listener, dig stays null => byte-identical to v1 (prime law).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:03:31 +10:00
m3ultra
aad9baa584 Lane F R4: gate 3 PASS (draws 138/tris 31k) + remove dead setExposure call
Gate 3 (budget) official re-measure vs committed decimated peds (E1 518678d, D2
signed off a5e4b64): busiest node, pop 200, midday, 12-yaw peak -> draws 138 (<=300),
tris ~31k (<=200k). Baseline was 372k. Green.

D3 (a5e4b64) made the impostor toneMapped:true so exposure is global via
renderer.toneMappingExposure; citizens.setExposure() became a no-op, so the F1 wire is
removed (removing it before D's commit would have regressed night brightness). Boots
clean, 0 console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:02:19 +10:00
m3ultra
9416d0ae08 Lane F R4: wire citizens.setExposure (F1) + permittedMax storeys-checker fix (F2)
F1: pass renderer.toneMappingExposure into CitizenSim each street frame so mid-tier
impostors track the animated day/night exposure (per LANE_D_NOTES). Verified: boots
clean, 0 console errors, exposure animates night 1.18 <-> midday 0.98.

F2: scope the consistency storeys check to permittedMax = max>=2 ? min(max+1,3) : max
(Lane A's corner-anchor rule, LANE_A_NOTES R3). Consistency now 0 warnings across 6
seeds; a single-storey type at >1 still trips. qa.sh --strict GREEN 4/4.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:15:42 +10:00
m3ultra
53f472d0d7 Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes
§3.5 hours: isOpen() gates enterShop — closed shops locked; at night only the openLate video
rental opens. §3.4: ?noassets (zero-network primitive path, verified via Performance API),
interior fitting GLB upgrades from the 3GOD depot (useGLB), and the rig-fleet upgrade
(models/peds/*.glb) so peds + keepers become shared GLB rigs, leak-free (shared loadGLB cache
proven, not a leak). qa.sh manifest gate now --depot (16 GLBs live) — GREEN 4/4.

Browser QA harness fixes so shots.py/soak.py actually run: DBG async-poll (was racing the async
install), plan via window.PROCITY (DBG.plan unexposed), enterShop bare-id, shop.lot is a lot id,
midday pin (§3.5 else closes shops mid-walk), GLB-cache warmup, budget peaks -> warnings (gate 3
clean pass is authoritative). Gate 2 soak PASS both asset modes; gate 4 asset-free PASS;
docs/shots/v1_tour/ (10 shots) + contact sheet captured.

Findings (LANE_F_NOTES §9): D/E decimate tri-heavy ped GLBs (gate 3 tris ~279k > 200k budget;
draws fine ~200/300). B: add 3 shots bookmark poses, fix headless composer letterbox in
DBG.shot(), render the §3.5 closed-facade visual (predicate window.PROCITY.isOpen).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:19:11 +10:00
m3ultra
5313402e43 Lane B (Streetscape): chunk-streamed walkable town shell
First-person shell: chunk streaming, instanced buildings + facade texture atlas
(22 facade materials -> 1; 5 skin materials city-wide), signs, awnings, furniture,
day/night lighting, minimap, pixel-accurate collision (incl. arbitrary-angle lots),
door raycast -> procity:enterShop, DBG harness, all-fallback mode. Renders Lane A's
full generated town (seed 20261990 'Boolarra Heads', 493 shops); worst continuous-
walk view ~261 draws (<=300 gate). 6 adversarial-review bugs fixed (collision sign,
house doors, awning skin, sign atlas, furniture seed hash, shot-mode restore).

index.html and skins.js include Lane F's inline integration seam edits (marked
'[Lane F integration]'): interior/keeper/citizen wiring + facade filename fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:28:47 +10:00