Commit Graph

4 Commits

Author SHA1 Message Date
m3ultra
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>
2026-07-15 02:34:14 +10:00
m3ultra
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>
2026-07-14 19:59:27 +10:00
m3ultra
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>
2026-07-14 16:00:22 +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