293a82c5e8
34 Commits
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293a82c5e8 |
R42 THE LOOK: five lane-runs — the pub is dressed, the decks read, and the town is cast
John looked at R41's proof shots and named three faults. All three are fixed, at zero draw cost, and every lane corrected somebody's numbers on the way — including its own. E-LOOK (§42.1+§42.2a) — THE PREMISE WAS WRONG. "The pub props have no texture" (my brief, quoting E's own R41 note) is false: all 37 carry COLOR_0 and three.js renders it. The colour was BLEACHED — jukebox at saturation 0.02, 15 assets under 0.05; what the source library called colour was baked AO. So the fix was a palette imposed on colour already present, in place: 46 assets, draw delta +0 and tri delta +0 on every one, proved the honest way — the concatenated POSITION/NORMAL/TEXCOORD/index bytes are sha1-identical to R41, so footprints and origins provably did not move. (A first-pass bbox check ignored node rotations and "found" 3 phantom violations; thrown out for the byte comparison.) The banquette was 1990s office teal and went burgundy; the beer umbrella was white and went brewery green. THE DECK, diagnosed before being touched: 7 greys, chassis 0.05 luminance on a 0.033 bench = 1.21:1, and the one high-contrast feature was INSIDE-OUT (white ring around a dark disc; a turntable is a dark record on a light platter). Now Technics silver at 6.74:1, black vinyl, red start/stop. Node contract re-read from the shipped GLB: 4/4 + 1/1 PASS. Filed to R43, not fixed: deck_1200_rigged has NO PLINTH (bottom 43mm of 119mm lost to R41 join damage). E-CAST (§42.3) — 19 of 24 ship. Rejected: comical_luchador_01 (Mixamo Ch43, purple mask reading EL CHUPACABRA, identified from the file's own material name), a 3-heads-tall cartoon child, a robed wuxia elder, a WW2 infantryman — and dj_phrtt_01, AN UNCLOTHED BODY whose only texture is a bare-skin atlas, which was in the DEFAULT crowd and live on the depot. It is the R41 deny-list's failure class through a different door: an innocent name from another pipeline. Only rendering all 24 and LOOKING found it. Ruling 2 (prefer CC0) was REFUSED ON MEASUREMENT: Quaternius is 25 nodes / 23 joints and ZERO of 64 canonical tracks bind — it would have loaded silently and never animated. Replacements came from Mixamo's Ch## pool, filtered to the contract-clean 65-bone family (candidates ran 65..99 bones; named characters carry facial/hair bones). THE LICENCE GAP WAS UNREAD, NOT MISSING: every source FBX carries ApplicationVendor "Mixamo, Inc." internally. Adobe royalty-free, no attribution owed. B's amber rows are now real. B (§42.5) — MY ASSIGNED FIX WAS USELESS AND B PROVED IT. document.fonts.ready shipped, then measured: the atlas canvases are already byte-identical across boots, the game ships NO webfonts (document.fonts.size === 0), and ready fires 50ms BEFORE the first fillText. The real cause of unreproducible bookmarks is the wall-clock CROWD — 983 changed px of 921,600, ALL in the pedestrian band; 0 px with the crowd out. New DBG.freeze() takes stable bookmarks 2/5 -> 5/5. Also found: ?pop=0 boots 140 citizens (0 is falsy against the default). THE BENCH: D's filing correct on both counts. Front-vs-road 90.0deg -> 0.0deg, min=med=max over 60/60 instances; the streetlight arm now reaches 1.05m over the road where it reached 0.00. Both used a base yaw that pointed +Z down the street while their own comments claimed otherwise — the side term was already right, which is why it survived 41 rounds of reading. Also: on any box with CDN access 9 of 60 benches are the depot GLB, 90deg out from the house law — normalised at the geometry, once, at load. benchStops(plan) exported as one truth. C (§42.2b) — 122 vs 123 WAS THE CAMERA ASPECT, and nobody was wrong. Draw counts are post-frustum-cull and the sweep camera inherits the window aspect: 1.25->116, 1.60->122 (C's harness), 1.778->123 (F's), 2.37->124. Pinned MEASURE_ASPECT=16/9 with a 1.25 control. E's "keep the bench dark" advice was measured and declined with reason (deck-vs-bench was already 4.73:1, over threshold). "Reads as a black box" is a claim about pixels, so C measured pixels: near-black in the booth crop 57.5% -> 26.7%, distinct colours 228 -> 389. Bench rebuilt 3->7 boxes with an open record bay; headphones on the mixer; faceDoor aims booths at the player's entry — alignment within 45deg went 49% -> 92%. Two bugs found by looking: a fitting could be planted INSIDE A WALL (0.77m of a 0.86m half-depth in plaster), and every booth part sat 25mm sunk into its own worktop. D (§42.4) — five swaps IN PLACE at the same index (pickRig indexes these arrays and pedIndex is in the identity signature and the impostor atlas; removal would renumber the town). Identity signature pre- vs post-swap: 0 differing lines of 150 — who each citizen is did not move, only which body they wear. dj_phrtt_01 verified gone AT THE WIRE, not from source: a fresh default boot fetches 32 ped GLBs, none retired. THE CONTROL ARM FOUND A 41-ROUND-OLD BUG: the ped being RETIRED, comical_boy_01, binds only 3,132 of 3,460 tracks — six thumb bones lack the mixamorig prefix. It had been silently dropping six tracks per clip since it shipped. Testing the thing being thrown away found it. Imported B's benchStops mid-round: sitters now 0.0deg to the road, signatures byte-identical across the rewire. Corrected F's filing: the browse smoke was flaky-by-construction (a 16-25s race against a live sim), not deterministically red. F (§42.6) — qa.sh --strict 24 passed / 0 failed / 0 warn / 0 skipped. New Gate 11: period law (0/5 banned; CONTROL: R41's roster trips all five) and roster licence (24/24, 0 unverified; CONTROL: an amber row turns 20 red). r41_shots.py promoted warn -> strict. R41'S BYTE-HASH BAN IS REVERSED AND ITS STATED REASON WITHDRAWN AS WRONG. A gate may pin a hash under five in-run assertions (classic+flags boot, freeze().stillLive all-false, a second freeze removing 0 draws, settle until DBG.info() stops changing, hash with the dbg panel hidden): 5/5 bookmarks now pin to one sha256 over 3 fresh boots. Two findings got it there — the chunk streamer (a fixed settle is a bet on load) and the fps readout, which with everything else frozen was the last thing moving at 53-62 px. ?pop=0 fixed (Number.isFinite) — a no-op for 35 rounds. Three red flags_check gates fixed. Street: noon 282 · NIGHT 291/300 — the nine-draw margin INTACT, every R41 row reproducing to the digit. Interior at pinned 16:9: 123 @ dept/auto, margin 227. selfcheck 157,647/157,647, 0x5f76e76 unmoved. No tag — John's playtest rules the epoch. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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48033f48b1 |
Lane B R41 §41.5: the credits surface — and the game had never shown the OSM attribution it owes
THE CREDITS SURFACE. New web/assets/credits.json (schema procity-credits/1, the data file every lane appends to — documented in LANE_B_NOTES §41 with a paste-ready row) + credits.js (the panel, DOM only) + a HUD link. F2 or the link. Zero draws, zero boot fetches (0 before open, exactly 1 after), zero fetches under ?noassets=1. Seeding it found a LIVE OBLIGATION the game has never displayed: the 23 real-town caches are OpenStreetMap data under ODbL 1.0, whose own source note says keep the credit visible. It now rides the link and is context-aware — on an OSM boot the HUD reads '(c) OpenStreetMap contributors · credits (F2)'; on the synthetic town, where no OSM data is on screen, it does not claim it. three.js r175 MIT credited too. 14 entries seeded, all read off the repo. Field law: licence 'unverified' is legal and a guess is not. Two gaps filed to E as amber rather than invented: the 19-GLB base ped roster has NO per-asset licence record anywhere in this repo (and CITY_SPEC's declared zone includes CC-BY and CGTrader RF — a credit may be owed today), and the 18 house-library fittings still carry AUDIT.md's 38-round-old blanket caveat despite shipping since R3. A's D3 CLOSED. Re-measured over the shipped corpus at the golden seed: 27 towns, 1,838 shops, 81 venue lots, 81 of 81 taking the op-shop signage fallback — exactly 3 per town, in every town. A's number reproduces to the digit. Bite drifted :344 -> :465 -> :483, hence a named resolver: signStyleFor() tries B's nine palettes, then A's registry (gilt/stencil/club, carried since R13), then op-shop as genuine last resort. Venue treatment is venue-gated by construction. Deliberately NOT done: repainting the other nine types onto A's palettes (record would go muted-teal -> hot-pink neon) — an art call for John, filed. RULING 4 RESPECTED, NOTHING SPENT: frozen town, 136 station-yaw samples per arm, 544/544 identical on BOTH counters (draws and tris), 0 console errors. Pin method reproduces R40 exactly — default 282 noon / 291 NIGHT, classic 269 byte-exact. The nine-draw night margin is intact. Classic purity: HUD DOM 2354:8 both arms, fetch surface identical, no #pc-creditlink / overlay / F2 listener / PROCITY.credits. Filed to F: three classic bookmarks are not byte-reproducible across boots even at HEAD (2/5 HEAD-vs-HEAD) — a font race in the sign atlas. A screenshot golden on those cannot be a byte-hash. selfcheck ALL GREEN 157,647/157,647, fingerprint 0x5f76e76 unmoved. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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066cc1775b |
Lane B R40 §40.3 (+E's §40.4 rule): the 307 was fiction, the town speaks its street names
THE ?r=3 BREACH — the carried number was stale by 84 draws. Re-measured with the pin
method of record (stepwalk 2m, 802 stations, fresh headless contexts, no-store server):
default 282/291 (≤300, 9 margin at night) · classic 269 byte-exact to the R38 pin incl.
90,580 tris · ?r=3 382/391, NOT 307. Decision: GATE, not shave — the 91-draw excess is
the R+1 live-chunk window (48 vs 31 chunks) on a per-chunk cost already collapsed to
~1 draw/kind/chunk, so shaving it means cutting default-boot content to legalise a
diagnostic. ?r= above auto now declares PROCITY.budget {draws:420, diagnostic:true} and
console-warns its own law; HUD threshold + DBG.info().budget read it; new
tools/qa/r40_lane_b.py enforces it (386 ≤ 420, and >300 so the exemption is provably
load-bearing).
?classic=1 TOWN SELECTOR (Fable ruled): true by construction, now deliberate and
qa-asserted — 27 options, one fetch (the named POST_V2_EXCEPTION), picks stay classic,
zero draws, 0 errors.
FOG SIGNAGE: three silent surfaces consume A's address layer via new
createStreetLocator(plan) — HUD street row, door tooltip ('Little Paris Cafe ·
Katoomba Street'), fog-map caption. Never branches on town type; classic-gated by
construction (#pc-street absent, tooltip pre-R40-byte).
E's arcade rule applied verbatim (§40.4): roof spans, a spanned roof has no posts;
district.kind keying, explicit ARCADEKIT classic gate + ?arcadekit=0 control.
-34 post instances exactly, lane draws 120→120 (+0). Shot pair vs E's reference.
Goldens 157,647/157,647, 0x5f76e76 unmoved after every wave.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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43c7f4281e |
Lane B R39: §39 note — the classic fetch-delta arm on the magpie GLB, as a table
The network-log assertion behind the previous commit, written into the lane notes so F's gate can read the numbers rather than re-derive them: default boot 1 magpie GLB request (asset 'glb', 894 tris) · ?classic=1 0 · ?magpie=0 0 · ?noassets=1 0 (asset 'primitive', 182 tris). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f0b9a1d30f |
Lane B R39 (Fable's ruling): the magpie takes E's GLB use-if-ready, and the fallback's white moves
+1 draw / +894 tris with the bird on screen, +0 with it off — measured same page, same frame, by toggling the InstancedMesh count. ?noassets keeps the 182-tri procedural bird (+1 / +182), so this is furniture.js's use-if-ready SECOND path, not a substitution. state.asset reports which bird is bound. THREE THINGS MEASURED BEFORE THIS WAS SAFE, AND ALL THREE WOULD HAVE SHIPPED WRONG: · E's bird faces +Z and this file flies -Z (Matrix4.lookAt's -Z column is the travel direction). Sliced the GLB's 894 tris along Z in ten bins: +Z end mean y 0.31, half-width 0.009 (head + bill); -Z end mean y 0.028 (tail). Without rotateY(PI) the magpie swoops TAIL-FIRST. This is the FIFTH -Z/+Z instance and the first caught BEFORE it shipped — because R39's lineage table said to point a measurement at it. Verified in pictures: perched head-leading, and a swoop frame taken head-on. · Its origin is at the FEET (GLB law minY=0) while PERCH_Y is a body-centre height: dropped 0.20 m so it stands on the lamp arm (4.12) instead of hovering. `folded` is 1 for the GLB — it IS the perch. · THE FETCH IS ARMED BY createMagpie(), NOT BY THE IMPORT. index.html imports this module unconditionally and gates only the CONSTRUCTION, so a module-scope loadGLB (furniture.js's shape) would have put a brand-new GLB request on the ?classic=1 boot — a fetch delta on the one boot that is not allowed one. Asserted on the network log, not on the code: default 1 request (asset 'glb', 894 tris) · ?classic=1 0 · ?magpie=0 0 · ?noassets=1 0 (asset 'primitive', 182). AND ONE MY EDIT INTRODUCED INTO ANOTHER LANE'S TOOL: a module-scope loadGLB also fires GLTFLoader's fetch path under node, so Lane E's pipeline/dump_bird.mjs (which imports this module unmodified) died with "ProgressEvent is not defined". Gated on IN_BROWSER as well as ?noassets; E's tool then ran against my edit and reported 182 triangles / 216 verts — the placement fixes are exactly +0 tris. THE FALLBACK, FIXED AND THEN MEASURED — a half-win, stated as one. E is right that the white bars sat 3 mm ABOVE horizontal wing planes, so from below (the player is always below: perch 4.32 m, EYE 1.62) the black wing occluded its own flash: bar y 0.048 -> 0.042. Same class of fix, my own arithmetic, for the other two marks: the nape was BURIED IN THE HEAD (head-sphere surface at z=-0.10 is y 0.0728, the box topped out at 0.067) so it moved behind the head to z -0.07; nape and rump thickened 0.014->0.030 and 0.02->0.034, because from the flank a 14 mm slab on a 166 mm bird is 1.3 px at 64 px. All +0 tris. Measured in the same crop of the same pose: pale area 180 -> 399 px, dark 3,017 -> 2,755 — but TRUE white 33 -> 28, because a downward-facing surface gets no sun. E's GLB reads 755. The fallback cannot be made pied with primitives at zero cost; the problem is photometric as well as geometric. Stale comments corrected: magpie.js:9 and :123 said 154 triangles; it is 182 (E's ask 1). FILED, NOT FIXED: the arcade's awning posts land +/-0.50 m from the centreline — two rows 1.00 m apart, 34 posts down a 5.00 m lane (my own measurement from the plan, confirming E's). AWNING_DEPTH 2.2 is tuned for a 9 m footpath. One clamp fixes it, but it changes default-boot geometry for a district whose whole treatment is a scheduled item, and the post line should be designed with the roof. Lane E's transmission recall checked, not assumed: longbench, streetlight and magpie as staged in web/assets/models/ carry no KHR_materials_transmission. My lane wires neither of the first two today. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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a982f3ce67 |
Lane B R39 (Fable's ruling): THE SIGN — +sin lands; the fourth instance of the -Z/+Z confusion
index.html:428 (Lane D's patronage door points, since R8) and :500 (doorOf, the R32 cluster-pose
spawn) computed the shop front as (-sin ry, -cos ry) — the BACK of the building. buildings.js:410,
:583-597 put the facade, the door and the doorRect at local +Z; dbg.js:53 says so in words;
minimap.js has always drawn its front tick there. Two characters, both sites.
THE PATRONAGE DOOR POINT, on the footpath (registry.js's own roadWidth/vergeBand split, outside the
carriageway, outside every lot):
synthetic 0/493 -> 427/493 median 26.22 m -> 9.40 m from the centreline
katoomba_real 0/72 -> 67/72 19.10 -> 3.90
fitzroy_real 0/139 -> 139/139 19.10 -> 3.90
bowral_real 0/30 -> 28/30 21.10 -> 5.90
Not one door point in the corpus was on a footpath. Lane D's peds ducked into the back fence.
THE SPAWN, booted code both sides (:8702 the fog commit, :8701 the fix, nothing monkey-patched):
synthetic (25.5,-17.9) 3 shops within 25 m, 0 in front, 0 discovered
-> (6.1,-19.8) 4 within 25 m, 4 in front, 4 discovered
katoomba (-219.0,-471.3) 3/0/0 -> (-200.0,-474.4) 4/4/4
And in the picture (docs/shots/laneB_r39/sign-*): katoomba's shipped boot opens STANDING IN A
PADDOCK FACING THE BLANK BACK WALL OF A BUILDING — the R31 playtest's own complaint, the one R32 was
written to fix and, because of the sign, never did.
NO GOLDEN MOVES: SPAWN and the patronage points are runtime pose, computed in the shell from a plan
it never writes. Lane A selfcheck either side: fingerprint 0x5f76e76 -> 0x5f76e76, 157,647/157,647.
?classic=1 never enters the branch and keeps the frozen (-96, 9) pose.
-> LANE F: the R32 cluster-pose spawn gate and the R35 first-five-minutes smoke both photograph this
pose and need re-baselining. The falsifiable arm that needs no picture: at spawn, the count of shops
within 25 m that are IN FRONT of the player must be > 0 (0 on 4/4 towns before, 4 on 4/4 after).
THE LINEAGE, written down as Fable asked — this is the FOURTH instance of the same confusion:
R13 RY_FLIP (the band 180 deg off) · R15 the venue poster on the back wall (15.9 m from the facade,
0.07 m from the back) · R27 every real-town shopfront facing the paddock (dot = -1.000 on 35/35 and
72/72 lots; CITY_SPEC:71 says -Z, :335 says +Z) · R39 these two. Every time the rig/pose convention
is local -Z and the visible front is local +Z, and every time it was caught by a PICTURE or by a
consumer with a different convention — never by a metric. A heading has no falsifiable arm inside
the file that computes it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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0ee7a84710 |
Lane B R39 39.2: THE FOG — the map shows what you walked past, and is finally readable
minimap.js drew every lot in the plan from the first frame (493 shops on the synthetic, one M press, against 5,330 m / 4.8 game-days of walking to earn it). It now draws what has been walked past AND FRAMES ITSELF TO IT — a shop lot goes 0.83x1.11 px -> 29.4x39.2 px on bowral_real, 35.3x. ZERO DRAWS, measured as an A/B: two port-isolated no-store servers, HEAD vs treatment, the same 15 stations x 4 yaws compared as JSON before either sweep runs. Draw calls IDENTICAL on 60/60 samples at noon and at night; with the gig layer off both sides (the venue queue's async rigs were the only noise) NIGHT is identical in draws AND triangles. Map mode cannot cost a draw structurally: the frame loop never calls composer.render() in the map branch. - discovery.js (new): a 25 m PROXIMITY PROBE, not onChunkBuilt (R=2 => the outermost live chunk corner is 181 m out), on a plan-derived spatial hash — 1.09-1.37 us a probe, every 6th street frame = every 0.46 m at WALK. Plus a side test: you must be in FRONT of the shopfront. Control with a red arm: walking the synthetic's two service laneways, radius-only reveals 93 shops, the shipped probe 59 — 34 refused through the back wall; on the arcade it refuses 0 of 17. - save.js: optional `known` block under the delta law, keyed by TOWN (re-derived: 23 caches x 3 seeds, shop/edge ids and lot geometry all identical; the synthetic alone keys @<seed>). Bounded by the plan (max 493 shops / 2,593 edges) at 8,192, 64 towns FIFO, ints only. Whole corpus fully learned = 137,547 B (2.6% of quota); 482 B after a 500 m outing. Eight reject arms demonstrated. - classic BY CONSTRUCTION: createMinimap(plan, null) is the pre-R39 map and the file has no flag test at all. ?classic=1 / ?fog=0 / ?game=0 map canvases are hash-identical to HEAD's. - Lane A's address layer consumed (getTownCache + createAddresses): street names along walked streets, deduped; the synthetic gets district labels from the same line. No town-type branch. FILED, NOT FIXED: index.html:384 (Lane D patronage door points) and :450 (the R32 spawn) use (-sin ry, -cos ry) — the BACK of the building. buildings.js:410/583-597, dbg.js:53 and minimap.js all use local +Z. Measured against each lot's own frontEdge the +sin point is 0.00 m from the kerb and the shipped one 15.25 m the wrong side, 493/493 and 72/72 shops. At the shipped spawn 0 of the shops within 25 m are in front of you on all four towns tested; at the corrected one, all of them. Two characters, but it moves the default boot's opening pose mid-round — Fable's call. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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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79177bc77c |
Lane B R37 notes: LANE_B_NOTES §37 + B-progress — the kerb ruling measured, the junction defect recorded, the chunk seam diagnosed
The measurement tables (+0 draws at every walked step on two towns, tris DOWN not up, the raycast surface table, the ?verge=0 and classic hash pairs, the §0.4 hook proofs), plus three things worth keeping: - the defect my own numbers could not see (every intersection painted shut; all metrics green, only the picture wrong) and why ?verge=0 + a screenshot caught it; - a full-frame pixel A/B is not an A/B while a live sim is in the frame — hiding everything but `ground` is what made the classic covenant measurable; - the market plaza reads worse under the wider footpath, and that is the STANDING item awaiting John's amendment, not new damage from §0.1. |
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cb03f07fb2 | Lane B R30 (v7.0-alpha ledger #4): THE COLLECTION UI + SLEEP surface — the crate panel in hud.js (cover thumb = pack-atlas CSS crop off the sku, per-shop/town-wide bases, parody = glyph by design; where+day honest, foreign towns fall back to townKey), game bar day/$/CRATE count + SLEEP on F's §30.1 contract; construction-gated on PROCITY.game itself (classic/game=0 ⇒ zero DOM/listeners, measured); venue.js compat venueShopId = live weekNight getter (F's §30.4 filing, 116→490 across a sleep). Verified vs F's REAL committed core (nothing stubbed) on no-store :8151 snapshot; qa 6/6 | ||
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999c9d653f |
Lane B R28 (v5.1): the awning fabric ripple — KILLED with the measurement
Ledger #2. Built it, proved it worked, measured what it was worth, killed it. A 10x-over-driven billow — 1.4m of flap on a 0.14m canopy — cannot move 1% of the frame. It is not the gain, it is the geometry. Nothing ships: buildings.js and wind.js are byte-identical to HEAD. IT WAS BUILT, AND IT WORKED. Split the stall canopies out of the rigid awning InstancedMesh (own mesh, own subdivided box — a 4-corner box has nothing to ripple), gave only them a cloth billow riding R17's wind.js uniforms: sin(pi u)* sin(pi v) pin (zero at the four posts by construction), two crossed travelling waves, per-instance phase so forty stalls don't breathe in unison. Proven by rendered-pixel hashes, not by eye: cloth displaces (calm→gusty) 40f59eaf → d6d3e1f1 moves back to calm 40f59eaf identical uWindTime=99 at amp 0 40f59eaf identical ?classic=1, pre- vs post-build 453c0154 → 453c0154 BYTE-IDENTICAL rest of town rides wind? (hidden) 76c8b518 → 76c8b518 still control: cloth back frame moves again Cost at market_square, true A/B: +0 draws (98→98) / +2,160 tris. +0, not the +1 my own comment claimed — the square's chunks hold only stalls, so the rigid list empties and makeInstanced returns null; the cloth mesh replaces it. AND IT IS WORTH NOTHING (amp is the same multiplier as gain): 0.02m CALM, the default weather amp 0.05% of frame 0.14m STORM, the most a player ever sees 0.21% 0.35m 2.5x over-driven 0.33% 0.70m 5x, absurd on a 0.14m slab 0.49% 1.40m 10x, flapping a body-length 0.77% At the player's actual browsing pose, storm-force: 0.00%, max delta 1. Not one pixel. THE REASON IS PHYSICAL — the same physics that killed the verandah in R17. A canopy is a horizontal sheet at y2.2 seen by a 1.7m player: edge-on or from underneath, so vertical displacement runs almost parallel to the view ray and makes almost no pixels. You cannot see a flat horizontal sheet flex vertically while standing under it. No gain fixes it; 10x buys 0.77% and stops reading as cloth. WHAT WOULD WORK (for whoever reads this in round 35): the motion must be perpendicular to the view — VERTICAL cloth: hanging stall skirts, a flag, a banner, an awning valance. That is an ASSET (Lane E), not a shader. B's applyWind/applyFabricWind seam is ready the day such a mesh exists; the shader was never the missing piece. Ledger #2 leaves the backlog forever. TWO VACUOUS MEASUREMENTS CAUGHT ON THE WAY. (1) `!!material.onBeforeCompile` to prove the rigid verandah untouched — every THREE.Material inherits a prototype no-op, so it is ALWAYS truthy; the assert could never go red. Replaced with hasOwnProperty + a behavioural hide-and-hash control. (2) A gain sweep reporting an identical 0.21% at gains 0.4→4.0 because I never stored the shader ref, so uFabricGain never moved — four identical numbers across a 10x range is a sweep that proves nothing. The constancy, not the value, gave it away. Both would have passed as green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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4c2702fc58 |
Lane B R27 w4: poseForShopFront — and the real towns face the wrong way
The micro-task, done and verified. In doing it I found why F photographed
empty road: it is not the pose.
1. THE DELIVERABLE — DBG.poseForShopFront(sel, dist = 8)
Poses at a NAMED shop's frontage: door centred, sign band + R26 crate mark in
shot, under the verandah. clusterPose() answers "where is the town's HEART",
which is the wrong question for a named shop — Red Hill's heart doesn't contain
Monster Robot, which is exactly how F got three frames of empty road.
Keyed through ONE shop selector: F's R22/R24 resolver lived inside enterShop(),
so I extracted it rather than grow a second key scheme beside it. A selector bug
resolves the wrong shop AND looks like it worked (F's own first cut proved it),
so the id-namespace law now has exactly one home.
poseForShopFront(31) → Wholefood Cafe (PLAN id) + ambiguous: "31 is
also the godverseShopId of Silky Oak Furnature"
poseForShopFront('g:31') → Silky Oak Furnature (the prefix IS the fence)
poseForShopFront('g:999999') → {error} — never throws, never guesses
Framing proven by projection, not by eye: doorCentreNdcX = 0.0000 exactly, door
+ sign + mark inside the frustum. Derived from buildings.js, not hardcoded: door
is centred on the lot front (off = 0, unlike poseForShop's off = 1.0); sign band
= min(h,FACADE_H)-0.35 ± 0.25 ⇒ y 2.40-2.90; mark = y 2.45-2.52; camY 2.0 sits
below AWNING_Y 2.95, so a ray rising to a target ≤2.9 can never cross it — the
sign is clear BY GEOMETRY at any distance.
2. CORRECTING MY OWN R27 INTEL — I gave F two wrong numbers. I said the mark
"rides high (y≈3.3)" and the vinyl blocks 4% of it. Both wrong: the mark is at
y 2.45-2.52, and I had scanned y 3.0-3.6 — empty awning air above the sign,
which is why it read ~0. Re-measured: the novelty_record disc (top y 2.50)
reaches INTO the mark band and clips ~15% of the strip from EVERY offset;
moving the camera only changes which 15%. "Shoot head-on" survives, but for the
opposite reason to the one I gave.
3. THE FINDING — every real town's shops face away from their street, since R18.
From Musgrave Road (Monster Robot's own frontEdge 1316) the shop is a blank grey
back wall: no sign, no door, no mark. Measured:
redhill_godverse 35 shop lots: 0 facing, 35 backwards (dot = -1.000)
katoomba_real 72 shop lots: 0 facing, 72 backwards (dot = -1.000)
synthetic correct — always has been
dot = -1.000 exactly on every lot in both towns: a convention, not a defect.
Katoomba's street_noon — the bookmark the tours have shot for nine rounds — is
46 draws / 19,680 tris of bare road.
Root cause: CITY_SPEC contradicts itself and each generator implements one half.
CITY_SPEC:71 (lots contract) "World facing = (-sin ry, -cos ry)" ⇒ -Z facade
CITY_SPEC:335 (posters, R15) "the +Z street facade (B's canon)" ⇒ +Z facade
plan_osm.js:443 obeys the first (its comment: "facade (-Z) faces road").
plan.js, buildings.js, venue.js and the R15 posters obey the second. Synthetic —
the town every golden tests — follows B's canon and looks right, which is exactly
why nine rounds of real-town work never caught it. The epoch's own signature
species: a rule meeting a case written after it.
Proven, then REVERTED: one line in A's plan_osm.js (ry = atan2(-nx,-nz)) flips
katoomba 0/72 → 72/72 facing, and turns poseForShopFront's camera from 26m out in
a paddock into 4m from Musgrave Road — the money shot F specified. Not committed:
it is A's file, it moves every real-town plan (goldens re-pin under amendment
law), and a self-contradicting spec is Fable's to rule on, not mine to pick a
side of.
This also re-reads my R22 diagnosis: I recorded "chunk-buildings 348 tris (0.2%)"
in katoomba's busiest block and credited the instancing work. 348 tris is ~29
boxes — that was not efficiency, it was the buildings being ABSENT from frame. I
read the evidence as a win for five rounds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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01f398960b |
Lane B R27 (on-call): the R26 handshake verified against G's real manifest
R27 owes B nothing ("B/D: notes current; nothing else owed"; "B/D on-call").
This is on-call work on F's #5: the tour is specified as "Monster Robot Party's
frontage (B's mark visible)" — a claim R26 could not test, because G's manifest
did not exist and B proved the treatment against a temp manifest it scaffolded
and deleted. G shipped the real one (
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2f4ab5912f |
Lane B R26 (v5.0-beta): the stocked shopfront reads from the footpath
Ledger #5 — B's polish pick. A stocked godverse shop now tells you it's diggable before you reach the door: a crate of seeded spines under the shop name, and a warm-lamp-over-crates room behind the glass. Cost: +0 draws / +0 tris. The mark is painted into the chunk's EXISTING sign-atlas cell; the window cue rides the EXISTING per-shop aTint attribute. Nothing new is allocated or submitted. The manifest is the authority, deliberately NOT the godverseShopId key: keyed means "has a stock identity", the manifest means "a crate is actually here". Marking keyed-but-unstocked shops would advertise a crate the shop hasn't got — the street would lie. The mark does not leak tier: "you can dig here" is equally true of real and mint; provenance belongs on C's price card and in E's gates. (Second job for ledger #6's manifest, free.) Measured — true A/B at one pose, manifest 200 vs 404: spine-marked sign cells 0 → 3 (18,768 exact-palette px) stocked window tint verts 0 → 36 street_noon 65 draws / 115,502 tris → UNCHANGED Stocked shopfront (Goulds Books, footpath): 85 draws / 144,730 tris — inside street law (<=300 / <=200k). Cues agree with ground truth: 3 stocked shops live → 3 marked cells, 9 stocked window quads. Covenants re-proved (the prefetch is new code on the boot path), tested with the manifest present on disk so a stray fetch would 200 and be unmissable: ?classic=1 0 keyed, 0 stock fetches, 0 errors (zero-fetch covenant) default synthetic 0 keyed, 0 stock fetches, 0 errors manifest 404 18 keyed, fail-soft, 0 page errors Three traps, self-caught: (1) a module-load fetch would have put a fetch delta on ?classic=1 — restructured to a lazy reader + plan-driven prefetch, keyed plans only; (2) the lazy trigger alone raced the first chunk build, so the first stocked shop you approach built unmarked — prefetch moved to createChunkManager, before any chunk builds; (3) the first "zero cost" was VACUOUS (manifest never fetched, so nothing was applied) and the first pixel detector reported 60 marked cells with no treatment at all — replaced with an exact-palette signature that reads 0 in control. Vacuous-gate law applies to a lane's own verification too. Corollary: force-cache serves a deleted file (transferSize 0, status 200 while disk 404s) — poison the cache or you are testing your own memory. B consumes stock_godverse/index.json read-only and emits nothing into it; the temp manifest used to prove this round was deleted — the directory is G's. Shape-tolerant + fail-soft, so G's real emission needs no coordination with B. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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af8a6db020 |
Lane B round 22 (v4.0): #3 per-town bookmarks — anchor on the retail heart (Lane G's filed bug) + F's primitive
ROOT CAUSE: every "nearest" resolver in dbg.js sorted by distance from the WORLD ORIGIN. That's the town centre only on a synthetic plan -- a real OSM town is projected about its cache's bbox centre while its shops cluster hundreds of metres away, so bookmarks teleported into arbitrary far-flung geometry, exactly as G reported. Measured origin-pick distance from the retail heart: katoomba 408m, newtown 626m, fremantle 371m. FIX: resolve bookmarks about the town's DENSEST SHOP CLUSTER (grid-bin shop lots at 120m; heaviest bin's centroid = the retail heart) instead of the origin -- byDist, lotsByDist, streetViewPose, stopPose, and crossroadsPose's tie-break. GATED on the REAL-ROADS signal (edges > 200) -- the same primitive as the R20 tram fence -- so synthetic and the marched fixtures keep their exact origin-centred behaviour and F's release-tour control shot cannot move. The gate is load-bearing, not cosmetic: synthetic's anchor is only 117m out but it DOES re-pick (Anglibarn Op Shop -> Dusty Pages), so an unconditional switch would have silently moved the control. Same reason the new crossroadsPose tie-break is gated (a degree tie would otherwise resolve differently on synthetic). Verified across the town set: synthetic(22 edges)/melbourne(15)/katoomba-fixture(15)/silverton(1) -> origin, UNCHANGED; newtown_godverse(1626) -> anchor(98,-629); katoomba_real(993) -> anchor(-227,-625). G's own town is fixed. Result on katoomba: shopfront bookmarks went from ~408m adrift to <=42m of the retail heart (arcade 7m, milkbar_dusk/patronage_door/shopfront_detail 24m, market_square 26m, dig_real 42m); strip views ~195m on the high street; venue_night/queue_night ~345m (A's venue placement, not the bookmark). All 19 resolve, 0 errors; synthetic 19/19 unchanged. warehouse_fringe sits 3,074m out -- correct by design (it's the far:true fringe shot; on a 5km town the fringe genuinely is 3km away). -> F (ledger #4, the shared posing primitive): published on the harness as DBG.townAnchor {x,z,n,anchored,ref} (the retail heart + whether it's in use) and DBG.clusterPose(kinds) (stand on the road at the densest cluster, look along it). Your cluster-pose finding as a dbg.js-consumable -- the tour and the bookmarks now resolve through the SAME primitive, so a tour shot and its bookmark can't drift apart. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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0c4dad5acc |
Lane B round 22 (v4.0): #1a venue_night tri diagnosis — the driver is E's four furniture GLBs (91.5%)
BLOCKING-ITEM DIAGNOSIS, filed first so E/A/F aren't waiting. Method: katoomba venue_night, settled, then
hide-a-layer-and-re-measure (frustum-accurate: a layer's cost = the tris that vanish when hidden), then the
same drill inside furniture bucketed by geometry.
VERDICT: the four GLB street-furniture props are 149,161 of 163,015 tris = 91.5% of the stress view.
OWNER: LANE E (asset tris), per the ledger's own rule. Decimation clears the gate with ~120k to spare.
Layer breakdown (baseline 163,015 tris / 88 draws):
chunk-furniture 151,341 (92.8%) | ground 9,932 | venue-presentation 770 | lighting 624 |
chunk-buildings 348 (0.2%) | venue-posters 222 | citizens/weather/tram/venue-pools 0
Buildings are 348 tris (the R3 atlas/instancing holds). Posters are 222 -- A's cap already worked and was
never the lever. Pools cost 0.
Inside furniture -- the four GLBs are the whole bill:
bench 1,942 tris/inst x64 = 60,202 (37%) <- procity_street_bench_01
bus_shelter 7,998 x10 = 55,986 (34%) <- procity_street_bus_shelter_01
bin 3,000 x19 = 18,000 (11%) <- procity_street_bin_01
food_cart 4,991 x8 = 14,973 (9%) <- procity_street_food_cart_01
pole/lamp/trees/novelty (primitives) x303 = 2,180 (1.3%)
Identity confirmed by DCC-authored material names (wire_143225087 = a Sketchfab scan, baked_mat,
"2 wood frame ", Material_0) -- E's GLBs, not our procedural materials. Two use MeshPhysicalMaterial.
WHY NOW (and why it is NOT the density widening): shop count doesn't drive this -- ROAD density does. Real
towns put the bench/bin/shelter cadence on a 966-edge graph, so ~100 GLB props land in the streamed set
where synthetic had a handful. A 1.2m bench at 1,942 tris is ~5x the entire building stock in frame. This is
B's own R6 note coming due ("street_bin 3.0k tris... a decimate to ~500 would give back tri headroom if the
combined-lane budget tightens").
-> E, suggested targets: bench 1942->~250, bus_shelter 7998->~600, bin 3000->~200, food_cart 4991->~400.
149,161 -> ~29,000 (saves ~120k). Projected: my 163k -> ~43k; F's 221,935 -> ~102k. Both far under 200k.
Cheap extra: drop the two MeshPhysicalMaterials to MeshStandardMaterial.
-> Fable: a B-side fallback exists (furniture.js already has a primitive fallback for every GLB prop via the
R4 use-if-ready path), so a distance-gated LOD is a contained B change I can land fast. NOT doing it
unilaterally -- per the ledger this is E's, and source decimation helps every town/view, not just this one.
-> F: my baseline is 163,015 vs your 221,935 on the same view -- my automation's rAF is throttled so the live
gig crowd never spawns (citizens measured 0). Furniture is still ~68% of your number; decimation clears the
gate on either baseline. Re-measure against the live crowd, not my figure.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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4b0144989b |
Lane B round 21 (v4.0-beta): town selector reads E's towns index (ledger #2, the missed R20 #5)
Closes the gap Fable caught (hud.js:11 still hardcoded REAL_TOWNS). The real-town list now comes from E's web/assets/towns/index.json (procity-towns-index/1), so it grows with the town pack instead of being edited in hud.js. Verified fresh Chromium. Nothing else touched -- tram/ground work is done and verified. Fail-soft by construction: createHUD is synchronous, so the picker is built immediately from the fallback literal and UPGRADED IN PLACE when the index resolves -- if the index never arrives, a working list is already on screen. - index present -> real names/states/shop counts: "Katoomba, NSW · 80 shops", "Fremantle, WA · 80 shops", "Newtown, NSW · 72 shops", "Bendigo, VIC · 36 shops", "Castlemaine, VIC · 24 shops" (roads:false -> "· marched"). - ?noassets -> the fetch is SKIPPED entirely (asset law; the shell doesn't load town caches there either). Measured: 0 index fetches, fallback list, 0 errors. - anything wrong with the index -> the fallback simply stands. Exercised the exact chain: 404, network error, malformed JSON, towns:[], towns-not-an-array, junk entries (no key) -> none throws, none rebuilds from junk; only a good index rebuilds. REAL_TOWNS_FALLBACK is retained ONLY as that fallback (comment says so), no longer the source of truth. Verified live: booting katoomba_real shows "Katoomba, NSW · 80 shops" pre-selected; fits (193px of 230px max); 0 page errors; navigation unchanged (onchange is set once on the <select>, so rebuilding options never clears it). -> F: unchanged from R19 -- NO shell seam (selector is entirely hud.js, already built by createHUD) and it lives inside #pc-hud so setVisible(false) hides it for the beta money shot. The gating call is still yours. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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94e56ed5fa |
Lane B round 20 (v4.0-beta): the tram ruling — route by shop adjacency + per-town fence (ledger #3/#4)
Verified fresh Chromium across 9 town configs (synthetic, 3 fixtures, 5 real). TRAM RULING (ledger #3): spinePolyline now walks from each main-subgraph dead-end, greedily taking the unused main edge fronting the most shops (lot.frontEdge), keeping the best-scoring path (ties -> longer). SYNTHETIC + FIXTURES BYTE-IDENTICAL by construction AND measurement (a synthetic main node has <=2 mains so there's never a choice; its two dead-ends tie exactly and strict > keeps the pre-R20 start). Old vs new logic on the same plan = identical polylines (Boolarra: 7 pts, 6 edges, 810m, 172 shops, 2 stops). The alpha tram fronted 0 shops on 4 of 5 real towns (it was a highway bus). New: katoomba 0->3, newtown 0->8, fremantle 0->2, bendigo 0->1, castlemaine 1->6. Where the best main chain still fronts <5 shops the tram is FENCED per-town (Fable's fallback). RUNS: synthetic, all fixtures, newtown (8 shops/1924m/16 stops), castlemaine (6/2184m/10 stops). FENCED: katoomba (3), fremantle (2), bendigo (1) -- highway, not high street. The fence keys off the REAL-ROADS signal (edges>200), NEVER shop count alone: the marched fixtures front 0 shops on their mains (bare spine, avenues carry shops) so a naive fence would have killed their v2 tram. routeInfo{fenced,reason,shopsFronted,routeMetres} exposed for F's smoke. BUG FOUND+FIXED: the stop projection accepted every shelter in the town with no distance gate -- harmless on synthetic (2 shelters on the spine), nonsense on real graphs: Newtown made 149 phantom stops (~9 min of dwell at points the tram never passes). Added a 30m gate (a shelter sits halfRoad+1.7 <=~16m off its centreline, so genuine stops survive): newtown 149->16, castlemaine 37->10; synthetic 2 / fixtures 3 unchanged. GROUND POLISH (ledger #4): measured, NO fix needed. Real Katoomba has 325 deg-3+ junctions, 28 under 30 deg, worst 4.3 deg (near-parallel). At grazing eye level the worst reads clean -- no z-fight, no gaps. Layers are already y-separated (road 0.0/foot 0.02/kerb 0.06) and road-on-road overlap is invisible by design (OVERLAP=1.5 overruns nodes on purpose; one skin, one y, one merged draw on uniform asphalt). Cosmetic only: footpath/kerb double up on the sliver between <10deg near-parallel roads -- v4.0 candidate, not a defect. Selector polish (ledger #5): BLOCKED -- E's towns/index.json not landed (build_towns.py WIP); REAL_TOWNS hardcode stands, one-line swap when E lands. -> A (finding, measured): only a slice of shops front a MAIN edge on real towns -- katoomba 7/69, fremantle 4/79, bendigo 7/35, newtown 32/64, castlemaine 11/22. The real high street classifies as 'side', which is WHY three towns need the fence. If the main/side classifier promoted shop-dense ways to main, the fence would lift. Note onMain also gates gigs.js pickVenues pub placement. -> F: tram verdict above; selector gating (HUD vs ?dbg) is your call, one line either way. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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73694c97aa |
Lane B round 19 (v4.0-alpha): in-game town selector (ledger #4, beta pull-forward, non-blocking)
Shipped the town picker in hud.js (which already owns its DOM overlay -> NO index.html seam). A compact <select> in the HUD (top-left, pointer-events:auto), 9 options: synthetic + 3 OSM fixtures (osmTownKeys minus _real) + 5 real-road caches (Katoomba/Newtown/Fremantle/Bendigo/Castlemaine, hardcoded REAL_TOWNS -- no manifest yet, beta derives it). Selecting navigates: synthetic clears plansrc/town; a town sets ?plansrc=osm&town=<key>, preserving all other params. Current pre-selected; unknown-current still shown. Verified end-to-end: picked katoomba_real through the dropdown -> booted real Katoomba (966 edges/323 intersections/3 venues), 0 errors. Lives inside #pc-hud so hud.setVisible(false) hides it for money shots. -> F (B->F seam): NONE -- self-contained in hud.js (already constructed by createHUD). Gate it behind ?dbg with one setVisible call if you prefer; left always-in-HUD as a modest debug-grade feature. Corner-strips spot-check (R18 failure-item #3): ground fills real intersections OK -- degree-4 junction (58 exist) shows road strips overlap-filling the junction, lane markings + zebra crossing render, no gross gap. Acceptable for alpha; finer acute-angle pass = beta. Budget note -> F (measured vs A's UNCOMMITTED WIP -- caveat, not a defect): F's BIG_CITY one-liner is live (chunks 50->26). But venue block still ~237k tris at night against the current tree, which carries A's uncommitted R19 finalization (plan_osm modified; graph grew 799->966 edges, junction-joining in but the far-island CULL not yet). Fable's ruling: the cull is "half of B's tris problem" -> the <=200k gate needs F's fix AND A's committed cull. Re-measure the busiest real block after A pins (the deferred tris-post-cull re-measure genuinely waits on A's commit; the dev server serves other lanes' uncommitted edits). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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d4fcf68860 |
Lane B round 18 (v4.0-alpha REAL ROADS): irregular-geometry audit (ledger #4) — the failure list
Audited katoomba_real on E's real roads (schema v2, 484 OSM ways -> 799-edge/872-node graph, 126 real intersections, edges 3.5m-1303m incl 28 short <12m, ~4x5km span). E's roads landed mid-audit; verified fresh Chromium, cache-busted. Docs-only (no code change: streetscape is road-agnostic). VERDICT: Lane B streetscape is ROAD-AGNOSTIC — boots real Katoomba 0-error, every B system builds and renders on the irregular graph (ground, furniture 39 chunks/148 trees, town-wide pools, tram, chunk streaming, buildings, wind). Real main street reads well (road+footpath+lamps+working gig poster+citizens). Like C's interiors, needed no code change to eat real geometry. FINDING -> F (gate-blocking, PROVEN one-line fix): the BIG_CITY adaptive heuristic misfires on real roads. index.html BIG_CITY = plan.shops.length>120 -> Katoomba has 20 shops(<120) but 799 edges/5km, so it stays small-town mode (radius 3 + shadows ON), streams 50-52 chunks -> busiest venue block ~280k tris (clean, settled) = BREACHES 200k gate (draws 150 <300). Proven fix: ?r=2&shadows=0 (BIG_CITY mode) -> 84k day / 104k night, 20 chunks, 72 draws, well under. Recommend: BIG_CITY = shops>120 || edges>200 (catches Katoomba's 799, leaves synthetic Boolarra's 22). B's R3 adaptive-streaming concept, edge-count not shop-count. Tram (Fable's flagged spine risk): degrades gracefully, no crash. spinePolyline runs one main chain = 3527m/49 edges = 21% of 232 mains (longest walkable chain). Arbitrary-but-functional for alpha; smarter route or hard fence = beta (no plan.mode marker exposed to fence off; didn't add untested fencing). Furniture/pools scale: town-wide pools ~4989 instances = still ~1 draw; 28 short edges get 0 lamps (graceful). Correction: the disconnected graph I first saw was a synthetic-fixture DP artifact (junction vertices dropped on near-collinear ways) — real Katoomba forms 126 intersections correctly; flagged to A. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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ee16545941 |
Lane B round 17 (v3.2): wind sway SHIPS -- weather-driven gum-tree sway (ledger #5, parked since R7)
Verdict: shipped, not killed. The R7 park reason ("touches shared materials") is a non-blocker under
R16's measurement-over-brief standard: the gum-tree billboard material is B-owned (furniture.js), so
this is entirely Lane B -- no C/E material seam. Verified fresh Chromium seed 20261990.
- New web/js/world/wind.js: shared uniforms (uWindTime/uWindAmp) + applyWind(material) (onBeforeCompile
vertex patch: top-weighted horizontal sway, per-instance world-position phase, USE_INSTANCING-guarded)
+ updateWind(dt,intensity). furniture.js applies it to the tree material; weather.js drives it from
update(dt) (base breeze 0.05 clear -> 0.05+intensity*0.30 ~0.35 rain gusts).
- Trees only. Awnings excluded by MEASUREMENT: rigid posted-verandah box slabs don't flutter (fabric
canopy ripple = separate v3.3, shares the rigid awning InstancedMesh today).
- Byte-identical when weather off (the covenant): updateWind runs only inside weather.update, and the
weather system isn't constructed under ?weather=0 / ?classic=1 -> uWindAmp stays 0 -> sin(...)*0.0==0.0
-> identical vertices. Proven: amp=0 two times = 0/180000 px differ; ?weather=0 boot = 0 tree-motion px;
?classic=1 = amp 0, trees render, 0 errors. No plan/fetch/rng change -> F's classic gate untouched.
- Sway works: rain amp 0.305 moves ~14100/180000 region px over 0.8s (exaggerated 2.5 -> 101k); trees
render clean, no glitch. ~0 draws (ALU ops in the existing tree InstancedMesh vertex program), 0 errors.
-> Lane F (B->F handshake): SWAY SHIPPED. In old frames under the default boot; ?classic=1/?weather=0
sway-free + byte-identical. Procedural (no asset -> E has nothing to do).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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54a030b38b |
Lane B round 16 (v3.1 THE FLIP): town-wide streetlamp pools + default-boot budget re-baseline
Ledger #4. Verified fresh Chromium seed 20261990. No new rng, goldens untouched. - Town-wide pools (venue.js): extended the R13 instanced-pool pass from venue frontages to EVERY streetlight + bus shelter. New townPoolSpecs(plan) replicates furniture.js's lamp cadence off the plan street graph (lamp every 18m from s=8, alternating sides, off=halfRoad+0.7) and reuses the exported busShelterStops(plan) -- read-only, furniture.js untouched (imported one function). All pools ride the ONE existing InstancedMesh -> still ~1 draw: 381 instances / 1 draw / ~760 tris. Night-driven; fog:true now so distant pools fade into night fog (pools aren't chunk-streamed) instead of floating as dots. Gig-gated -> ?classic=1 is pool-free = v2 parity by construction (no always-on furniture change, the v3.0 blocker). Deterministic cadence, no seeded draws (release law). - Default-boot re-baseline: measured the default content (gigs + weather=rain + winmap + tram all live), settled. Busiest venue block (pub, NIGHT, rain) ~157 scene / ~170 total draws, 66k tris; venue_night 122, queue_night 121, district_posters/street_noon 185 (worst tour shot), market_square fresh 97/52k. ALL <=300 draws / <=200k tris. Flip adds ~3 draws (rain 1 + tram 2; winmap 0), pools add ~0 (instanced). Daytime dense-citizen ceiling (~275, Lane D, live-walk) unchanged (pools night-only). - Bookmark spot-check: all 19 resolve, un-letterboxed, 0 errors under the default boot; rain+tram+winmap compose cleanly in old frames (street_noon rainy 177/114k, nothing blocked). No pose fixes. Ran before F's flip landed (out of the stated order): pools are gig-gated so they work under ?gigs now; re-baseline uses explicit all-flags URLs = post-flip default content. F re-confirms at close. -> Lane F (B->F handshake): default-boot busiest block ~170 total draws / 66k tris; worst street view 185 / 131k; densest daytime 97 / 52k. All under budget. Town-wide pools ~1 draw. Pool sprite is procedural (E has nothing to do). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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a0b578477c |
Lane B round 15: verify hero after A's poster flip + night poster readability (?gigs=1)
Verified A's ledger-#1 flip (
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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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16c4450cd9 |
Lane B round-9: v2 tram (?tram=1) + tour bookmarks + rain-drop polish
- tram.js: 1 small bus, seeded out-and-back loop on the main-street spine, door-dwell at each busShelterStops stop, ping-pong at ends. Deterministic, exactly 2 draws, night headlights via lighting.isNight(). Flag-off identical. Shell wiring (2 lines) documented for F in LANE_B_NOTES. - dbg.js: 8 v2 tour bookmarks (16 total) incl. rain_verandah hero shot; tram_stop now frames the nearest-origin (open) shelter stop. - weather.js: cap rain gl_PointSize (clamp 2-22px) - near drops are thin streaks now, not blobs. Rain smoke still GREEN. - qa.sh --strict GREEN, golden hash frozen, flags-off byte-identical. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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900b274a9a |
Lane B round-8: weather (?weather=1) — seeded rain/overcast/clear, exposes PROCITY.weather for D
New js/world/weather.js + a one-line lighting.setSky(). Seeded per citySeed (weatherFor):
~57/24/19% clear/overcast/rain over 400 seeds, deterministic. Rain = ONE draw (camera-following
Points + procedural streak/fall/wind shader) + wet ground (roughness/darken on shared ground mats,
restored on dispose) + matching rainy sky dome via lighting.setSky. Fully procedural (0 depot fetch).
- Exposes window.PROCITY.weather = { state:'clear'|'overcast'|'rain', intensity:0..1 } for Lane D's
weather-reactive crowds (decision #1). Documented the contract + the exact 3-line shell wiring for F
in LANE_B_NOTES (I don't touch index.html). ?weather=1 seeded (default town rolls clear);
?weather=rain|overcast|clear forces a state for demos/smokes.
- Worst view 141 draws day / 126 night (<=300); composes with ?winmap + night (rain outside a lit
interior-mapped window = the money shot, screenshotted); deterministic; 0 console errors; flag-off
byte-identical (shell never constructs it). Deferred cut line: vertex-shader wind sway on
trees/awnings (touches other lanes' materials) — noted, not done. Tram stretch not attempted.
qa.sh --strict GREEN (5/5).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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24cef5a7bb |
Lane B round-6: place street_bin + bus_shelter GLBs (on the street graph, collision-verified)
Consumes the two orphaned street GLBs via the use-if-ready furniture path (fail-soft; ?noassets →
primitives, 0 network).
- Bins: genuinely sparse (~1/block, s+=78m, seeded side), decoupled from benches — country town not
a mall. GLB on its 0.57x0.68 footprint.
- Bus shelters ON THE STREET GRAPH (future tram/bus stops): deterministic rule = midpoint of every
MAIN edge with hashEdge(id)%3===0, road-side footpath by the kerb, long axis along the edge, open
front to road -> 1-3/town (2 in seed 20261990). Solid oriented-rect collider (furniture now returns
colliders; chunks.js merges them into getColliders) -> walk-into-it is blocked. Exported
busShelterStops(plan) -> [{edgeId,x,z,yaw}] as the stop-list contract for the vehicle loop.
- Perf: worst view WITH rig-fleet citizens 94k tris / 148 draws (<=200k / <=300, big margin);
deterministic; all-flags-on (winmap+dig+roster) composes clean, 0 errors. street_bin GLB is 3k tris
-> flagged to Lane E as a decimation candidate (bounded by the sparse cadence for now).
qa.sh --strict GREEN.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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2a923b61e6 |
Lane B round-5 (v2): parallax interior-mapping window glass behind ?winmap=1
The Vuntra window trick — a passing pedestrian sees a plausible room through the shop glass with real parallax, no geometry. One shared ShaderMaterial does single-cube interior mapping on the existing window mesh (back wall + seeded shelves + side walls + floor/ceiling); per-shop variation via aTangent/aTint/aSeed attributes, still 1 window draw/chunk. §3.5 held via the shared uHour/uNight + aHours: night → open room glows warm, closed room dark. v2 prime law: WINMAP is read from the URL in buildings.js (self-contained — no index.html seam; F just needs a flags-table row). Flag-OFF byte-identical to v1 (windowQuad → v1 hoursQuad, v1 windowMaterial). Proven: flag-off windows MeshStandardMaterial w/ no winmap attrs; flag-on interior ShaderMaterial; worst view 122-168 draws (<=300); 100% procedural (0 fetch delta vs ?noassets baseline); 0 console errors; GOLDEN.hash untouched. Screenshots in docs/shots/laneB/winmap_*. qa.sh --strict GREEN (4/4). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6323d58736 |
Lane B round-4: closed facades (§3.5) + shot poses/letterbox + furniture GLB + novelty_record
- B1: per-shop closed-facade visuals — dark windows + red CLOSED plate + door tooltip, batched via a per-vertex aHours attr + two shared shaders + one uHour/uNight uniform pair on a procity:segment event (facade atlas untouched, no per-shop materials, no per-frame poll). 22:00 → only the openLate video shop lit, all others CLOSED; ~200 draws worst-view with citizens. - B2: the shots 'letterbox' was camera-jammed-into-a-wall poses, not a composer bug (composer proven correctly sized headless). Reframed street_noon/arcade/warehouse to look down a street (streetViewPose), added the 3 missing bookmarks, night_neon now frames the lit video shop amid CLOSED neighbours, + a defensive composer resize. shots.py: 10 un-letterboxed shots, 0 errors. - B3: furniture GLB use-if-ready upgrade (bench + food_cart, sit on their footprints) + novelty_record placed at record stores. novelty_record GLB is 26.5k tris (5x glb_law) → stays low-poly primitive until Lane E decimates it; ?noassets verified 0 network. qa.sh --strict GREEN (4/4). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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fafd5a700a |
Lane B (Streetscape): round-3 — scene.environment for PBR peds + budget re-measure with citizens
- lighting.js sets scene.environment (neutral PMREM sky->ground gradient, no asset) in attachRenderer, before CitizenSim constructs; Lane D rig-fleet peds bake their impostor atlas from it and render dark if null. Verified set in street/night/interior + after interior-return. - Re-measured worst continuous-walk view WITH citizens (pop 140, 125 active peds) via window.DBG: 263 scene / 275 total midday, 275 night -- <=300 everywhere. Radius-2 auto already the spawn default. - Round-3 task 3 (furniture GLB footprints) standby: Fable s3.4 manifest upgrade not yet landed. - Docs: LANE_B_NOTES.md + B-progress.md round-3 updates. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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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> |