0ee7a84710
5 Commits
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4514cb94b5 |
Lane B R38 (v8 WAVE 1, INHABITATION): all four runtime items — the whole round costs +1 walked draw
The town is inhabited: 23 towns finally differ, 181 back yards have a Hills Hoist with washing on it, a magpie owns one street for six weeks of the year, and six point sources put a life off-screen. MEASURED, walked, not bookmarked — two port-isolated no-store servers (:8472 = `git archive HEAD`, :8471 = treatment, assets symlinked so E's mid-round wave is identical on both sides), 102 8-metre spine steps at yaw 0, each frame fully streamed, through the shell's own composer: worst draws 224 -> 225 (+1) worst tris 89,502 -> 93,298 (+3,796 of ~75k spare) sum draws over 102 frames 16,676 -> 16,663 (-13) The citizen sim and the tram are hidden identically on both sides, and that IS the measurement: with them live the same step read control 346 vs treatment 232, because peds spawn on wall-clock time. `?yards=0` reproduces HEAD exactly (224 / 89,502 / 16,676). Isolated at a fixed pose: washing +1 draw / +512 tris, magpie +1 draw / +182 tris, every yard box prop +0 draws. §1.2 THE CHARACTER VECTOR — +0 draws, +0 tris, classic byte-identical BY CONSTRUCTION. `townCharacter(null)` returns the frozen v1 literals and a null tint keeps the SAME material cache key, so classic gets the same object, not a copy of it: default-boot ground hashes identical to HEAD mesh-for-mesh, `?classic=1` hashes unmoved from R37. There is no `if (classic)` in the ground path. The sky feeds the BASE skyName, never `setSky` (a one-way latch that would have killed R32's dawn dome on all 23 towns). The vacuous arm is per-town: `newtown_godverse` / `redhill_godverse` carry `state: ''`, so a per-corpus arm would have dropped exactly those two silently. 21 distinct palettes across 23 towns. `gravel` and `reddust` were not unwired but UNWIREABLE — their `use` values named no slot ground.js had; making the slot addressable fixed it at the root, and both are selected now. E's three new grounds landed mid-round and the upgrade was a name change in one table, which is what procedural-first is for. §1.4 BACKYARD AUSTRALIA — inside boxMats, +0 draws. Houses inset off their boundaries so there is a yard; 36 `yard` lots that had rendered as blank shopfront sheds since v1 are now fenced blocks with a hoist, a shed and often a tank. Collision byte-identical (the lot rect is where the fence stands). THE WASHING SHIPS, and I wrote the inverted weight rather than dropping it. The shipped top-weighted mode moves a hem 0.10 cm calm / 0.67 cm gusty; `pegged` gives 4.5 cm / 31 cm — ~52x, and at the hem instead of the pegs. The `canopy` string is byte-for-byte unchanged, so the gum-tree covenant argument is untouched. It is ONE TOWN-WIDE InstancedMesh (1 draw at any N, cap 256, proximity-first off the R37 chunk seam) rather than per-chunk, which would have been +1 x 31 live chunks = 4x the whole margin. Zero on every real town (no hoists ⇒ no mesh) and zero at night. §1.3 THE MAGPIE — +1 draw on screen, exactly 0 otherwise; 182 tris of 900. Territory scales with the road graph: 6 on the 6.78 km synthetic town, 157 on bendigo's 188.6 km / 2,593 edges, nearest 120 m from spawn. The latch sets, the day roll clears it, localStorage gains no key and the save never mentions it. `swoopPos()` is exported and pure. The hat stays cut. MY OWN SEASON MECHANISM WAS VACUOUS AND THE SWEEP CAUGHT IT: keyed on citySeed alone it produced a CONSTANT, because the town key is deliberately off the plan — 24 of 24 towns were 214 days from swooping season, and it would have gated green because `?magpie=1` forces it. Re-keyed on (citySeed, townKey): `newtown_real` is in season on arrival on the default seed, marrickville is 8 days out, and 12.9% of 1,000 seeds put the synthetic default in season against a design ratio of 11.5%. §1.1 THE AUDIO LAYER — six new mixer layers, zero draws, zero tris, seeded anchors, distance falloff, AND A StereoPannerNode PER LAYER, so direction is real (measured spread -0.71..+0.85) instead of a limitation written into the notes. Day-of-week derived locally. All six anchored on the default boot; 3 of 6 report `no-anchor` on real towns rather than being faked onto shopfronts. The falsifiability control — one manifest key renamed away, served from a third port — makes that source report `no-entry`, 0 plays, never `audible`, with the other five unchanged and zero console errors. TWO DEFECTS MY OWN GREEN NUMBERS COULD NOT SEE, both caught by a screenshot: the washing shipped at 256 instances / +1 draw / cap respected and was INVISIBLE behind its own back fence (per-instance peg height, and a fence taller than the hoist), and the magpie perched on THIN AIR over the road. R37's lesson relearned at full price. Fence 1.60 / hoist 2.15 measured against the object; territories now snap to furniture.js's own streetlight rule. LANE E'S PROPS, ADJUDICATED: hoist + aerial permanently primitive (E's spike killed them, and primitive is also the +0-draw mechanism). `paling_fence` at 1,121 tris x 905 runs = 1.01M triangles — no. The `magpie` GLB is HELD FOR THE TINT: it reads as a crow, and a magpie seen for 1.2 s in peripheral vision IS its white bar. My 182-tri bird already carries it, at a fifth of the triangles and no fetch. furniture.js's "novelty_record is 26.5k tris" was stale by six epochs — corrected to 8,000. Zero fetch delta: `?noassets=1` fetches the same 23 assets, same list, on HEAD and on R38. 0 console errors on 10 boots (default, classic, yards=0, washing=0&magpie=0&ambient=0, noassets, magpie=1, darwin, hobart, bendigo, the patched-manifest control) beyond the known PointerLock ones. Shots: docs/shots/laneB_r38/. Detail + every number: LANE_B_NOTES §38. |
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eee60e05a5 |
Lane B (Streetscape) round 14: v3.0 release — alpha-alias retirement + tour audit + queue_night hero (?gigs=1)
Release round: no new systems, no rng, goldens frozen (0x3fa36874 / gig 0x1f636349 both unmoved). Files: audio.js, venue.js, dbg.js (+ LANE_B_NOTES). Verified fresh Chromium, seed 20261990. - Alpha-alias readers dropped (debt #1, B first): audio.js venueGigState() loses the alias hop (g.venueShopId===id -> g.state); byVenue + clock fallback only. venue.js stateGetter() loses the bare-string arm (F passes gigState.byVenue since R13, confirmed index.html:379); seed = update(null). Verified live: byVenue {116:on,404:on,490:quiet} at NIGHT drives the marquee with no string arm; audio resolves gig-<genreKey> per venue with no alias hop. F is UNBLOCKED to delete the getters. - Bookmark/tour audit under ?gigs=1: all 19 bookmarks resolve, frame un-letterboxed, 0 page errors, <=300 draws. District venue-conversions hijacked none (night_neon->Video Regal, dig_real->Retro Groove). No pose fixes needed. (Orphan-chunk teleport inflates tris across sequential shots -- fresh counts <=153k; tram_stop's real ~293k is close-range Lane D GLB ped rigs, framing fine, not a venue block.) - queue_night bookmark added (dbg.js): John's release hero -- close 3/4 on the pub door at seg 5 ('on'), biased to the queue side; new poseForVenueQueue() recomputes venue.js frontage geometry. Frames marquee + window glow + streetlamp pools + the queue (spawned live by the shell loop; F's gig_shot.py drives it live -- verified by manually spawning D's VenueQueue: 2 punters at the door). - Poster-repetition call (debt #4): FINE, no ask to E -- 2 gigs tonight => 2 distinct designs (screenprint/Screaming Utes x7, xerox/The Dead Ringers x7); variety scales with venues playing. - Town-wide streetlamp pools: v3.1 candidate per Fable ruling (venue-scoped for v3.0; no code). -> Lane F: cross-lane alias sweep is CLEAN (no A/C/D/E reads it); only your own 20 tool lines in flags_check.py + gig_shot.py remain -- migrate to *Of(id)/venueShopIds[0] when you delete the gig_state.js:141-151 getters + the CITY_SPEC alias line (with A). -> Lane A (now gates John's hero-shot poster): buildPosters item 1 still seats each venue's own frontage poster on local -Z (back wall, 15.9m from the +Z street facade). Flip to +sin,+cos and it seats by the door -- in the existing queue_night frame, no pose change. Per "don't touch world code," B did not work around it. Re-flagged from R13. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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46127c7e95 |
Lane B (Streetscape) round 13: v3.0-beta the district — N-venue frontage + night pass + posters + queue zone (?gigs=1)
Generalises the R12 one-pub slice to all 2-4 venues and lands the night-readability polish. All
gig-gated (flags-off byte-identical, verified in a fresh browser context). Files: venue.js, audio.js, dbg.js.
- venue.js -> N venues: per-venue lit marquee/frontage on B's +Z facade side + window-light spill;
streetlamp pools on venue blocks (one instanced warm-pool mesh, night-driven -> the Friday-night
walk reads); town-wide posters instanced per gig (14 posters = 2 draws / 2 textures, band-name
overprint, flat printed-poster fallback). Town-wide pools deferred (would need always-on
furniture.js -> breaks flags-off parity).
- Queue-zone marker per venue: venue.queueZone = {x,z,ry,len} for Lane D (head at the door, extends
along the frontage; queuer faces -ry). queueZones{} + queueZoneFor(id).
- audio.js muffled spill per-genre (debt #1): import gigKeyFor; the nearest venue at doors/on within
26 m spills its gig-<genreKey> through the 470 Hz lowpass, so pub/band_room/RSL crossfade genre.
F: delete the GIG_BED bridge.
- update(gigStates) polymorphic: per-venue map {[venueShopId]:state} (F wires PROCITY.gigs.byVenue)
or alpha-compat bare string (primary pub). Contract documented for F in LANE_B_NOTES.
- ?noassets fetch fix (latent R12 bug): gate the poster JPEG fetch behind !noassets -> 0 gig-layer
network over the 22-JPEG facade/ground baseline.
- dbg.js: venue_night + district_posters bookmarks (seg 5) so tools/qa/gig_shot.py scripts the
street money shot; poseForVenue resolves from the live plan.
Budget (fresh Chromium, gigs-on NIGHT, busiest pub block, all frontages lit): worst 154 scene /
~167 total draws, 64k tris -- <=300 / <=200k. 0 console errors (gigs / gigs+noassets / flags-off).
Verified 3 venues seed 20261990: pub->gig-pubrock, RSL->gig-covers, band_room->gig-grunge (all in
E's manifest).
Finding for Lane A: buildPosters item 1 seats each venue-frontage poster on the lot -Z (back wall,
measured 15.9 m from the +Z street facade) -- flip to +sin,+cos. Spine/pole posters render correctly
and face the footpath ("SCREAMING UTES" readable). Non-blocking (marquee + pools carry the shot).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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f0a0a99207 |
Lane B (Streetscape): round-12 v3.0-alpha — venue frontage + posters + muffled-gig spill (?gigs=1)
- web/js/world/venue.js (new): createVenuePresentation — renders E's poster skins at plan.posters with band-name overprint (nameZone, seeded template, flat fallback if JPEG missing); lit pub marquee + bulb row over the door, update(gigState) ramps the glow. Constructed by the shell/F under ?gigs (like weather/tram). - web/js/world/audio.js: muffled-gig spill — near the venue (<=26m) while a gig is at doors/on, pubrock-live plays through a 470Hz lowpass at low distance-gain. Reads window.PROCITY.gigs (F) with a plan.gigs+clock fallback. - Prime flag law: inert/absent without the gig layer; goldens frozen (no citygen edits, selfcheck 3074/3074); byte-identical flags-off boot. - Verified live on a gig plan: THE WOMBATTS posters over band-photo art, The Thornbury Hotel lit at night, spill gain ~0.14. F wiring documented in LANE_B_NOTES; streetlamp-pool stretch deferred. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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f7dd44f55a |
Lane B (Streetscape): round-11 audio — WebAudio engine (street side)
- web/js/world/audio.js: one AudioContext unlocked on first gesture; day/night ambience crossfade, rain (weather.intensity), footsteps, shop-door music spill (nearest open music-shop, distance-gain), tram rumble+bell, enterShop SFX. Consumes Lane E manifest.audio (3x retry). Self-ticks off window.PROCITY.
- House audio law verified live: silent pre-gesture (0 fetches), ?mute=1 silent surface (0 fetches), ?noassets=1 zero audio/manifest fetches, lazy-load (8.7MB<=25MB), no per-frame alloc.
- window.PROCITY.audio for Lane F: playInterior({musicKey,toneKey})/stopInterior (street beds duck while inside), playSfx, setMasterGain, mute, state diag. Confirms Lane C room.audio={musicKey,toneKey} contract.
- Small guarded [Lane B R11 audio] loader in index.html.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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