Ledger #3 (E's G item), #6 (provenance prep), + the C/E contract review.
- MODELBEAST notes (#3): pipeline/README.md's toolchain row claimed sf3d/trellis_mac were 'HF-gated
(setup needed)' -- ultra was right, that was stale (weights cached; trellis_mac 15/15 on thriftgod
Tier-1; the :8777 queue also runs bg_remove_local/mflux_image_edit/seedvr2_upscale). Corrected.
Ultra's finish-farm post-mortem folded into the props section VERBATIM + credited, with Fable's
Ruling 1 amendment (NO-DRACO: drop --compress draco, rest of the command stands). Noted that our
bake_lowpoly.py / decimate_props.py are NOT the finish farm, so nobody conflates them.
- Provenance v4-FINAL (#6): the frozen table carries the pack (22 towns, all 8 states/territories,
1192 shops + roads[], ODbL, raw snapshots) + a row for Lane G's newtown_godverse attributed to G.
The licence spine is complete -- nothing shipped is unaccounted.
- BUG: index.json still listed 22 -- generated before the dd4489c merge, so newtown_godverse was
invisible to B's selector while R22 verifies at 23-town scale. Regenerated -> 23 towns (selfcheck
ALL GREEN 161300/161300). Index is now self-describing: state reads from the cache first, then my
config, so any lane's town rosters itself.
- G2a atlas contract review (E's half; C answers interior ceilings in LANE_C_PUB): Fable's priors all
hold. Atlas-per-shop is an UPGRADE if the loader disposes on room exit -- today stockpack.js never
disposes (R9: 181MB resident, accreting). Without dispose, per-shop strands ~16MB/shop (~190MB per
town visited, unbounded across 23 towns). With dispose: ~4MB resident at 1024², ~45x better than
today. Also: size the atlas to the shop (<=1024², not 2048² for a 6-item shop); reuse my index
schema verbatim so stockpack.js/fail-soft-to-parody/?noassets/validate_pack all work unchanged;
the R8 parody law (parodied metadata, real cover art) is unchanged.
-> Lane G: add "state":"NSW" to newtown_godverse.json and the index picks it up automatically.
-> Lane C: the R9 dispose-on-exit cache-cap is now load-bearing for G2a (my VRAM numbers above).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Audit -> normalize (16 GLBs + thumbs) -> web/assets/manifest.json (the
contract Lanes B/C/D read) -> facade gap-fill.
Step 4 facades generated locally on the M3 Ultra via MODELBEAST
flux_local (FLUX.2-klein-4B / MLX on MPS): 23 skins, free, ~5.7s each,
blank signboard, eyeballed, harvested, mapped to shop types. Every
registry type now has >=3 facades (stall 2->4, closing the Lane A gap).
Corner-lot -side walls tagged face:"side" with empty types so no shop
front ever selects a windowless wall. manifest validates green.
Still gated on John (both optional -- the game runs asset-free):
publish the 16 GLBs to 3GOD (needs GOD3_PW), MeshGod hero props (~$2.70).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>