F1: pass renderer.toneMappingExposure into CitizenSim each street frame so mid-tier
impostors track the animated day/night exposure (per LANE_D_NOTES). Verified: boots
clean, 0 console errors, exposure animates night 1.18 <-> midday 0.98.
F2: scope the consistency storeys check to permittedMax = max>=2 ? min(max+1,3) : max
(Lane A's corner-anchor rule, LANE_A_NOTES R3). Consistency now 0 warnings across 6
seeds; a single-storey type at >1 still trips. qa.sh --strict GREEN 4/4.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
interior_mode.js bridges Lane B's enterShop seam to Lane C buildInterior and Lane D
keepers (spawn at counter keeperStand, greet, leak-free over 5 cycles). CitizenSim
wired into the street loop (pop 140, ~96 active midday, worst ~191 draws). tools/:
qa.sh gate runner (all 4 landed gates GREEN --strict), scaffold/consistency checks,
shots.py + soak.py browser harnesses. docs/shots/ reference tree, LANE_F_NOTES
runbook, V2_IDEAS parking lot.
(F's inline seam edits to index.html/skins.js landed with the Lane B commit.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>